Example #1
0
    def update(self, sight_blockers):
        # split out pathfinding and sighting functions
        # if player can be seen, and is in range, stop and fire
        # else move towards player along path
        for blocker in sight_blockers:
            while not check_sight(self[0].position, self[1].position, blocker):
                # set old dist as current dist
                olddist = get_distance(self[0].position, self[1].position)
                tx = int(self[1].position.x)
                ty = int(self[1].position.y)

                # setup points to check
                for x in [tx - 5, tx, tx + 5]:
                    for y in [ty - 5, ty, ty + 5]:
                        if not point_rect_intersect(sf.Vector2(x, y),
                                                    blocker.global_bounds):
                            newdist = get_distance(self[0].position,
                                                   sf.Vector2(x, y))
                            if newdist < olddist:
                                olddist = newdist
                                newpos = x, y

                # add newpos to vertex array
                v = sf.Vertex()
                v.position = sf.Vector2(newpos[0], newpos[1])
                v.color = sf.Color.RED

                self.append(self[1])
                self[1] = v

                for i in range(len(self)):
                    print "Point #" + str(i) + ": " + str(
                        self[i].position.x), str(self[i].position.y)
Example #2
0
    def update(self, sight_blockers):
        # split out pathfinding and sighting functions
        # if player can be seen, and is in range, stop and fire
        # else move towards player along path
        for blocker in sight_blockers:
            while not check_sight(self[0].position, self[1].position, blocker):
                # set old dist as current dist
                olddist = get_distance(self[0].position, self[1].position)
                tx = int(self[1].position.x)
                ty = int(self[1].position.y)

                # setup points to check
                for x in [tx - 5, tx, tx + 5]:
                    for y in [ty - 5, ty, ty + 5]:
                        if not point_rect_intersect(sf.Vector2(x, y), blocker.global_bounds):
                            newdist = get_distance(self[0].position, sf.Vector2(x, y))
                            if newdist < olddist:
                                olddist = newdist
                                newpos = x, y

                # add newpos to vertex array
                v = sf.Vertex()
                v.position = sf.Vector2(newpos[0], newpos[1])
                v.color = sf.Color.RED

                self.append(self[1])
                self[1] = v

                for i in range(len(self)):
                    print "Point #" + str(i) + ": " + str(self[i].position.x), str(self[i].position.y)
Example #3
0
 def check_angle_and_range(self):
     ret = False
     own_point = sf.Vertex()
     own_point.position = self.position
     far_point = sf.Vertex()
     far_point.position = (cos(self.rotation) * 100, sin(self.rotation) * 100)
     if check_sight(own_point.position, far_point.position, self.target):
         ret = True
     return ret
Example #4
0
 def check_sight_to_target(self, objects):
     ret = True
     blockers = []
     for ob in objects:
         if ob.blocks_sight:
             blockers.append(ob)
     for blocker in blockers:
         if check_sight(self.position, self.target.position, blocker):
             ret = False
     return ret
Example #5
0
    def update(self, sight_blockers):
        # split out pathfinding and sighting functions
        # if player can be seen, and is in range, stop and fire
        # else move towards player along path
        for blocker in sight_blockers:
            while not check_sight(self[0].position, self[1].position, blocker):
                # set old dist as current dist
                # olddist = get_distance(self[0].position, self[1].position)
                # bad idea, what if next point is further away?  Still gotta pick it!
                #   Maybe measure line length rather than straight line distance?  If it makes the movement path shorter
                #   move along it
                olddist = None
                tx = int(self[1].position.x)
                ty = int(self[1].position.y)
                pointpos = []
                for v in self:
                    pointpos.append([v.position.x, v.position.y])

                # setup points to check
                for x in [tx - self.step, tx, tx + self.step]:
                    for y in [ty - self.step, ty, ty + self.step]:
                        if x == tx and y == ty or [x, y] in pointpos:
                            continue
                        else:
                            if not point_rect_intersect(
                                    sf.Vector2(x, y), blocker.global_bounds):
                                newdist = get_distance(self[0].position,
                                                       sf.Vector2(x, y))
                                if newdist < olddist or not olddist:
                                    olddist = newdist
                                    newpos = x, y

                # add newpos to vertex array
                v = sf.Vertex()
                v.position = sf.Vector2(newpos[0], newpos[1])
                v.color = sf.Color.RED

                self.append(self[1])
                self[1] = v
Example #6
0
    def update(self, sight_blockers):
        # split out pathfinding and sighting functions
        # if player can be seen, and is in range, stop and fire
        # else move towards player along path
        for blocker in sight_blockers:
            while not check_sight(self[0].position, self[1].position, blocker):
                # set old dist as current dist
                # olddist = get_distance(self[0].position, self[1].position)
                # bad idea, what if next point is further away?  Still gotta pick it!
                #   Maybe measure line length rather than straight line distance?  If it makes the movement path shorter
                #   move along it
                olddist = None
                tx = int(self[1].position.x)
                ty = int(self[1].position.y)
                pointpos = []
                for v in self:
                    pointpos.append([v.position.x, v.position.y])

                # setup points to check
                for x in [tx - self.step, tx, tx + self.step]:
                    for y in [ty - self.step, ty, ty + self.step]:
                        if x == tx and y == ty or [x, y] in pointpos:
                            continue
                        else:
                            if not point_rect_intersect(sf.Vector2(x, y), blocker.global_bounds):
                                newdist = get_distance(self[0].position, sf.Vector2(x, y))
                                if newdist < olddist or not olddist:
                                    olddist = newdist
                                    newpos = x, y

                # add newpos to vertex array
                v = sf.Vertex()
                v.position = sf.Vector2(newpos[0], newpos[1])
                v.color = sf.Color.RED

                self.append(self[1])
                self[1] = v