Exemple #1
0
    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()
Exemple #2
0
 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)
Exemple #3
0
	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)
Exemple #4
0
    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()

Exemple #6
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()