Ejemplo n.º 1
0
 def engine_start(self):
     del self.greenlets['engine']
     print('engine started')
     while True:
         if (len(self.players) == 1 and self.started):
             self.finished = True
             self.winning_logic()
             self.restart_game(11)
             break
         elif (len(self.players) == 0):
             self.finished = True
             self.restart_game()
             break
         t = uwsgi.micros() / 1000.0
         for p in self.players.keys():
             player = self.players[p]
             if player.cmd:
                 draw = self.cmd_handler(player, player.cmd)
                 if draw:
                     player.update_gfx()
                 player.cmd = None
             if player.attack_cmd:
                 draw = self.attack_cmd_handler(player, player.attack_cmd)
                 # print player.attack_cmd
                 if draw:
                     player.update_gfx()
                 player.attack_cmd = None
         for animation in self.animations:
             animation.animate()
         t1 = uwsgi.micros() / 1000.0
         delta = t1 - t
         if delta < 33.33:
             gevent.sleep((33.33 - delta) / 1000.0)
     self.greenlets['engine'] = self.engine_start
     print("engine ended")
Ejemplo n.º 2
0
    def engine_start(self):
        del self.greenlets['engine']
        print('engine started')
        while True:
            t = uwsgi.micros() / 1000.0
            if len(self.players) == 1 and self.started:
                self.finished = True
                self.winning_logic()
                self.restart_game(11)
                break
            elif len(self.players) == 0:
                self.finished = True
                self.restart_game()
                break

            self.world.stepSimulation(1, 30)
            for p in self.players.keys():
                player = self.players[p]
                # if player.cmd:
                #     draw = self.cmd_handler(player, player.cmd)
                #     draw = True
                #     if draw:
                #         player.update_gfx()
                #     player.cmd = None
                if player.cmd:
                    self.cmd_handler(player, player.cmd)
                    player.cmd = None
                player.update_gfx()
            t1 = uwsgi.micros() / 1000.0
            delta = t1 - t
            if delta < 33.33:
                gevent.sleep((33.33 - delta) / 1000.0)
        self.greenlets['engine'] = self.engine_start
        print("engine ended")
Ejemplo n.º 3
0
 def engine_start(self):
     del self.greenlets['engine']
     print('engine started')
     while True:
         if (len(self.players) == 1 and self.started):
             self.finished = True
             self.winning_logic()
             self.restart_game(11)
             break
         elif (len(self.players) == 0):
             self.finished = True
             self.restart_game()
             break
         t = uwsgi.micros() / 1000.0
         for p in self.players.keys():
             player = self.players[p]
             if player.cmd:
                 draw = self.cmd_handler(player, player.cmd)
                 if draw:
                     player.update_gfx()
                 player.cmd = None
             if player.attack_cmd:
                 draw = self.attack_cmd_handler(player, player.attack_cmd)
                 # print player.attack_cmd
                 if draw:
                     player.update_gfx()
                 player.attack_cmd = None
         for animation in self.animations:
             animation.animate()
         t1 = uwsgi.micros() / 1000.0
         delta = t1 - t
         if delta < 33.33:
             gevent.sleep((33.33 - delta) / 1000.0)
     self.greenlets['engine'] = self.engine_start
     print("engine ended")
Ejemplo n.º 4
0
def physic_engine(world):
    while True:
        t = uwsgi.micros() / 1000.0
        world.space.collide((world.world, world.contactgroup), near_callback)
        for name,box in world.boxes.items():
            box.draw()
        world.world.step(1)
        world.contactgroup.empty()
        t1 = uwsgi.micros() / 1000.0
        delta = t1 - t
        if delta < 33.33:
            gevent.sleep((33.33 - delta) / 1000.0)
Ejemplo n.º 5
0
def physic_engine(world):
    while True:
        t = uwsgi.micros() / 1000.0
        world.world.stepSimulation(1, 30)
        for name,box in world.boxes.items():
            box.draw()
        for name,ramp in world.ramps.items():
            ramp.draw()
        t1 = uwsgi.micros() / 1000.0
        delta = t1 - t
        if delta < 33.33:
            gevent.sleep((33.33 - delta) / 1000.0)
Ejemplo n.º 6
0
def physic_engine(world):
    while True:
        t = uwsgi.micros() / 1000.0
        world.world.stepSimulation(1, 30)
        for name, box in world.boxes.items():
            box.draw()
        for name, ramp in world.ramps.items():
            ramp.draw()
        t1 = uwsgi.micros() / 1000.0
        delta = t1 - t
        if delta < 33.33:
            gevent.sleep((33.33 - delta) / 1000.0)
Ejemplo n.º 7
0
 def engine_start(self):
     del self.greenlets['engine']
     print('engine started')
     self.world.setInternalTickCallback(self.cb, 17)
     self.sphere.trans.setOrigin(Vector3(0, 50, 0))
     self.sphere.body.setLinearVelocity(Vector3(0, 0, 0))
     self.sphere.body.setAngularVelocity(Vector3(0, 0, 0))
     self.sphere.body.setWorldTransform (self.sphere.trans)
     while True:
         t = uwsgi.micros() / 1000.0
         if not self.debug: 
             if len(self.players) == 1 and self.started:
                 self.finished.set()
                 self.winning_logic()
                 self.restart_game(10)
                 break
             elif len(self.players) == 0:
                 self.finished.set()
                 self.restart_game()
                 break
         self.world.stepSimulation(1, 30)
         self.sphere.update_gfx()
         for p in self.players.keys():
             try:
                player = self.players[p]
             except KeyError:
                continue
             position = player.trans.getOrigin()
             if position.getY() < -420:
                 player.end('loser')
                 continue
             if not player.is_accelerating and not player.is_braking:
                 player.vehicle.applyEngineForce(0, 0)
                 player.vehicle.applyEngineForce(0, 1)
                 player.vehicle.applyEngineForce(0, 2)
                 player.vehicle.applyEngineForce(0, 3)
                 player.is_braking = True
             else:
                 velocity = player.chassis.getLinearVelocity()
                 speed = velocity.length()
                 if speed > (player.max_speed/2):
                     new_speed = (player.max_speed/2) / speed
                     velocity = Vector3(
                         new_speed * velocity.getX(),
                         new_speed * velocity.getY(),
                         new_speed * velocity.getZ())
                     player.chassis.setLinearVelocity(velocity)
                 elif speed < 0.001:
                     quaternion = player.trans.getRotation()
                     if not -0.5 < quaternion.getX() < 0.5 or not -0.5 < quaternion.getZ() < 0.5:
                          player.end('loser')
                          continue
             player.is_accelerating = False
             if player.cmd:
                 self.cmd_handler(player, player.cmd)
                 player.cmd = None
             if player.attack_cmd:
                 self.attack_cmd_handler(player, player.attack_cmd)
                 player.attack_cmd = None
             player.update_gfx()
         for bullet in self.bullets:
              bullet.animate()
         t1 = uwsgi.micros() / 1000.0
         delta = t1 - t
         if delta < 33.33:
             gevent.sleep((33.33 - delta) / 1000.0)
     self.greenlets['engine'] = self.engine_start
     print("engine ended")