Example #1
0
    def update(self):

        self.prevpos = V.vector(self.rect.center).copy()

        self.state.execute(self)

        ## Add a tiny force toward the center of the field
        if False:  #self.state != S.Wait():
            center = V.vector(pygame.display.get_surface().get_rect().center)
            towardcenter = center - self.rect.center
            V.normalize_ip(towardcenter)
            self.steering += 0.5 * towardcenter

        self.velocity += FORCE_PER_TICK * self.steering / (self.mass)
        V.truncate(self.velocity, self.maxspeed)

        speed = V.length(self.velocity)
        if speed > 0.001:
            self.heading = V.normalize(self.velocity)
        self.rect.center += self.velocity
        self.depth = -self.rect.centery

        #determine which image direction to use, based on heading and velocity:
        if speed >= 0.001:
            small = 0.382  # sin(22.5 degrees)
            big = 0.923  # cos(22.5 degrees)
            x, y = self.heading
            if y >= big: self.dir = 's'
            elif small <= y:
                if x > 0: self.dir = 'se'
                else: self.dir = 'sw'
            elif -small <= y:
                if x > 0: self.dir = 'e'
                else: self.dir = 'w'
            elif -big <= y:
                if x > 0: self.dir = 'ne'
                else: self.dir = 'nw'
            else: self.dir = 'n'
        else:
            self.velocity[0] = self.velocity[1] = 0.0

    #image action:  stopped or moving?
        if speed < 0.001:
            self.aspeed = 0.5
            action = 'looking'
        else:
            self.aspeed = 0.2 * speed
            action = 'walking'

        self.images = Images.get(self.name)[self.dir][action]
        self.nframes = len(self.images)

        #advance animation frame
        self.frame = self.aspeed + self.frame
        while self.frame >= self.nframes:
            self.frame -= self.nframes
        self.image = self.images[int(self.frame)]
Example #2
0
    def update(self):

        self.prevpos = V.vector(self.rect.center).copy()

        self.state.execute(self)
        
        ## Add a tiny force toward the center of the field
        if False:#self.state != S.Wait():
            center = V.vector(pygame.display.get_surface().get_rect().center)
            towardcenter = center - self.rect.center
            V.normalize_ip(towardcenter)
            self.steering += 0.5*towardcenter      
        
        self.velocity += FORCE_PER_TICK*self.steering/(self.mass)
        V.truncate(self.velocity, self.maxspeed)

        speed = V.length(self.velocity)
        if speed > 0.001:
            self.heading = V.normalize(self.velocity)
        self.rect.center += self.velocity
        self.depth = -self.rect.centery
        
    #determine which image direction to use, based on heading and velocity:
        if speed >= 0.001:
            small = 0.382 # sin(22.5 degrees)
            big = 0.923  # cos(22.5 degrees)
            x,y = self.heading
            if y >= big: self.dir = 's'
            elif small <= y:
                if x > 0: self.dir = 'se'
                else: self.dir = 'sw'
            elif -small <= y:
                if x > 0: self.dir = 'e'
                else: self.dir = 'w'
            elif -big <= y:
                if x > 0: self.dir = 'ne'
                else: self.dir = 'nw'
            else: self.dir = 'n'
        else:
            self.velocity[0] = self.velocity[1] = 0.0
        
    #image action:  stopped or moving?
        if speed < 0.001: 
            self.aspeed = 0.5
            action = 'looking'
        else: 
            self.aspeed = 0.2*speed
            action = 'walking'
            
        self.images = Images.get(self.name)[self.dir][action]
        self.nframes = len(self.images)
        
    #advance animation frame
        self.frame = self.aspeed+self.frame
        while self.frame >= self.nframes: self.frame -= self.nframes
        self.image = self.images[int(self.frame)]
Example #3
0
    def __init__(self, name, pos, maxspeed=PLAYER_MAXSPEED, screen=None):
        AutoObject.__init__(self, pos)

        # Image and rect vars
        self.name = name
        self.images = Images.get(self.name)['e']['looking']
        self.imagesize = self.images[0].get_size()
        w, h = self.imagesize
        self.rect = pygame.Rect(0, 0, Player.wfrac * w, Player.hfrac * h)
        self.rect.center = V.vector(pos)

        # Physics vars
        self.obstacles = []
        self.state = S.Wait()

        self.maxspeed = maxspeed
        self.maxforce = maxspeed * 0.1

        self.velocity = V.vector(0, 0)
        self.steering = V.vector(0, 0)
        randang = random.uniform(0, 2 * math.pi)
        x, y = math.cos(randang), math.sin(randang)
        self.heading = V.vector(x, y)
        self.dir = 's'

        # Animation vars
        self.depth = 0
        self.nframes = len(self.images)
        self.frame = random.randint(0, self.nframes - 1)
        self.mass = 1.0

        # Vars that should be in the state (IMHO):
        wanderangle = random.uniform(0, 2 * math.pi)
        self.wanderpoint = V.vector(math.cos(wanderangle),
                                    math.sin(wanderangle))
        V.normalize_ip(self.wanderpoint)

        self.seektarget = None
        self.seektarget2 = None
Example #4
0
    def __init__(self, name, pos, maxspeed=PLAYER_MAXSPEED, screen=None):
        AutoObject.__init__(self, pos)

        # Image and rect vars
        self.name = name
        self.images = Images.get(self.name)['e']['looking']
        self.imagesize = self.images[0].get_size()
        w,h = self.imagesize
        self.rect = pygame.Rect(0, 0, Player.wfrac*w, Player.hfrac*h)
        self.rect.center = V.vector(pos)

        # Physics vars
        self.obstacles = []
        self.state = S.Wait()
        
        self.maxspeed = maxspeed
        self.maxforce = maxspeed*0.1

        self.velocity = V.vector(0,0)
        self.steering = V.vector(0,0)
        randang = random.uniform(0, 2*math.pi)
        x,y = math.cos(randang), math.sin(randang)
        self.heading = V.vector(x,y)
        self.dir = 's'

        # Animation vars
        self.depth = 0
        self.nframes = len(self.images)
        self.frame = random.randint(0,self.nframes-1)
        self.mass = 1.0

        # Vars that should be in the state (IMHO):
        wanderangle = random.uniform(0, 2*math.pi)
        self.wanderpoint = V.vector(math.cos(wanderangle), math.sin(wanderangle))
        V.normalize_ip(self.wanderpoint)

        self.seektarget = None
        self.seektarget2 = None