Example #1
0
def think(dt, events, kpressed):
	global t, Rfactor
	t += dt

	hud.think(dt)
	quest.think(dt)
	dialog.think(dt)
	background.think(dt, 4)

	for event in (events or []):
		if event.type == KEYUP and event.key == "go" and t > 8:
			scene.current = play
			scene.toinit = play
			background.wash()
		
	for ship in state.ships:
		ship.think(dt)
	for effect in state.effects:
		effect.think(dt)
	state.effects = [e for e in state.effects if e.alive]


	dt = min(dt, 0.1)
	window.camera.X0 = 0
	factor = 0.003 * t ** 3
	window.camera.y0 += (1 - math.exp(-factor * dt)) * (R - 80 - window.camera.y0)
	
	factor = 0.3 + 0.1 * t ** 2
	Rfactor += (1 - math.exp(-factor * dt)) * (1 / 1600 - Rfactor)
	window.camera.R = window.sy * Rfactor
Example #2
0
def think(dt, events, kpressed):
    global t, Rfactor
    t += dt

    hud.think(dt)
    quest.think(dt)
    dialog.think(dt)
    background.think(dt, 4)

    for event in (events or []):
        if event.type == KEYUP and event.key == "go" and t > 8:
            scene.current = play
            scene.toinit = play
            background.wash()

    for ship in state.ships:
        ship.think(dt)
    for effect in state.effects:
        effect.think(dt)
    state.effects = [e for e in state.effects if e.alive]

    dt = min(dt, 0.1)
    window.camera.X0 = 0
    factor = 0.003 * t**3
    window.camera.y0 += (1 - math.exp(-factor * dt)) * (R - 80 -
                                                        window.camera.y0)

    factor = 0.3 + 0.1 * t**2
    Rfactor += (1 - math.exp(-factor * dt)) * (1 / 1600 - Rfactor)
    window.camera.R = window.sy * Rfactor
Example #3
0
def think(dt, events, kpressed):
    global todraw, tplay
    dialog.think(dt)
    background.think(dt, 2)
    sound.think(dt)

    tplay += dt

    state.you.y -= 1 * dt
    if tplay > 7 and state.you.alive:
        state.you.die()
        state.effects.append(
            thing.CutsceneTeleport(X=0,
                                   y=state.you.y,
                                   X1=0,
                                   y1=window.camera.y0 - 20,
                                   color="gray"))
    while tspawn and tplay > tspawn[0]:
        tspawn.pop(0)
        state.effects.append(
            thing.CutsceneTeleport(X=random.gauss(0, 20 / window.camera.y0),
                                   y=random.gauss(window.camera.y0 - 14, 20),
                                   X1=random.gauss(0, 20 / window.camera.y0),
                                   y1=random.gauss(window.camera.y0 - 14, 20)))

    if tplay > 30:
        from src import scene
        from src.scenes import endtitle
        scene.current = endtitle
        scene.toinit = endtitle

    neffects = []
    for effect in state.effects:
        effect.think(dt / 4)
        if effect.alive:
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects
Example #4
0
def think(dt, events, kpressed):
    global todraw, tplay
    dialog.think(dt)
    background.think(dt)
    sound.think(dt)

    tplay += dt
    background.flowt += dt * 2

    state.you.y -= 1 * dt
    if tplay > 7 and state.you.alive:
        state.you.die()
        state.effects.append(
            thing.SlowTeleport(X=0,
                               y=state.you.y,
                               X1=0,
                               y1=window.camera.y0 - 20))
    if tplay > 10 and random.random() / (0.1 * tplay) < dt:
        state.effects.append(
            thing.SlowTeleport(X=random.gauss(0, 20 / window.camera.y0),
                               y=random.gauss(window.camera.y0 - 14, 20),
                               X1=random.gauss(0, 20 / window.camera.y0),
                               y1=random.gauss(window.camera.y0 - 14, 20)))

    if tplay > 30:
        from src import scene
        from src.scenes import endtitle
        scene.current = endtitle
        scene.toinit = endtitle

    neffects = []
    for effect in state.effects:
        effect.think(dt / 4)
        if effect.alive:
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects
Example #5
0
def think(dt, events, kpressed):
	global todraw, tplay
	dialog.think(dt)
	background.think(dt, 2)
	sound.think(dt)

	tplay += dt

	state.you.y -= 1 * dt
	if tplay > 7 and state.you.alive:
		state.you.die()
		state.effects.append(
			thing.CutsceneTeleport(X = 0, y = state.you.y, X1 = 0, y1 = window.camera.y0 - 20, color = "gray")
		)
	while tspawn and tplay > tspawn[0]:
		tspawn.pop(0)
		state.effects.append(thing.CutsceneTeleport(
			X = random.gauss(0, 20 / window.camera.y0),
			y = random.gauss(window.camera.y0 - 14, 20),
			X1 = random.gauss(0, 20 / window.camera.y0),
			y1 = random.gauss(window.camera.y0 - 14, 20)
		))

	if tplay > 30:
		from src import scene
		from src.scenes import endtitle
		scene.current = endtitle
		scene.toinit = endtitle

	neffects = []
	for effect in state.effects:
		effect.think(dt/4)
		if effect.alive:
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects
Example #6
0
def think(dt, events, kpressed):
	global todraw, tplay
	dialog.think(dt)
	background.think(dt)
	sound.think(dt)

	tplay += dt
	background.flowt += dt * 2

	state.you.y -= 1 * dt
	if tplay > 7 and state.you.alive:
		state.you.die()
		state.effects.append(
			thing.SlowTeleport(X = 0, y = state.you.y, X1 = 0, y1 = window.camera.y0 - 20)
		)
	if tplay > 10 and random.random() / (0.1 * tplay) < dt:
		state.effects.append(thing.SlowTeleport(
			X = random.gauss(0, 20 / window.camera.y0),
			y = random.gauss(window.camera.y0 - 14, 20),
			X1 = random.gauss(0, 20 / window.camera.y0),
			y1 = random.gauss(window.camera.y0 - 14, 20)
		))

	if tplay > 30:
		from src import scene
		from src.scenes import endtitle
		scene.current = endtitle
		scene.toinit = endtitle

	neffects = []
	for effect in state.effects:
		effect.think(dt/4)
		if effect.alive:
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects
Example #7
0
def think(dt, events, kpressed):
	global todraw, tplay
	hud.think(dt)
	quest.think(dt)
	dialog.think(dt)
	background.think(dt)
	sound.think(dt)

	if playing:
		tplay += dt
		background.flowt += dt * 4
		if tplay > 3:
			dialog.play("convo9")
		if tplay > 6:
			background.wash()
			from src import scene
			from src.scenes import play
			scene.current = play
			state.you.tflash = settings.tcutsceneinvulnerability
		return

	nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
	for _ in range(nbubble):
		X = random.gauss(state.you.X, 30 / state.you.y)
		y = random.gauss(state.you.y, 30)
		if y < state.R - 10:
			state.effects.append(thing.Bubble(X = X, y = y))

	todraw = []
	scollide = []
	hcollide = []

	nships = []
	for ship in state.ships:
		if not window.camera.near(ship):
			nships.append(ship)
			continue
		ship.think(dt)
		if ship.alive:
			nships.append(ship)
			if window.camera.on(ship):
				todraw.append(ship)
		else:
			ship.die()
			if ship is state.you:
				regenerate()
	state.ships = nships
	nobjs = []
	for obj in state.objs:
		if not window.camera.on(obj):
			nobjs.append(obj)
			continue
		obj.think(dt)
		if obj.alive:
			nobjs.append(obj)
			todraw.append(obj)
		else:
			obj.die()
	state.obj = nobjs
	for hazard in state.hazards:
		if not window.camera.near(hazard):
			continue
		hazard.think(dt)
		todraw.append(hazard)
		if window.camera.on(hazard):
			hcollide.append(hazard)
	state.obj = nobjs
	neffects = []
	for effect in state.effects:
		effect.think(dt)
		if effect.alive:
			todraw.append(effect)
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects
	window.camera.follow(state.you)
	window.camera.think(dt)
Example #8
0
def think(dt, events, kpressed):
    global todraw
    kx = kpressed["right"] - kpressed["left"]
    ky = kpressed["up"] - kpressed["down"]

    dt0 = dt
    if kpressed["go"] and control:
        dt *= 0.3

    hud.think(dt0)
    quest.think(dt)
    dialog.think(dt0)
    background.think(dt)
    sound.epicness = 2 - (state.you.y - 100) / 160
    sound.think(dt)

    oldX, oldy = state.you.X, state.you.y

    if 1e10 * random.random() < dt:
        state.ships.append(
            thing.Skiff(X=random.uniform(0, math.tau),
                        y=state.R,
                        vx=random.uniform(-6, 6)))
        state.ships.append(
            thing.Beacon(X=random.uniform(0, math.tau),
                         y=state.R,
                         vx=random.uniform(-6, 6)))
    nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
    for _ in range(nbubble):
        X = random.gauss(state.you.X, 30 / state.you.y)
        y = random.gauss(state.you.y, 30)
        if y < state.R - 10:
            state.effects.append(thing.Bubble(X=X, y=y))

    if sum(isinstance(effect, thing.BubbleChain)
           for effect in state.effects) < 10:
        for c in state.convergences:
            N = math.clamp((100 / window.distance(state.you, c))**2, 0.05, 1)
            nbubble = int(dt * N) + (random.random() < dt * N % 1)
            for _ in range(nbubble):
                X = random.gauss(state.you.X, 30 / state.you.y)
                y = random.gauss(state.you.y, 30)
                if state.Rcore < y < state.R - 20:
                    state.effects.append(
                        thing.BubbleChain(X=X, y=y, X0=c.X, y0=c.y))

    for event in events:
        if event.type == KEYDOWN and event.key == "go":
            control.clear()
            control["cursor"] = state.you
            control["queue"] = {}
            control["qtarget"] = [state.you.X, state.you.y]
            control["t0"] = 0.001 * pygame.time.get_ticks()
        if event.type == KEYDOWN and event.key == "abort":
            if not state.you.significant:
                state.you.die()
            regenerate()
        if event.type == KEYUP:
            if not state.quickteleport and "queue" in control and event.key in (
                    "up", "left", "right", "down"):
                control["queue"][event.key] = 0
        if event.type == KEYUP and event.key == "go" and "cursor" in control:
            if control["cursor"] is not state.you:
                state.effects.append(
                    thing.Teleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=control["cursor"].thingid))
                sound.play("teleport")
                state.you = control["cursor"]
            elif 0.001 * pygame.time.get_ticks(
            ) - control["t0"] < settings.tactivate:
                state.you.deploy()
            control.clear()

    if kpressed["go"] and control:
        if any(kpressed[x] for x in ("left", "right", "up", "down")):
            control["t0"] = -1000
        if state.quickteleport:
            control["qtarget"][
                0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
            control["qtarget"][1] += ky * dt0 * settings.vqteleport
            dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
            dy = control["qtarget"][1] - state.you.y
            f = math.sqrt(dx**2 + dy**2) / settings.rqteleport
            if f > 1:
                dx /= f
                dy /= f
                control["qtarget"] = [
                    state.you.X + dx / state.you.y, state.you.y + dy
                ]
            retarget()
        else:
            q = control["queue"]
            for key in q:
                q[key] += dt0
                if q[key] >= settings.jumpcombotime:
                    dx = ("right" in q) - ("left" in q)
                    dy = ("up" in q) - ("down" in q)
                    jump(dx, dy)
                    q.clear()
                    break
    else:
        dvx = kx * dt * 20
        dvy = ky * dt * 20
        state.you.vx += dvx
        state.you.vy = min(state.you.vy + dvy, 0)

    todraw = []
    scollide = []
    hcollide = []

    state.you.think(0)  # Clear out any controls that should be overridden

    for convergence in state.convergences:
        if window.camera.near(convergence):
            convergence.think(dt)
            todraw.append(convergence)

    repopulating = (dt + state.you.t % 1) // 1
    if repopulating:
        nships = []
        for ship in state.ships:
            if not window.camera.on(
                    ship) and ship is not state.you and not ship.significant:
                continue
            ship.think(dt)
            if ship.alive:
                nships.append(ship)
                todraw.append(ship)
            else:
                ship.die()
        state.ships = nships
        repopulateslice()
    else:
        nships = []
        for ship in state.ships:
            if not window.camera.near(ship):
                nships.append(ship)
                continue
            ship.think(dt)
            if ship.alive:
                nships.append(ship)
                if window.camera.on(ship):
                    todraw.append(ship)
            else:
                ship.die()
        state.ships = nships
    if not state.you.alive:
        regenerate()
    nobjs = []
    for obj in state.objs:
        if not window.camera.on(obj):
            nobjs.append(obj)
            continue
        obj.think(dt)
        if obj.alive:
            nobjs.append(obj)
            todraw.append(obj)
        else:
            obj.die()
    state.obj = nobjs
    for hazard in state.hazards:
        if not window.camera.near(hazard):
            continue
        hazard.think(dt)
        todraw.append(hazard)
        if window.camera.on(hazard):
            hcollide.append(hazard)
    state.obj = nobjs
    #	for filament in state.filaments:
    #		filament.think(dt)

    neffects = []
    for effect in state.effects:
        effect.think(dt)
        if effect.alive:
            todraw.append(effect)
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects

    scollide = [state.you]
    for s in scollide:
        if not s.vulnerable():
            continue
        for h in hcollide:
            if window.distance(h, s) < h.hazardsize:
                s.takedamage(h.dhp)

    if window.dbycoord((oldX, oldy),
                       (state.you.X, state.you.y)) > settings.rqteleport + 10:
        clearfull()
        populatefull()

    if state.quickteleport and "qtarget" in control:
        X, y = control["qtarget"]
        dX = math.Xmod(X - state.you.X)
        dy = y - state.you.y
        window.camera.X0 = state.you.X + dX * 0.5
        window.camera.y0 = state.you.y + dy * 0.5
        window.camera.setlimits()
    else:
        window.camera.follow(state.you)
        window.camera.think(dt)
Example #9
0
def think(dt, events, kpressed):
    global todraw, tplay
    hud.think(dt)
    quest.think(dt)
    dialog.think(dt)
    background.think(dt)
    sound.think(dt)

    if playing:
        tplay += dt
        background.flowt += dt * 4
        if tplay > 3:
            dialog.play("convo9")
        if tplay > 6:
            background.wash()
            from src import scene
            from src.scenes import play
            scene.current = play
            state.you.tflash = settings.tcutsceneinvulnerability
        return

    nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
    for _ in range(nbubble):
        X = random.gauss(state.you.X, 30 / state.you.y)
        y = random.gauss(state.you.y, 30)
        if y < state.R - 10:
            state.effects.append(thing.Bubble(X=X, y=y))

    todraw = []
    scollide = []
    hcollide = []

    nships = []
    for ship in state.ships:
        if not window.camera.near(ship):
            nships.append(ship)
            continue
        ship.think(dt)
        if ship.alive:
            nships.append(ship)
            if window.camera.on(ship):
                todraw.append(ship)
        else:
            ship.die()
            if ship is state.you:
                regenerate()
    state.ships = nships
    nobjs = []
    for obj in state.objs:
        if not window.camera.on(obj):
            nobjs.append(obj)
            continue
        obj.think(dt)
        if obj.alive:
            nobjs.append(obj)
            todraw.append(obj)
        else:
            obj.die()
    state.obj = nobjs
    for hazard in state.hazards:
        if not window.camera.near(hazard):
            continue
        hazard.think(dt)
        todraw.append(hazard)
        if window.camera.on(hazard):
            hcollide.append(hazard)
    state.obj = nobjs
    neffects = []
    for effect in state.effects:
        effect.think(dt)
        if effect.alive:
            todraw.append(effect)
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects
    window.camera.follow(state.you)
    window.camera.think(dt)
Example #10
0
def think(dt, events, kpressed):
	global todraw
	kx = kpressed["right"] - kpressed["left"]
	ky = kpressed["up"] - kpressed["down"]

	dt0 = dt
	if kpressed["go"] and control:
		dt *= 0.3

	hud.think(dt0)
	quest.think(dt)
	dialog.think(dt0)
	background.think(dt)
	sound.epicness = 2 - (state.you.y - 100) / 160
	sound.think(dt)

	oldX, oldy = state.you.X, state.you.y

	if 1e10 * random.random() < dt:
		state.ships.append(thing.Skiff(
			X = random.uniform(0, math.tau),
			y = state.R,
			vx = random.uniform(-6, 6)
		))
		state.ships.append(thing.Beacon(
			X = random.uniform(0, math.tau),
			y = state.R,
			vx = random.uniform(-6, 6)
		))
	nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
	for _ in range(nbubble):
		X = random.gauss(state.you.X, 30 / state.you.y)
		y = random.gauss(state.you.y, 30)
		if y < state.R - 10:
			state.effects.append(thing.Bubble(X = X, y = y))

	if sum(isinstance(effect, thing.BubbleChain) for effect in state.effects) < 10:
		for c in state.convergences:
			N = math.clamp((100 / window.distance(state.you, c)) ** 2, 0.05, 1)
			nbubble = int(dt * N) + (random.random() < dt * N % 1)
			for _ in range(nbubble):
				X = random.gauss(state.you.X, 30 / state.you.y)
				y = random.gauss(state.you.y, 30)
				if state.Rcore < y < state.R - 20:
					state.effects.append(thing.BubbleChain(X = X, y = y, X0 = c.X, y0 = c.y))


	for event in events:
		if event.type == KEYDOWN and event.key == "go":
			control.clear()
			control["cursor"] = state.you
			control["queue"] = {}
			control["qtarget"] = [state.you.X, state.you.y]
			control["t0"] = 0.001 * pygame.time.get_ticks()
		if event.type == KEYDOWN and event.key == "abort":
			if not state.you.significant:
				state.you.die()
			regenerate()
		if event.type == KEYUP:
			if not state.quickteleport and "queue" in control and event.key in ("up", "left", "right", "down"):
				control["queue"][event.key] = 0
		if event.type == KEYUP and event.key == "go" and "cursor" in control:
			if control["cursor"] is not state.you:
				state.effects.append(
					thing.Teleport(X = state.you.X, y = state.you.y, targetid = control["cursor"].thingid)
				)
				sound.play("teleport")
				state.you = control["cursor"]
			elif 0.001 * pygame.time.get_ticks() - control["t0"] < settings.tactivate:
				state.you.deploy()
			control.clear()
		
	if kpressed["go"] and control:
		if any(kpressed[x] for x in ("left", "right", "up", "down")):
			control["t0"] = -1000
		if state.quickteleport:
			control["qtarget"][0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
			control["qtarget"][1] += ky * dt0 * settings.vqteleport
			dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
			dy = control["qtarget"][1] - state.you.y
			f = math.sqrt(dx ** 2 + dy ** 2) / settings.rqteleport
			if f > 1:
				dx /= f
				dy /= f
				control["qtarget"] = [state.you.X + dx / state.you.y, state.you.y + dy]
			retarget()
		else:
			q = control["queue"]
			for key in q:
				q[key] += dt0
				if q[key] >= settings.jumpcombotime:
					dx = ("right" in q) - ("left" in q)
					dy = ("up" in q) - ("down" in q)
					jump(dx, dy)
					q.clear()
					break
	else:
		dvx = kx * dt * 20
		dvy = ky * dt * 20
		state.you.vx += dvx
		state.you.vy = min(state.you.vy + dvy, 0)

	todraw = []
	scollide = []
	hcollide = []

	state.you.think(0)  # Clear out any controls that should be overridden

	for convergence in state.convergences:
		if window.camera.near(convergence):
			convergence.think(dt)
			todraw.append(convergence)


	repopulating = (dt + state.you.t % 1) // 1
	if repopulating:
		nships = []
		for ship in state.ships:
			if not window.camera.on(ship) and ship is not state.you and not ship.significant:
				continue
			ship.think(dt)
			if ship.alive:
				nships.append(ship)
				todraw.append(ship)
			else:
				ship.die()
		state.ships = nships
		repopulateslice()
	else:
		nships = []
		for ship in state.ships:
			if not window.camera.near(ship):
				nships.append(ship)
				continue
			ship.think(dt)
			if ship.alive:
				nships.append(ship)
				if window.camera.on(ship):
					todraw.append(ship)
			else:
				ship.die()
		state.ships = nships
	if not state.you.alive:
		regenerate()
	nobjs = []
	for obj in state.objs:
		if not window.camera.on(obj):
			nobjs.append(obj)
			continue
		obj.think(dt)
		if obj.alive:
			nobjs.append(obj)
			todraw.append(obj)
		else:
			obj.die()
	state.obj = nobjs
	for hazard in state.hazards:
		if not window.camera.near(hazard):
			continue
		hazard.think(dt)
		todraw.append(hazard)
		if window.camera.on(hazard):
			hcollide.append(hazard)
	state.obj = nobjs
#	for filament in state.filaments:
#		filament.think(dt)

	neffects = []
	for effect in state.effects:
		effect.think(dt)
		if effect.alive:
			todraw.append(effect)
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects

	scollide = [state.you]
	for s in scollide:
		if not s.vulnerable():
			continue
		for h in hcollide:
			if window.distance(h, s) < h.hazardsize:
				s.takedamage(h.dhp)

	if window.dbycoord((oldX, oldy), (state.you.X, state.you.y)) > settings.rqteleport + 10:
		clearfull()
		populatefull()

	if state.quickteleport and "qtarget" in control:
		X, y = control["qtarget"]
		dX = math.Xmod(X - state.you.X)
		dy = y - state.you.y
		window.camera.X0 = state.you.X + dX * 0.5
		window.camera.y0 = state.you.y + dy * 0.5
		window.camera.setlimits()
	else:
		window.camera.follow(state.you)
		window.camera.think(dt)
Example #11
0
def think(dt, events, kpressed):
    kx = kpressed["right"] - kpressed["left"]
    ky = kpressed["up"] - kpressed["down"]

    dt0 = dt
    if kpressed["go"] and control:
        dt *= 0.3

    hud.think(dt0)
    quest.think(dt)
    dialog.think(dt0)
    background.think(dt, 1)

    for event in events:
        if event.type == KEYDOWN and event.key == "go":
            control.clear()
            control["cursor"] = state.you
            control["queue"] = {}
            control["qtarget"] = [state.you.X, state.you.y]
        if event.type == KEYUP:
            if not state.quickteleport and "queue" in control and event.key in (
                    "up", "left", "right", "down"):
                control["queue"][event.key] = 0
        if event.type == KEYUP and event.key == "go" and "cursor" in control:
            if control["cursor"] is not state.you:
                state.effects.append(
                    thing.Teleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=control["cursor"].thingid))
                sound.play("teleport")
                state.you = control["cursor"]
            control.clear()

    if kpressed["go"] and control:
        if state.quickteleport:
            control["qtarget"][
                0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
            control["qtarget"][1] += ky * dt0 * settings.vqteleport
            dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
            dy = control["qtarget"][1] - state.you.y
            f = math.sqrt(dx**2 + dy**2) / settings.rqteleport
            if f > 1:
                dx /= f
                dy /= f
                control["qtarget"] = [
                    state.you.X + dx / state.you.y, state.you.y + dy
                ]
            retarget()
        else:
            q = control["queue"]
            for key in q:
                q[key] += dt0
                if q[key] >= settings.jumpcombotime:
                    dx = ("right" in q) - ("left" in q)
                    dy = ("up" in q) - ("down" in q)
                    jump(dx, dy)
                    q.clear()
                    break
    else:
        dvx = kx * dt * 20
        dvy = ky * dt * 20
        state.you.vx += dvx
        state.you.vy += dvy

    state.you.think(0)  # Clear out any controls that should be overridden
    for ship in state.ships:
        ship.think(dt)
        dx = y0 * ship.X
        dy = ship.y - y0
        f = math.sqrt(dx**2 + dy**2) / 15
        if f > 1:
            ship.X /= f
            ship.y = y0 + dy / f
            ship.vx = 0
            ship.vy = 0
    for effect in state.effects:
        effect.think(dt)
    state.effects = [e for e in state.effects if e.alive]

    window.camera.X0 = 0
    window.camera.y0 = y0
    window.camera.R = window.sy / 32
Example #12
0
from __future__ import division
import pygame, math, sys, os.path, json, random
from pygame.locals import *
sys.path.insert(1, sys.path[0] + "/..")
from src import ptext, dialog

pygame.mixer.init()
clock = pygame.time.Clock()
toplay = list(dialog.lines)
dialog.sound.init()

while toplay:
	dt = clock.tick(60) * 0.001
	dialog.think(dt)
	if not dialog.queue and not dialog.sound.lineplaying():
		convo = toplay.pop(0)
		print
		print convo
		for line in dialog.lines[convo]:
			print line
		dialog.play(convo)
			
		



Example #13
0
from __future__ import division
import pygame, math, sys, os.path, json, random
from pygame.locals import *

sys.path.insert(1, sys.path[0] + "/..")
from src import ptext, dialog

pygame.mixer.init()
clock = pygame.time.Clock()
toplay = list(dialog.lines)
dialog.sound.init()

while toplay:
    dt = clock.tick(60) * 0.001
    dialog.think(dt)
    if not dialog.queue and not dialog.sound.lineplaying():
        convo = toplay.pop(0)
        print
        print convo
        for line in dialog.lines[convo]:
            print line
        dialog.play(convo)
Example #14
0
def think(dt, events, kpressed):
	kx = kpressed["right"] - kpressed["left"]
	ky = kpressed["up"] - kpressed["down"]

	dt0 = dt
	if kpressed["go"] and control:
		dt *= 0.3

	hud.think(dt0)
	quest.think(dt)
	dialog.think(dt0)
	background.flowt += dt

	for event in events:
		if event.type == KEYDOWN and event.key == "go":
			control.clear()
			control["cursor"] = state.you
			control["queue"] = {}
			control["qtarget"] = [state.you.X, state.you.y]
		if event.type == KEYUP:
			if not state.quickteleport and "queue" in control and event.key in ("up", "left", "right", "down"):
				control["queue"][event.key] = 0
		if event.type == KEYUP and event.key == "go" and "cursor" in control:
			if control["cursor"] is not state.you:
				state.effects.append(
					thing.Teleport(X = state.you.X, y = state.you.y, targetid = control["cursor"].thingid)
				)
				sound.play("teleport")
				state.you = control["cursor"]
			control.clear()

	if kpressed["go"] and control:
		if state.quickteleport:
			control["qtarget"][0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
			control["qtarget"][1] += ky * dt0 * settings.vqteleport
			dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
			dy = control["qtarget"][1] - state.you.y
			f = math.sqrt(dx ** 2 + dy ** 2) / settings.rqteleport
			if f > 1:
				dx /= f
				dy /= f
				control["qtarget"] = [state.you.X + dx / state.you.y, state.you.y + dy]
			retarget()
		else:
			q = control["queue"]
			for key in q:
				q[key] += dt0
				if q[key] >= settings.jumpcombotime:
					dx = ("right" in q) - ("left" in q)
					dy = ("up" in q) - ("down" in q)
					jump(dx, dy)
					q.clear()
					break
	else:
		dvx = kx * dt * 20
		dvy = ky * dt * 20
		state.you.vx += dvx
		state.you.vy += dvy

	state.you.think(0)  # Clear out any controls that should be overridden
	for ship in state.ships:
		ship.think(dt)
		dx = y0 * ship.X
		dy = ship.y - y0
		f = math.sqrt(dx ** 2 + dy ** 2) / 15
		if f > 1:
			ship.X /= f
			ship.y = y0 + dy / f
			ship.vx = 0
			ship.vy = 0
	for effect in state.effects:
		effect.think(dt)
	state.effects = [e for e in state.effects if e.alive]

	window.camera.X0 = 0
	window.camera.y0 = y0
	window.camera.R = window.sy / 32