def shoot(self): m = mover.Mover(self.spawnpos.x, self.spawnpos.y) init_velocity_mag = 20 init_velocity = pvector.PVector(init_velocity_mag, math.radians(self.angle+90), False) m.velocity.add(init_velocity) return m
def __init__(self): super(Bounce, self).__init__() self.movers = [ mover.Mover(self.WINDOWWIDTH, self.WINDOWHEIGHT) for _ in range(15000) ] self.movers = [m for m in self.movers if self.is_in_circle(m)] pygame.mouse.set_visible(False)
def getMoversForPlane(self): for mov in self.scenario['objects']: movementType = ( defs.getMovementTypeFromString(mov["movementType"]) ) if "movementType" in mov else defs.MovementType.STATIC startPoint = mov["startingPixel"] paceLength = mov["paceLength"] if "paceLength" in mov else 0 radius = mov["radius"] if "radius" in mov else 10 movementDirection = ( defs.getMovementDirectionFromString(mov["movementDirection"]) ) if "movementDirection" in mov else defs.MovementDirection.VERTICALUP m = mover.Mover(movementType, startPoint, self.domainSize, pacelength=paceLength, radius=radius, movementDirection=movementDirection) self.movers.append(m) return self.movers
def do_setup(self, world): self.log.info("Setup") self.world = world self.explorer_dispatcher = explorer_dispatcher.ExplorerDispatcher( world, self) self.warrior_dispatcher = warrior_dispatcher.WarriorDispatcher( world, self) self.defender_dispatcher = defender_dispatcher.DefenderDispatcher( world, self) self.dispatchers = [self.explorer_dispatcher, self.warrior_dispatcher, self.defender_dispatcher] self.mover = mover.Mover(world, self) self.ants_tracker = TimeTracker(0) self.preloop_tracker = TimeTracker(0) self.postloop_tracker = TimeTracker(0) castar.setup(world.map, world) self.explored_map = np.zeros(world.map.shape, dtype = np.bool)
def __init__(self): super(PullEachOther, self).__init__() self.movers = [ mover.Mover(self.WINDOWWIDTH, self.WINDOWHEIGHT) for _ in range(2) ]
def __init__(self): super(WindyBall, self).__init__() self.movers = [ mover.Mover(self.WINDOWWIDTH, self.WINDOWHEIGHT) for _ in range(1) ]