Beispiel #1
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 def __init__(self, start, end, arrow_size=10, stroke_color=(0,0,0), stroke_width=1, stroke_opacity=1):
     SvgCollection.__init__(self)
     self.type = "arrow"
     self.add(Line(start, end, stroke_color, stroke_width, stroke_opacity))
     
     arrow_direction = util.direction(start, end)
     d1 = util.scale_vector(util.rotate_2D_vector(arrow_direction, math.pi *  5/6), arrow_size)
     d2 = util.scale_vector(util.rotate_2D_vector(arrow_direction, math.pi * -5/6), arrow_size)
     e1 = util.add_vector(end, d1)
     e2 = util.add_vector(end, d2)
     self.add(Line(end, e1, stroke_color, stroke_width, stroke_opacity))
     self.add(Line(end, e2, stroke_color, stroke_width, stroke_opacity))
Beispiel #2
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 def spawn_engine_particles(self, destination_list):
     if self.engine_particles_to_spawn <= 0:
         return
     location_offset = util.scale_vector(self.direction_vector, -3)
     location = util.add_vector(self.get_rect().center, location_offset)
     vel_offset = util.scale_vector(self.direction_vector,
                                    self.particle_direction)
     particle_velocity = util.add_vector(self.get_velocity(), vel_offset)
     particle.spawn_particles(destination_list,
                              count=self.engine_particles_to_spawn,
                              location=location,
                              velocity=particle_velocity,
                              color=dark_red,
                              fade_to_color=light_yellow)
     self.engine_particles_to_spawn = 0
Beispiel #3
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 def _fade_get_next_color(self, delta_time):
     delta_color = util.scale_vector(self.amount_to_fade_per_milli,
                                     delta_time)
     delta_color = util.vector_op(delta_color, self.buffered_fade, add)
     delta_color, self.buffered_fade = util.separate_whole_decimal(
         delta_color)
     return util.vector_op(self.current_color, delta_color, sub)
Beispiel #4
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 def fire_laser(self, delta_time):
     if self.last_fire >= self.fire_rate:
         # print("laser fired! " + str(delta_time))
         self.last_fire = 0
         location = self.get_rect().center
         offset = util.scale_vector(self.direction_vector, 5)
         final_location = util.add_vector(offset, location)
         laser = lasermod.Laser(final_location, self.direction_vector,
                                self.get_velocity())
         self.lasers.append(laser)
Beispiel #5
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 def fade(self,
          fade_duration,
          begin_color,
          end_color,
          draw_image_func=fill_surface):
     self.current_color = begin_color
     self.target_color = end_color
     self.fade_duration = fade_duration
     dif_vec = util.vector_op(begin_color, end_color, sub)
     self.amount_to_fade_per_milli = util.scale_vector(
         dif_vec, 1 / fade_duration)
     self.draw_image_func = draw_image_func
     self._update_func = self._fade
Beispiel #6
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def init_image(hp):
    # todo make the drawing cooler.
    direction_of_draw = pygame.math.Vector2((0, -1))
    total_points = hp + 2
    degrees_per_point = 360 / total_points
    diameter = diameter_from_hp(hp)
    radius = int(diameter / 2)
    surface = pygame.Surface((diameter, diameter), pygame.SRCALPHA)
    center_point = surface.get_rect().center
    points = []
    previous_scalar = radius
    for _ in range(total_points):
        point_scalar = max(min(util.gauss(previous_scalar + 1, 3), radius), 1)
        previous_scalar = point_scalar
        point = util.scale_vector(direction_of_draw, point_scalar)
        point = util.add_vector(point, center_point)
        points.append(point)
        direction_of_draw = direction_of_draw.rotate(degrees_per_point)

    pygame.draw.polygon(surface, asteroid_color, points)
    return surface
Beispiel #7
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 def _apply_velocity(self, delta_time):
     to_move = util.scale_vector(self.velocity_vector, delta_time)
     to_move = util.vector_op(to_move, self.buffered_move, add)
     to_move, self.buffered_move = util.separate_whole_decimal(to_move)
     self.move(to_move[0], to_move[1])
Beispiel #8
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 def update_weight(self, weight, x_i, y_i, r_t, c):
     base = scale_vector(weight, 1-r_t)
     penalty = [0 for _ in base]
     if y_i*(dot_prod(weight, x_i)) <= 1:
         penalty = scale_vector(x_i, r_t*c*y_i)
     return verctor_add(penalty, base)