def generate(self, space_game, ship): x, y = random_edge_position() vx, vy = normalize_vector(ship.x - x, ship.y - y) vx *= ENEMY_BASE_SPEED vy *= ENEMY_BASE_SPEED enemy = Enemy(space_game, x, y, vx, vy) return [enemy]
def create_enemy_from_edges(self): x, y = random_edge_position() vx, vy = normalize_vector(self.ship.x - x, self.ship.y - y) vx *= ENEMY_BASE_SPEED vy *= ENEMY_BASE_SPEED enemy = Enemy(self, x, y, vx, vy) return [enemy]
def generate(self, space_game, ship): # TODO: extracted from method create_enemy_from_edge x, y = random_edge_position() vx, vy = normalize_vector(ship.x - x, ship.y - y) vx *= ENEMY_BASE_SPEED vy *= ENEMY_BASE_SPEED enemy = Enemy(space_game, x, y, vx, vy) return [enemy]
def generate(self, space_game, ship): self.x, self.y = random_edge_position() self.vx, self.vy = normalize_vector(self.ship.x - self.x, self.ship.y - self.y) self.vx *= ENEMY_BASE_SPEED self.vy *= ENEMY_BASE_SPEED self.enemy = Enemy(self, self.x, self.y, self.vx, self.vy) return [self.enemy]
def generate(self, space_game, ship): enemies = [] x = randint(100, CANVAS_WIDTH - 100) y = randint(100, CANVAS_HEIGHT - 100) while vector_len(x - ship.x, y - ship.y) < 200: x = randint(100, CANVAS_WIDTH - 100) y = randint(100, CANVAS_HEIGHT - 100) for d in range(18): dx, dy = direction_to_dxdy(d * 20) enemy = Enemy(space_game, x, y, dx * ENEMY_BASE_SPEED, dy * ENEMY_BASE_SPEED) enemies.append(enemy) return enemies
def create_enemy_star(self): enemies = [] x = randint(100, CANVAS_WIDTH - 100) y = randint(100, CANVAS_HEIGHT - 100) while vector_len(x - self.ship.x, y - self.ship.y) < 200: x = randint(100, CANVAS_WIDTH - 100) y = randint(100, CANVAS_HEIGHT - 100) for d in range(18): dx, dy = direction_to_dxdy(d * 20) enemy = Enemy(self, x, y, dx * ENEMY_BASE_SPEED, dy * ENEMY_BASE_SPEED) enemies.append(enemy) return enemies
def generate(self, space_game, ship): self.enemies = [] self.x = randint(100, CANVAS_WIDTH - 100) self.y = randint(100, CANVAS_HEIGHT - 100) while vector_len(self.x - self.ship.x, self.y - self.ship.y) < 200: self.x = randint(100, CANVAS_WIDTH - 100) self.y = randint(100, CANVAS_HEIGHT - 100) for d in range(18): self.dx, self.dy = direction_to_dxdy(d * 20) self.enemy = Enemy(self, self.x, self.y, self.dx * ENEMY_BASE_SPEED, self.dy * ENEMY_BASE_SPEED) self.enemies.append(self.enemy) return self.enemies
def generate(self, space_game, ship): ## ## # TODO: extracted from method create_enemy_star self.ship = ship enemies = [] x = randint(100, CANVAS_WIDTH - 100) y = randint(100, CANVAS_HEIGHT - 100) while vector_len(x - self.ship.x, y - self.ship.y) < 200: x = randint(100, CANVAS_WIDTH - 100) y = randint(100, CANVAS_HEIGHT - 100) for d in range(18): dx, dy = direction_to_dxdy(d * 20) enemy = Enemy(self.ship, x, y, dx * ENEMY_BASE_SPEED, dy * ENEMY_BASE_SPEED) enemies.append(enemy) return enemies
def init_objects(self): self.steps = 0 for enemy in self.enemies: self.enemies.remove(enemy) for food in self.foods: self.foods.remove(food) for i in range(self.nFoods): while True: flag = False size = int(self.width * Food.sizeF) x = random.uniform( int(size / 2.0) + 1, self.width - int(size / 2.0) + 1) y = random.uniform( int(size / 2.0) + 1, self.width - int(size / 2.0) + 1) for n in self.foods: if abs(x - n.posX) < size + 1 and abs(y - n.posY) < size + 1: flag = True if not flag: break self.foods.extend([Food(x, y, self.width)]) for j in range(self.nEnemies): while True: flag = False size = int(self.width * Enemy.sizeF) x = random.uniform( int(size / 2.0) + 1, self.width - int(size / 2.0) + 1) y = random.uniform( int(size / 2.0) + 1, self.width - int(size / 2.0) + 1) for n in self.enemies: if abs(x - n.posX) < size + 1 and abs(y - n.posY) < size + 1: flag = True for n in self.foods: if abs(x - n.posX) < size + 1 and abs(y - n.posY) < size + 1: flag = True if not flag: break self.enemies.extend([Enemy(x, y, self.width)]) while True: flag = False # size = random.randint(0, 0.1) size = int(self.width * Player.sizeF) x = random.uniform( int(size / 2.0) + 1, self.width - int(size / 2.0) + 1) y = random.uniform( int(size / 2.0) + 1, self.width - int(size / 2.0) + 1) for n in self.foods: if abs(x - n.posX) < size + 1 and abs(y - n.posY) < size + 1: flag = True for n in self.enemies: if abs(x - n.posX) < size + 1 and abs(y - n.posY) < size + 1: flag = True if not flag: break self.player = Player(x, y, self.width)