Example #1
0
 def update(self, game):
     OrientedAvatar.update(self, game)
     from pygame.locals import K_SPACE
     if self.stype and game.keystate[K_SPACE]:
         u = unitVector(self.orientation)
         newones = game._createSprite([self.stype], (self.lastrect.left + u[0] * self.lastrect.size[0],
                                                    self.lastrect.top + u[1] * self.lastrect.size[1]))
         if len(newones) > 0  and isinstance(newones[0], OrientedSprite):
             newones[0].orientation = unitVector(self.orientation)
Example #2
0
    def _shoot(self, game):
        from pygame.locals import K_SPACE
        if self.stype and game.keystate[K_SPACE]:
            u = unitVector(self.orientation)
            sprite = game.create_sprite(
                self.stype, (self.lastrect.left + u[0] * self.lastrect.size[0],
                             self.lastrect.top + u[1] * self.lastrect.size[1]))
            if sprite and isinstance(sprite, OrientedSprite):
                sprite.orientation = unitVector(self.orientation)

            self._reduceAmmo()
Example #3
0
 def update(self, game):
     OrientedAvatar.update(self, game)
     from pygame.locals import K_SPACE
     if self.stype and game.keystate[K_SPACE]:
         u = unitVector(self.orientation)
         newones = game._createSprite(
             [self.stype],
             (self.lastrect.left + u[0] * self.lastrect.size[0],
              self.lastrect.top + u[1] * self.lastrect.size[1]))
         if len(newones) > 0 and isinstance(newones[0], OrientedSprite):
             newones[0].orientation = unitVector(self.orientation)
Example #4
0
def conveySprite(sprite, partner, game):
    """ Moves the partner in target direction by some step size. """
    tmp = sprite.lastrect
    v = unitVector(partner.orientation)
    sprite.physics.activeMovement(sprite, v, speed=partner.strength)
    sprite.lastrect = tmp
    game._updateCollisionDict()
Example #5
0
def conveySprite(sprite, partner, game):
    """ Moves the partner in target direction by some step size. """
    tmp = sprite.lastrect
    v = unitVector(partner.orientation)
    sprite.physics.activeMovement(sprite, v, speed=partner.strength)
    sprite.lastrect = tmp
    game._updateCollisionDict()
Example #6
0
 def _draw(self, screen):
     """ With a triangle that shows the orientation. """
     VGDLSprite._draw(self, screen)
     if self.draw_arrow:
         col = (self.color[0], 255 - self.color[1], self.color[2])
         pygame.draw.polygon(
             screen, col, triPoints(self.rect,
                                    unitVector(self.orientation)))
Example #7
0
def slipForward(sprite, partner, game, prob=0.5):
    """ Slip forward in the direction of the current orientation, sometimes."""
    if prob > random():
        tmp = sprite.lastrect        
        v = unitVector(sprite.orientation)
        sprite.physics.activeMovement(sprite, v, speed=1)
        sprite.lastrect = tmp
        game._updateCollisionDict()
Example #8
0
def slipForward(sprite, partner, game, prob=0.5):
    """ Slip forward in the direction of the current orientation, sometimes."""
    if prob > random():
        tmp = sprite.lastrect
        v = unitVector(sprite.orientation)
        sprite.physics.activeMovement(sprite, v, speed=1)
        sprite.lastrect = tmp
        game._updateCollisionDict()
Example #9
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 def activeMovement(self, sprite, action, speed=None):
     """ Here the assumption is that the controls determine the direction of
     acceleration of the sprite. """
     if speed is None:
         speed = sprite.speed
     v1 = action[0] / float(sprite.mass) + sprite.orientation[0] * speed
     v2 = action[1] / float(sprite.mass) + sprite.orientation[1] * speed
     sprite.orientation = unitVector((v1, v2))        
     sprite.speed = vectNorm((v1, v2)) / vectNorm(sprite.orientation)
Example #10
0
 def activeMovement(self, sprite, action, speed=None):
     """ Here the assumption is that the controls determine the direction of
     acceleration of the sprite. """
     if speed is None:
         speed = sprite.speed
     v1 = action[0] / float(sprite.mass) + sprite.orientation[0] * speed
     v2 = action[1] / float(sprite.mass) + sprite.orientation[1] * speed
     sprite.orientation = unitVector((v1, v2))
     sprite.speed = vectNorm((v1, v2)) / vectNorm(sprite.orientation)
Example #11
0
def windGust(sprite, partner, game):
    """ Moves the partner in target direction by some step size, but stochastically
    (step, step-1 and step+1 are equally likely) """
    s = choice([partner.strength, partner.strength + 1, partner.strength - 1])
    if s != 0:
        tmp = sprite.lastrect.copy()
        v = unitVector(partner.orientation)
        sprite.physics.activeMovement(sprite, v, speed=s)
        sprite.lastrect = tmp
        game._updateCollisionDict()
Example #12
0
def bounceDirection(sprite, partner, game, friction=0):
    """ The centers of the objects determine the direction"""
    # TODO: not yet correct
    stepBack(sprite, partner, game)
    inc = sprite.orientation
    snorm = unitVector((-sprite.rect.centerx + partner.rect.centerx,
                        - sprite.rect.centery + partner.rect.centery))
    dp = snorm[0] * inc[0] + snorm[1] * inc[1]
    sprite.orientation = (2 * dp * snorm[0] - inc[0], 2 * dp * snorm[1] - inc[1])   
    sprite.speed *= (1. - friction)
Example #13
0
def windGust(sprite, partner, game):
    """ Moves the partner in target direction by some step size, but stochastically
    (step, step-1 and step+1 are equally likely) """
    s = choice([partner.strength, partner.strength + 1, partner.strength - 1])
    if s != 0:
        tmp = sprite.lastrect.copy()
        v = unitVector(partner.orientation)
        sprite.physics.activeMovement(sprite, v, speed=s)
        sprite.lastrect = tmp
        game._updateCollisionDict()
Example #14
0
def bounceDirection(sprite, partner, game, friction=0):
    """ The centers of the objects determine the direction"""
    stepBack(sprite, partner, game)
    inc = sprite.orientation
    snorm = unitVector((-sprite.rect.centerx + partner.rect.centerx,
                        -sprite.rect.centery + partner.rect.centery))
    dp = snorm[0] * inc[0] + snorm[1] * inc[1]
    sprite.orientation = (-2 * dp * snorm[0] + inc[0],
                          -2 * dp * snorm[1] + inc[1])
    sprite.speed *= (1. - friction)
Example #15
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def pullWithIt(sprite, partner, game):
    """ The partner sprite adds its movement to the sprite's. """
    if not oncePerStep(sprite, game, 'lastpull'):
        return
    tmp = sprite.lastrect
    v = unitVector(partner.lastdirection)
    sprite._updatePos(v, partner.speed * sprite.physics.gridsize[0])
    if isinstance(sprite.physics, ContinuousPhysics):
        sprite.speed = partner.speed
        sprite.orientation = partner.lastdirection
    sprite.lastrect = tmp
Example #16
0
def pullWithIt(sprite, partner, game):
    """ The partner sprite adds its movement to the sprite's. """
    if not oncePerStep(sprite, game, 'lastpull'): 
        return
    tmp = sprite.lastrect
    v = unitVector(partner.lastdirection)
    sprite._updatePos(v, partner.speed * sprite.physics.gridsize[0])
    if isinstance(sprite.physics, ContinuousPhysics):
        sprite.speed = partner.speed
        sprite.orientation = partner.lastdirection
    sprite.lastrect = tmp
Example #17
0
def wallStop(sprite, partner, game, friction=0):
    """ Stop just in front of the wall, removing that velocity component,
    but possibly sliding along it. """
    if not oncePerStep(sprite, game, 'laststop'): 
        return
    stepBack(sprite, partner, game)
    if abs(sprite.rect.centerx - partner.rect.centerx) > abs(sprite.rect.centery - partner.rect.centery):
        sprite.orientation = (0, sprite.orientation[1] * (1. - friction))
    else:
        sprite.orientation = (sprite.orientation[0] * (1. - friction), 0)        
    sprite.speed = vectNorm(sprite.orientation) * sprite.speed
    sprite.orientation = unitVector(sprite.orientation)
Example #18
0
 def _aim(self, game):
     action = self._readAction(game)
     if action in [UP, DOWN]:
         if action == DOWN:
             angle = self.angle_diff
         else:
             angle = -self.angle_diff
         from math import cos, sin
         self.orientation = unitVector((self.orientation[0] * cos(angle) -
                                        self.orientation[1] * sin(angle),
                                        self.orientation[0] * sin(angle) +
                                        self.orientation[1] * cos(angle)))
Example #19
0
def wallStop(sprite, partner, game, friction=0):
    """ Stop just in front of the wall, removing that velocity component,
    but possibly sliding along it. """
    if not oncePerStep(sprite, game, 'laststop'):
        return
    stepBack(sprite, partner, game)
    if abs(sprite.rect.centerx -
           partner.rect.centerx) > abs(sprite.rect.centery -
                                       partner.rect.centery):
        sprite.orientation = (0, sprite.orientation[1] * (1. - friction))
    else:
        sprite.orientation = (sprite.orientation[0] * (1. - friction), 0)
    sprite.speed = vectNorm(sprite.orientation) * sprite.speed
    sprite.orientation = unitVector(sprite.orientation)
Example #20
0
 def _draw(self, screen):
     """ With a triangle that shows the orientation. """
     VGDLSprite._draw(self, screen)
     if self.draw_arrow:
         col = (self.color[0], 255 - self.color[1], self.color[2])
         pygame.draw.polygon(screen, col, triPoints(self.rect, unitVector(self.orientation)))
Example #21
0
def bounceForward(sprite, partner, game):
    """ The partner sprite pushed, so if possible move in the opposite direction. """
    sprite.physics.activeMovement(sprite, unitVector(partner.lastdirection))
    game._updateCollisionDict()
Example #22
0
def bounceForward(sprite, partner, game):
    """ The partner sprite pushed, so if possible move in the opposite direction. """
    sprite.physics.activeMovement(sprite, unitVector(partner.lastdirection))
    game._updateCollisionDict()