Example #1
0
 def setup(self):
     """Initialize the cache of obstacles near the base."""
     self._obstacles = []
     for o in self.map.obstacles:
         c = self.base.center
         r = self.tanks_radius + constants.TANKRADIUS
         if collisiontest.circle_to_circle((o.center, o.radius), (c, r)):
             self._obstacles.append(o)
Example #2
0
File: game.py Project: thyer/CS470
 def setup(self):
     """Initialize the cache of obstacles near the base."""
     self._obstacles = []
     for o in self.map.obstacles:
         c = self.base.center
         r = self.tanks_radius + constants.TANKRADIUS
         if collisiontest.circle_to_circle((o.center, o.radius), (c, r)):
             self._obstacles.append(o)
Example #3
0
 def check_position(self, pos, rad):
     """Check a position to see if it is safe to spawn a tank there."""
     for o in self._obstacles:
         if collisiontest.circle_to_poly((pos,rad), o.shape):
             return False
     for s in self.map.shots():
         shot = (s.pos, constants.SHOTRADIUS)
         if collisiontest.circle_to_circle((pos,rad), shot):
             return False
     for t in self.map.tanks():
         tank = (t.pos, constants.TANKRADIUS)
         if collisiontest.circle_to_circle((pos,rad), tank):
             return False
     off_map_left = pos[0]-rad < -self.config.world.size[0]/2
     off_map_bottom = pos[1]-rad < -self.config.world.size[1]/2
     off_map_right = pos[0]+rad > self.config.world.size[0]/2
     off_map_top = pos[1]+rad > self.config.world.size[1]/2
     if off_map_left or off_map_bottom or off_map_right or off_map_top:
         return False
     return True
Example #4
0
File: game.py Project: thyer/CS470
 def check_position(self, pos, rad):
     """Check a position to see if it is safe to spawn a tank there."""
     for o in self._obstacles:
         if collisiontest.circle_to_poly((pos, rad), o.shape):
             return False
     for s in self.map.shots():
         shot = (s.pos, constants.SHOTRADIUS)
         if collisiontest.circle_to_circle((pos, rad), shot):
             return False
     for t in self.map.tanks():
         tank = (t.pos, constants.TANKRADIUS)
         if collisiontest.circle_to_circle((pos, rad), tank):
             return False
     off_map_left = pos[0] - rad < -self.config.world.size[0] / 2
     off_map_bottom = pos[1] - rad < -self.config.world.size[1] / 2
     off_map_right = pos[0] + rad > self.config.world.size[0] / 2
     off_map_top = pos[1] + rad > self.config.world.size[1] / 2
     if off_map_left or off_map_bottom or off_map_right or off_map_top:
         return False
     return True
Example #5
0
 def collision_at(self, pos):
     """Return True if collision at given position, and False otherwise."""
     rad = constants.TANKRADIUS
     for obs in self.team.map.obstacles:
         if collisiontest.circle_to_poly(((pos),rad), obs.shape):
             return True
     for tank in self.team.map.tanks():
         if tank is self:
             continue
         if collisiontest.circle_to_circle((tank.pos, rad), (pos, rad)):
             self.collide_tank(tank)
             return True
     at_left_wall = pos[0]-rad < -self.config.world.size[0]/2
     at_bottem_wall = pos[1]-rad < -self.config.world.size[1]/2
     at_right_wall = pos[0]+rad > self.config.world.size[0]/2
     at_top_wall = pos[1]+rad > self.config.world.size[1]/2
     if at_left_wall or at_bottem_wall or at_right_wall or at_top_wall:
         return True
     return False
Example #6
0
File: game.py Project: thyer/CS470
 def collision_at(self, pos):
     """Return True if collision at given position, and False otherwise."""
     rad = constants.TANKRADIUS
     for obs in self.team.map.obstacles:
         if collisiontest.circle_to_poly(((pos), rad), obs.shape):
             return True
     for tank in self.team.map.tanks():
         if tank is self:
             continue
         if collisiontest.circle_to_circle((tank.pos, rad), (pos, rad)):
             self.collide_tank(tank)
             return True
     at_left_wall = pos[0] - rad < -self.config.world.size[0] / 2
     at_bottem_wall = pos[1] - rad < -self.config.world.size[1] / 2
     at_right_wall = pos[0] + rad > self.config.world.size[0] / 2
     at_top_wall = pos[1] + rad > self.config.world.size[1] / 2
     if at_left_wall or at_bottem_wall or at_right_wall or at_top_wall:
         return True
     return False
Example #7
0
 def update(self, dt):
     """Update the flag's position."""
     f_rad = constants.FLAGRADIUS
     t_rad = constants.TANKRADIUS
     x, y = self.pos
     if self.tank is not None:
         self.pos = self.tank.pos
         rect = self.tank.team.base.rect
         if collisiontest.circle_to_rect((self.pos, f_rad), rect):
             self.tank.team.map.scoreFlag(self)
     else:
         for tank in self.team.map.tanks():
             if collisiontest.circle_to_circle((self.pos, f_rad),
                                               (tank.pos, t_rad)):
                 if tank.team is self.team:
                     self.team.map.returnFlag(self)
                 else:
                     self.tank = tank
                     tank.flag = self
                 return
Example #8
0
File: game.py Project: thyer/CS470
 def update(self, dt):
     """Update the flag's position."""
     f_rad = constants.FLAGRADIUS
     t_rad = constants.TANKRADIUS
     x, y = self.pos
     if self.tank is not None:
         self.pos = self.tank.pos
         rect = self.tank.team.base.rect
         if collisiontest.circle_to_rect((self.pos, f_rad), rect):
             self.tank.team.map.scoreFlag(self)
     else:
         for tank in self.team.map.tanks():
             if collisiontest.circle_to_circle((self.pos, f_rad),
                                               (tank.pos, t_rad)):
                 if tank.team is self.team:
                     self.team.map.returnFlag(self)
                 else:
                     self.tank = tank
                     tank.flag = self
                 return
Example #9
0
 def check_collisions(self):
     """Check for collisions."""
     s_rad = constants.SHOTRADIUS
     t_rad = constants.TANKRADIUS
     for obs in self.team.map.obstacles:
         if collisiontest.circle_to_poly(((self.pos),s_rad), obs.shape):
             return self.kill()
     for tank in self.team.map.tanks():
         if self in tank.shots:
             continue
         if collisiontest.circle_to_circle((tank.pos, t_rad),
                                           (self.pos, s_rad)):
             if tank.team == self.team and not self.config['friendly_fire']:
                 continue
             tank.kill()
             return self.kill()
     at_left_wall = self.pos[0]-s_rad < -self.config.world.size[0]/2
     at_bottem_wall = self.pos[1]-s_rad < -self.config.world.size[1]/2
     at_right_wall = self.pos[0]+s_rad > self.config.world.size[0]/2
     at_top_wall = self.pos[1]+s_rad > self.config.world.size[1]/2
     if at_left_wall or at_bottem_wall or at_right_wall or at_top_wall:
         return self.kill()
Example #10
0
File: game.py Project: thyer/CS470
 def check_collisions(self):
     """Check for collisions."""
     s_rad = constants.SHOTRADIUS
     t_rad = constants.TANKRADIUS
     for obs in self.team.map.obstacles:
         if collisiontest.circle_to_poly(((self.pos), s_rad), obs.shape):
             return self.kill()
     for tank in self.team.map.tanks():
         if self in tank.shots:
             continue
         if collisiontest.circle_to_circle((tank.pos, t_rad),
                                           (self.pos, s_rad)):
             if tank.team == self.team and not self.config['friendly_fire']:
                 continue
             tank.kill()
             return self.kill()
     at_left_wall = self.pos[0] - s_rad < -self.config.world.size[0] / 2
     at_bottem_wall = self.pos[1] - s_rad < -self.config.world.size[1] / 2
     at_right_wall = self.pos[0] + s_rad > self.config.world.size[0] / 2
     at_top_wall = self.pos[1] + s_rad > self.config.world.size[1] / 2
     if at_left_wall or at_bottem_wall or at_right_wall or at_top_wall:
         return self.kill()