Ejemplo n.º 1
0
    def _generate_frame(self, border = False):
        radius = self.size + 8
        padding = 8
        cx,cy = radius + padding, radius + padding
        self._width = radius * 2 + padding * 2
        self._height = radius * 2 + padding * 2
        frame = pygame.Surface((self._width, self._height), pygame.SRCALPHA)

        border_radius = 2 if border else 1
        color = self.owning_civ.color if self.owning_civ else PICO_YELLOW

        # Border
        pygame.draw.circle(frame, color, (cx,cy), radius + border_radius)    

        for building in self.buildings:
            offset = V2.from_angle(building['angle'] + self.base_angle) * radius + V2(cx, cy)
            building['building'].draw_outline(frame, color, offset, building['angle'] + self.base_angle,expand=border)

        # Foreground
        #pygame.draw.circle(frame, PICO_GREYPURPLE, (cx,cy), radius)
        rotated = pygame.transform.rotate(self.art, 0)
        frame.blit(rotated, (cx - rotated.get_width() // 2, cy - rotated.get_height() // 2))

        for building in self.buildings:
            offset = V2.from_angle(building['angle'] + self.base_angle) * radius + V2(cx, cy)
            building['building'].draw_foreground(frame, offset, building['angle'] + self.base_angle)

        return frame
Ejemplo n.º 2
0
 def sphere_get(offset, planet_pos):
     spherize = 0.25 + pow(planet_pos.magnitude(), 1.75) / 40.0
     dist, angle = planet_pos.to_polar()
     angle += wavy_angle
     p2 = offset + V2.from_angle(angle) * dist * spherize
     color = wavy.get_at((int(p2.x), int(p2.y)))
     return color
Ejemplo n.º 3
0
 def update(self, planet, dt):
     self.fire_time += dt
     threats = planet.get_threats()
     if self.fire_time > self.FIRE_RATE and threats:
         self.fire_time = 0
         for i in range(planet.population):
             angle = random.random() * 6.2818
             b = Bullet(planet.pos +
                        V2.from_angle(angle) * planet.get_radius(),
                        random.choice(threats),
                        planet,
                        vel=V2.from_angle(angle) * 20,
                        mods={
                            'homing': True,
                            "damage_debuff": 0.5
                        })
             planet.scene.game_group.add(b)
Ejemplo n.º 4
0
    def travel_to_target(self, dt):
        ### Directional Forces ###
        target_vector = V2(0, 0)

        # Towards target
        if self.orbits:
            orbital_pos = (self.pos - self.target.pos).normalized() * (
                self.target.size + 20) + self.target.pos
            towards_angle = (orbital_pos - self.pos).to_polar()[1]
        else:
            towards_angle = (self.target.pos - self.pos).to_polar()[1]
        towards_angle += math.sin(self.speed_t) / 4
        target_vector += V2.from_angle(towards_angle) * TARGET_POWER

        target_vector += self.get_fleet_target_vector()

        # Now turn towards that target vector
        target_vector = target_vector.normalized()
        self.turn_towards(target_vector, dt)

        self.speed_t += dt
        speed = math.sin(self.speed_t) * 2 + self.base_speed
        speed *= self.owning_civ.upgrade_stats['move_speed'] + 1
        self.velocity = V2.from_angle(self._angle) * speed

        self.try_warp(dt)

        self.pos += (self.velocity + self.push_velocity) * dt

        if self.velocity.sqr_magnitude() > 0:
            self.thrust_particle_time += dt
            if self.thrust_particle_time > THRUST_PARTICLE_RATE:
                pvel = V2(random.random() - 0.5, random.random() - 0.5) * 5
                pvel += -self.velocity / 2
                p = particle.Particle(
                    "assets/thrustparticle.png", 1,
                    self.pos + -self.velocity.normalized() * self.size, 1,
                    pvel)
                self.scene.game_group.add(p)
                self.thrust_particle_time -= THRUST_PARTICLE_RATE
Ejemplo n.º 5
0
 def turn_towards(self, vector, dt):
     facing = V2.from_angle(self._angle)
     cp = facing.cross(vector)
     try:
         ao = math.acos(facing.dot(vector))
     except ValueError:
         ao = 0
     if ao < 0.25:
         self._angle = math.atan2(vector.y, vector.x)
     else:
         if cp > 0:
             self._angle += 3 * dt
         else:
             self._angle -= 3 * dt
     return cp
Ejemplo n.º 6
0
    def draw_shape(self, surface, shape, color, offset, angle, expand=False):
        center = offset
        for pt in shape:
            center += pt * (1 / len(shape))
        final_pts = []
        for pt in shape:
            dist, ang = pt.to_polar()
            ang += angle
            new_pt = V2.from_angle(ang) * dist + offset
            if expand:
                new_pt += (new_pt - center).normalized() * .75
            final_pts.append(new_pt)

        pygame.draw.polygon(surface, color, [pt.tuple() for pt in final_pts],
                            0)
Ejemplo n.º 7
0
 def push_from_planets(self, dt):
     for planet in self.scene.get_planets():
         dist = (planet.pos - self.pos).sqr_magnitude()
         if dist < (planet.get_radius() + 5)**2:
             delta = (self.pos - planet.pos)
             dir = delta.normalized()
             mag = abs((planet.get_radius() + 5) - delta.magnitude())
             fwd = V2.from_angle(self._angle)
             self.push_velocity = dir * mag
             w = fwd.cross(dir)
             if w > 0:
                 self._angle += 5 * dt
                 self.push_velocity += V2(dir.y, -dir.x) * 2
             else:
                 self._angle -= 5 * dt
                 self.push_velocity -= V2(dir.y, -dir.x) * 2
     self.push_velocity *= 0.9
Ejemplo n.º 8
0
 def homing(self, dt):
     towards = (self.target.pos - self.pos).normalized()
     speed, angle = self.vel.to_polar()
     facing = self.vel.normalized()
     cp = facing.cross(towards)
     try:
         ao = math.acos(facing.dot(towards))
     except ValueError:
         ao = 0
     if ao < 0.25:
         angle = math.atan2(towards.y, towards.x)
     else:
         if cp > 0:
             angle += 3 * dt
         else:
             angle -= 3 * dt
     self.vel = V2.from_angle(angle) * speed
     self._generate_image()
Ejemplo n.º 9
0
    def dogfight(self, threats, dt):
        if self.current_dogfight_target == None or self.current_dogfight_target.health <= 0:
            self.current_dogfight_target = random.choice(threats)
        dist = (self.current_dogfight_target.pos - self.pos).sqr_magnitude()
        if dist < RANGE ** 2:
            self.assault(self.current_dogfight_target, dt)
        else:
            towards = (self.current_dogfight_target.pos - self.pos).normalized()
            target_vector = towards
            target_vector += self.get_fleet_target_vector()            
            target_vector = target_vector.normalized()
            self.turn_towards(target_vector, dt)
            self.speed_t += dt
            speed = math.sin(self.speed_t) * 2 + self.base_speed
            speed *= self.owning_civ.upgrade_stats['move_speed'] + 1
            self.velocity = V2.from_angle(self._angle) * speed

            self.thrust_particle_time += dt
            if self.thrust_particle_time > THRUST_PARTICLE_RATE:
                pvel = V2(random.random() - 0.5, random.random() - 0.5) * 5
                pvel += -self.velocity / 2
                p = Particle("assets/thrustparticle.png",1,self.pos,1,pvel)
                self.scene.game_group.add(p)
                self.thrust_particle_time -= THRUST_PARTICLE_RATE            
Ejemplo n.º 10
0
    def update(self, dt):
        self._status = []
        my_planets = self.scene.get_civ_planets(self.civ)
        general_rate = min(0.75 + (len(my_planets) / 6), 2)

        if my_planets:
            if not self.homeworld:
                self.homeworld = my_planets[0]
            self.homeworld.health = self.homeworld.get_max_health()
            self._status.append("planets: " +
                                ", ".join([str(p.pos) for p in my_planets]))
            self.building_time += dt * general_rate
            if self.building_time > BUILDING_TIME:
                self.building_time = 0
                if random.random() > 0.25:
                    p = random.choice(my_planets)
                    if len(p.buildings) < 5:
                        p.add_building(
                            random.choice(["mining_rate", "regen", "armory"]))
                else:
                    self.civ.upgrade_stats['fire_rate'] += 0.1

            self._status.append(str(dict(self.civ.upgrade_stats)))

            self._status.append("%.2f" % self.add_fighter_timer)
            self.add_fighter_timer += dt * general_rate
            if self.add_fighter_timer > ADD_FIGHTER_TIME:
                p = random.choice(my_planets)
                p.add_ship('alien-fighter')
                self.add_fighter_timer = 0

            self._status.append("%.2f" % self.invade_timer)
            self.invade_timer += dt * general_rate
            near_planets = self.scene.get_planets()
            near_planets.sort(
                key=lambda x: (x.pos - self.homeworld.pos).sqr_magnitude())
            near_unclaimed = [
                p for p in near_planets if p.owning_civ != self.civ
            ][0:3]
            self._status.append("near unclaimed: " +
                                ", ".join([str(p.pos)
                                           for p in near_unclaimed]))
            if self.invade_timer > max(INVADE_TIME - self.battleship_wave, 4):
                target = random.choice(near_unclaimed)
                my_planets_with_fighters = [
                    p for p in my_planets if p.ships['alien-fighter'] > 0
                ]
                if my_planets_with_fighters:
                    p = random.choice(my_planets_with_fighters)
                    for _ in range(random.randint(1,
                                                  p.ships['alien-fighter'])):
                        p.emit_ship('alien-fighter', {'to': target})
                    if p.ships['alien-battleship']:
                        for _ in range(
                                random.randint(1,
                                               p.ships['alien-battleship'])):
                            p.emit_ship('alien-battleship', {'to': target})
                    if p.population > 1:
                        pop = random.randint(1, p.population - 1)
                        p.emit_ship('alien-colonist', {
                            'to': target,
                            'num': pop
                        })
                    self.invade_timer = 0
                    p.needs_panel_update = True

        self.battleship_timer += dt * general_rate
        if self.battleship_timer > max(
                BATTLESHIP_TIME / (1 + self.battleship_wave / 4), 20):
            self.battleship_timer = 0
            self.battleship_wave += 1
            near_planets = [
                p for p in self.scene.get_planets()
                if (p.pos - self.homeworld.pos).sqr_magnitude() < (
                    self.battleship_wave * 100)**2
            ]
            planet = random.choice(near_planets)
            bsp = planet.pos + V2.from_angle(random.random() * 6.2818) * 40
            ww = WarpWarning(planet, self.scene, bsp)
            self.scene.game_group.add(ww)