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fruit.py
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import random
import pyglet as pg
import pymunk as pm
from constants import *
import utils
from sprites import VISI_NORMAL, VISI_HIDDEN
from sprites import FruitSprite, ExplosionSprite
_FRUITS_DEF_ORIGINAL = [
# le rang dans cette liste sert de kind/points/collision_type;
# valeur 0 réservée aux types sans handlers.
None,
{'mass':5, 'radius':30, 'name':'cerise' },
{'mass':7, 'radius':40, 'name':'fraise' },
{'mass':10, 'radius':55, 'name':'prune' },
{'mass':12, 'radius':70, 'name':'abricot' },
{'mass':15, 'radius':90, 'name':'orange' },
{'mass':20, 'radius':120, 'name':'tomate' },
{'mass':25, 'radius':130, 'name':'pamplemousse' },
{'mass':30, 'radius':150, 'name':'pomme' },
{'mass':37, 'radius':190, 'name':'ananas' },
{'mass':40, 'radius':230, 'name':'melon' },
{'mass':50, 'radius':200, 'name':'pasteque' },
]
def mode_mini(fruits):
ret = [None]
for f in fruits[1:]:
fruit_mini = {}
for k,v in f.items():
if( k=='radius' ):
fruit_mini[k] = v/4
else:
fruit_mini[k] = v
ret.append( fruit_mini)
return ret
_FRUITS_DEF = _FRUITS_DEF_ORIGINAL
#_FRUITS_DEF = mode_mini( _FRUITS_DEF_ORIGINAL )
_FRUITS_RANDOM = [ 1,2,3,4 ]
def nb_fruits():
return len(_FRUITS_DEF) - 1
MODE_WAIT = 'wait'
MODE_FIRST_DROP = 'first_drop'
MODE_NORMAL = 'normal'
MODE_DRAG = 'drag'
MODE_MERGE = 'merge'
MODE_REMOVED = 'removed'
SPRITE_MAIN = "sprite_main"
SPRITE_EXPLOSION = "sprite_explosion"
COLLISION_CAT = 'coll_cat'
COLLISION_MASK = 'coll_mask'
BODY_TYPE = 'body_type'
VISI = 'visi'
_FRUIT_MODES = {
MODE_WAIT: {
COLLISION_CAT: CAT_FRUIT_WAIT,
COLLISION_MASK: 0x00, # collision avec les murs uniqement
VISI: VISI_NORMAL,
BODY_TYPE: pm.Body.KINEMATIC
},
MODE_FIRST_DROP: {
COLLISION_CAT: CAT_FRUIT_DROP,
COLLISION_MASK: CAT_FRUIT, # collision avec les fruits et les murs, mais pas avec MAXLINE ni autres fruits FIRST_DROP
VISI: VISI_NORMAL,
BODY_TYPE: pm.Body.KINEMATIC
},
MODE_NORMAL: {
COLLISION_CAT: CAT_FRUIT,
COLLISION_MASK: CAT_FRUIT_DROP | CAT_FRUIT | CAT_MAXLINE,
VISI: VISI_NORMAL,
BODY_TYPE: pm.Body.DYNAMIC
},
MODE_DRAG: {
COLLISION_CAT: CAT_FRUIT,
COLLISION_MASK: CAT_FRUIT_DROP | CAT_FRUIT | CAT_MAXLINE,
VISI: VISI_NORMAL,
BODY_TYPE: pm.Body.KINEMATIC
},
MODE_MERGE: {
COLLISION_CAT: CAT_FRUIT_MERGE,
COLLISION_MASK: 0x00, # collision avec les murs uniqement
VISI: VISI_NORMAL,
BODY_TYPE: pm.Body.KINEMATIC
},
MODE_REMOVED: {
COLLISION_CAT: CAT_FRUIT_REMOVED,
COLLISION_MASK: 0x00, # collision avec les murs uniqement
VISI: VISI_HIDDEN,
BODY_TYPE: pm.Body.KINEMATIC
}
}
_g_fruit_id = 0
def _get_new_id():
global _g_fruit_id
_g_fruit_id +=1
return _g_fruit_id
# POUR DEBUG : changements de mode autorisés
g_valid_transitions = {
MODE_WAIT : (MODE_FIRST_DROP, MODE_NORMAL, MODE_REMOVED), # mode initial à la creation
MODE_FIRST_DROP : (MODE_NORMAL, MODE_MERGE, MODE_REMOVED),
MODE_NORMAL : (MODE_MERGE, MODE_DRAG, MODE_REMOVED),
MODE_DRAG : (MODE_NORMAL, MODE_MERGE, MODE_REMOVED),
MODE_MERGE : (MODE_REMOVED,),
MODE_REMOVED : (MODE_REMOVED,)
}
def random_kind():
return random.choice( _FRUITS_RANDOM )
def name_from_kind(kind):
return _FRUITS_DEF[kind]["name"]
class AnimatedCircle( pm.Circle ):
def __init__(self, **kwargs ):
super().__init__(**kwargs)
self._grow_start = None
self._radius_ref = self.radius
def grow_start( self ):
"""lance une animation qui fait varier le rayon en fonction du temps
"""
if( self._grow_start is None ):
self._grow_start = utils.now()
def update_animation(self):
"""modifie le rayon du cercle
"""
if( not self._grow_start ):
return
t = utils.now()-self._grow_start
x = t * (1-FADE_SIZE)/ FADEIN_DELAY + FADE_SIZE
self.unsafe_set_radius( self._radius_ref * min(1, x) )
if( x > 1 ):
self._grow_start = None
class Fruit( object ):
def __init__(self, space, position, on_remove=None, kind=0, mode=MODE_WAIT):
# espece aléatoire si non spécifiée
assert kind<=nb_fruits(), "type de fruit inconnu"
assert position
if( kind<=0 ):
kind = random_kind()
fruit_def = _FRUITS_DEF[kind]
self._id = _get_new_id()
self._kind = kind
self._space = space
self._on_remove = on_remove
self._body, self._shape = self._make_shape(
radius=fruit_def['radius'],
mass=fruit_def['mass'],
position=position)
self._shape.collision_type = kind
space.add(self._body, self._shape)
self._sprites = {
SPRITE_MAIN : FruitSprite(
nom=fruit_def['name'],
r=fruit_def['radius'] )
}
self._fruit_mode = None
self._dash_start_time = None
self._drag_offset = None
self._set_mode( mode )
#print( f"{self} created" )
def __del__(self):
assert( self._body is None
and self._shape is None
and len(self._sprites)==0
and self._fruit_mode == MODE_REMOVED), "ressources non libérées"
def __repr__(self):
return f"{_FRUITS_DEF[self._kind]['name']}#{self._id}"
def _make_shape(self, radius, mass, position):
""" cree le body/shape pymunk pour la simulation physique
"""
body = pm.Body(body_type = pm.Body.KINEMATIC)
body.position = position
shape = AnimatedCircle(body=body, radius=radius)
shape.mass = mass
shape.friction = FRICTION
shape.elasticity = ELASTICITY_FRUIT
# ajoute fruit_id comme attribut custom de l'objet pymunk
shape.fruit = self
return body, shape
def release_ressources(self):
if( not self.removed ):
print( f"WARNING: {self} delete() avec mode différent de MODE_REMOVED ({self._fruit_mode})" )
# remove pymunk objects and local references
if( self._body or self._shape):
#print( f"{self}.delete()")
self._space.remove( self._body, self._shape )
self._body = self._shape = None
for k,sprite in self._sprites.items():
sprite.delete()
self._sprites = {}
# sert uniquement à deplacer le fruit en attente (next_fruit)
def on_window_resize(self, width, height):
if(self._fruit_mode != MODE_WAIT):
print(f"{self} WARNING on_resize() ignoré en mode {self._fruit_mode}")
return
fruit_def = _FRUITS_DEF[self._kind]
x = width//2
y = height - fruit_def['radius'] - 5
self.position = pm.Vec2d(x,y)
@property
def id(self):
return self._id
@property
def kind(self):
return self._kind
@property
def scalar_velocity(self):
return self._body.velocity.length
@property
def points(self):
return self._kind
@property
def removed(self):
return self._fruit_mode == MODE_REMOVED
@property
def position(self):
return self._body.position
@position.setter
def position(self, pos):
assert self._body.body_type != pm.Body.DYNAMIC
self._body.position = pos
@property
def radius(self):
return self._shape.radius
def _is_deleted(self):
return (self._body==None
and self._shape==None
and self._sprites==None )
def _set_mode(self, mode):
# debug
# old = self._fruit_mode
# log = f"{self} mode {self._fruit_mode}->{mode}"
# if( old and mode not in g_valid_transitions[old] ):
# log += " INVALIDE"
# print(log)
if(self.removed):
return
self._fruit_mode = mode
attrs = _FRUIT_MODES[self._fruit_mode]
# DYNAMIC ou KINEMATIC
self._body.body_type = attrs[BODY_TYPE]
# sprites visibility
for s in self._sprites.values( ):
s.visibility = attrs[VISI]
# modifie les règkes de collision
self._shape.filter = pm.ShapeFilter(
categories= attrs[COLLISION_CAT],
mask = attrs[COLLISION_MASK] | CAT_WALLS ) # collision systematique avec les murs
def update(self):
"""met à jour le sprite du fruit à partir de la simulation physique et autres
"""
if( self.removed or self._is_deleted() ):
return
(x, y) = self._body.position
degres = -180/3.1416 * self._body.angle # pymunk et pyglet ont un sens de rotation opposé
for s in self._sprites.values():
s.update( x=x, y=y, rotation=degres, on_animation_stop=None )
self._shape.update_animation()
def blink(self, activate, delay=0):
if(not activate):
self._sprites[SPRITE_MAIN].blink = False
elif( not self._sprites[SPRITE_MAIN].blink ):
self._sprites[SPRITE_MAIN].blink = True
def drop(self):
"""met l'objet en mode dynamique pour qu'il tombe et active les collisions"""
self._body.velocity = (0, -INITIAL_VELOCITY)
self._set_mode( MODE_FIRST_DROP )
self._shape.collision_type = COLLISION_TYPE_FIRST_DROP
def normal(self):
"""met l'objet en mode dynamique pour qu'il tombe et active les collisions"""
self._set_mode( MODE_NORMAL )
self._shape.collision_type = self._kind
def fade_in(self):
""" fait apparaitre le sprite avec un effet d'agrandissement et de transparence
"""
if(self.removed):
return
#print( f"{self}.fade_in()")
self.normal()
self._sprites[SPRITE_MAIN].fadein = True
self._shape.grow_start()
def fade_out(self):
assert( self._body.body_type == pm.Body.KINEMATIC )
self.normal()
self._sprite[SPRITE_MAIN].fadeout = True
def drag_mode(self, cursor):
if( cursor ):
self._drag_offset = - self._body.position + cursor
self._set_mode( MODE_DRAG )
else:
self._drag_offset = None
self._set_mode( MODE_NORMAL )
def drag_to(self, cursor, dt):
if( self._fruit_mode not in [MODE_NORMAL, MODE_DRAG] ):
return
assert self._drag_offset, "initialisation incorrecte du mode drag"
assert self._fruit_mode == MODE_DRAG, "mode drag non initialisé"
self.set_velocity_to( dest= cursor-self._drag_offset, delay=dt*10 )
def merge_to(self, dest):
if( self._fruit_mode==MODE_MERGE):
return
self._set_mode( MODE_MERGE ) # plus de collisions avec les fruits
self.set_velocity_to(dest, delay=MERGE_DELAY)
pg.clock.schedule_once(lambda dt : self.remove(), delay=MERGE_DELAY )
def set_velocity_to(self, dest, delay):
(x0, y0) = self._body.position
(x1, y1) = dest
v = pm.Vec2d((x1-x0)/delay, (y1-y0)/delay)
if( v.length < 0.00001 ):
v= (0,0)
self._body.velocity = v
def explose(self):
if( self._fruit_mode in [MODE_MERGE, MODE_REMOVED] ):
return
self._set_mode(MODE_MERGE)
explo = ExplosionSprite(
r=self._shape.radius,
on_explosion_end=self.remove)
explo.position = ( *self._body.position, 1)
self._sprites[SPRITE_EXPLOSION] = explo
self._sprites[SPRITE_MAIN].fadeout = True
def is_offscreen(self) -> bool :
if self._is_deleted():
return False
x, y = self._body.position
return y < -WINDOW_HEIGHT
# retire le fruit du jeu. l'objet ne doit plus être utilisé ensuite.
def remove(self):
# callback optionnel ( ex: gestion du score )
if(self._on_remove ):
self._on_remove( self )
self._set_mode(MODE_REMOVED)
self.release_ressources()
class ActiveFruits(object):
def __init__(self, space, width, height):
self._space = space
self._fruits = dict()
self._score = 0
self._next_fruit = None
self._window_size = ( width, height )
self._is_gameover = False
def __len__(self):
return len(self._fruits)
def reset(self):
self._is_gameover = False
self.remove_all()
self.remove_next()
self._score = 0
pg.clock.unschedule( self.explose_seq )
def update(self):
if( self._next_fruit ):
self._next_fruit.update()
for f in self._fruits.values():
f.update()
def prepare_next(self, kind):
"""Cree un fruit en attente de largage
"""
assert( not self._is_gameover )
if( self._next_fruit ):
print("next_fruit deja present")
return
self._next_fruit = Fruit(space=self._space,
kind=kind,
position=self._next_position(),
on_remove=self.on_remove)
# self.add() appelé dans play_next()
def drop_next(self, position):
if( (not self._next_fruit) or self._is_gameover ):
return
self._next_fruit.position = position
self._next_fruit.drop()
self.add( self._next_fruit )
self._next_fruit = None
def peek_next(self):
return self._next_fruit
def remove(self, id):
points = 0
if id in self._fruits:
points = self._fruits[id].points
self._fruits[id].remove()
return points
def remove_all(self):
points = 0
for id in self._fruits:
points += self.remove(id)
self.cleanup()
return points
def remove_next(self):
if( self._next_fruit ):
self._next_fruit.remove()
self._next_fruit = None
def spawn(self, kind, position):
f = Fruit( space=self._space,
kind=kind,
position=position,
on_remove=self.on_remove)
self.add(f)
f.fade_in()
return f
def on_remove(self, f):
self._score += f.points
def explose_seq(self, dt):
"""fait exploser les fruits en commençant par le plus récent
"""
# cherche le fruit non explosé le plus ancien
explosables = [ i for i,f in self._fruits.items() if f._fruit_mode in [MODE_NORMAL, MODE_FIRST_DROP] ]
if( explosables ):
explosables.sort(reverse=True )
self._fruits[explosables[0]].explose()
# continue tant qu'il reste des fruits
if( self._fruits ):
pg.clock.schedule_once( self.explose_seq, GAMEOVER_ANIMATION_INTERVAL )
def gameover(self):
self._is_gameover = True
self.remove_next()
# programme l'explosion des fruits restants
print( f'programme explosion finale pour {len(self._fruits)} fruits actifs')
pg.clock.schedule_once( self.explose_seq, GAMEOVER_ANIMATION_START)
def add(self, newfruit):
self._fruits[ newfruit.id ] = newfruit
def cleanup(self, all_fruits=False):
""" garbage collection
"""
# retire les fruits sortis du jeu
for f in self._fruits.values():
if not f.removed and f.is_offscreen():
print( f"WARNING {f} est sorti du jeu" )
f.remove()
# supprime les références aux fruits REMOVED (pour garbage collection)
removed = [f.id for f in self._fruits.values() if (all_fruits or f.removed) ]
for id in removed:
del self._fruits[id] # should trigger fruit.__del__()
def _next_position(self):
return ( self._window_size[0] // 2,
self._window_size[1] - NEXT_FRUIT_Y_POS )
def on_resize(self, width, height):
self._window_size = (width, height)
if( self._next_fruit ):
self._next_fruit.position = self._next_position()