def __init__(self, universe, radius): self.name = None self.mass = Particle.Mass(universe) self.mass.universe_radius = radius self.mass.universe_location = 0, 0 # Put this at the origin self.mass.permanent = True self.mass.invisible = False self.mass.colour = (255, 255, 255, 255)
def __init__(self, universe, radius): self.name = None self.mass = Particle.Mass(universe) self.mass.universe_radius = radius self.mass.universe_location = 0, 0 # Put this at the origin self.mass.permanent = True self.mass.invisible = False self.products = None self.world_type = self.get_world_type()
def create_orbiting_particles_equi(universe, elements, central, numParticles, distance, base_angle, velocity, recurse): if recurse > 0: angle_delta = math.pi * 2.0 / numParticles for i in xrange(0, numParticles): pNew = Particle.Mass(universe) pNew.invisible = True if recurse == 1: pNew.invisible = False pNew.enter_orbit(central, distance, base_angle + angle_delta * i, velocity) elements.append(pNew) create_orbiting_particles_equi(universe, elements, pNew, numParticles, int(distance / 3 * 2), random.random() * math.pi / 2, -velocity * 2.2, recurse - 1)
def __init__(self, universe, radius): self.name = None self.mass = Particle.Mass(universe) self.mass.universe_radius = radius self.mass.universe_location = 0, 0 # Put this at the origin self.mass.permanent = True self.mass.invisible = False self.mass.colour = (40, 60, 255, 255) self.texture = VesselRenderer9.makeShip( (0, 0), universe.universe_configuration.R.randint(-999999999999, 999999999999), (radius << 1, radius)).gfx self.trade_targets = [] self.trade_target_current = None self.move_targets = [] self.move_target_current = None