def master_update(self, dt): # Advance our physics simulation. self.space.step(dt) # Advance Particle system default_system.update(dt) for game_object in self.UpdateList: game_object.update(dt) self.player_control.update_keys()
def update_particle_group(self, td): # print("update particle group") self.particle_group.template.position = ( self.sprite.position.x, self.sprite.position.y, self.sprite.position.z) # comet.template.velocity = ( # self.sprite.position.x*0.05 - self.sprite.last_position.x, # self.sprite.position.y*0.05 - self.sprite.last_position.y, # self.sprite.position.z*0.05 - self.sprite.last_position.z) default_system.update(td)
def update_particle_group(self, td): #print "update particle group" self.particle_group.template.position = ( self.sprite.position.x, self.sprite.position.y, self.sprite.position.z) # comet.template.velocity = ( # self.sprite.position.x*0.05 - self.sprite.last_position.x, # self.sprite.position.y*0.05 - self.sprite.last_position.y, # self.sprite.position.z*0.05 - self.sprite.last_position.z) default_system.update(td)
def gameUpdate(self, dt): """ To be called every Tick """ self.recvServer() rabbyt.add_time(dt) default_system.update(dt) for name, po in self.players.items(): delete_keys=[] for k, k_pressed in po.keys.iteritems(): if k_pressed and k in po.input: action = po.input[k][0] arg = po.input[k][1] po.action(action, arg, dt)
template=Particle(position=(width/2, height-50, 0)), deviation=Particle( velocity=(5, 15, 0), size=(5, 5, 0)), position=[((width*i/4), height, 0) for i in range(5)] ) bubble = pygame.image.load(os.path.join(os.path.dirname(__file__), 'bubble.png')) water = ParticleGroup(controllers=[bubbler], renderer=BlitRenderer(display, bubble, rotate_and_scale=True)) default_system.add_global_controller( Lifetime(7), Gravity((0,-30,0)), Movement(), Growth(4.5), #Fader(fade_in_end=5.0, max_alpha=0.005, fade_out_start=17, fade_out_end=20), ) while 1: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): raise SystemExit ms = clock.tick() default_system.update(ms / 1000.0) display.fill((0, 0, 0)) default_system.draw() pygame.display.flip()
size=(5, 5, 0)), position=[((width * i / 4), height, 0) for i in range(5)]) bubble = pygame.image.load( os.path.join(os.path.dirname(__file__), 'bubble.png')) water = ParticleGroup(controllers=[bubbler], renderer=BlitRenderer(display, bubble, rotate_and_scale=True)) default_system.add_global_controller( Lifetime(7), Gravity((0, -30, 0)), Movement(), Growth(4.5), #Fader(fade_in_end=5.0, max_alpha=0.005, fade_out_start=17, fade_out_end=20), ) while 1: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): raise SystemExit ms = clock.tick() default_system.update(ms / 1000.0) display.fill((0, 0, 0)) default_system.draw() pygame.display.flip()