Esempio n. 1
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 def create_planet(self, pos, radius):
     new_planet = Planet(self.evm, pos, radius)
     for planet in self.planets:
         if collide_circle(planet, new_planet):
             return
         
     self.planets.append(new_planet)
     self.evm.post(ev.PlanetCreated(new_planet))
 def do_damage(self, monsters):
     for monster in monsters:
         if sprite.collide_circle(self, monster):
             dmg_result = monster.damage(self.damage)
             if dmg_result[0] is not None:
                 self.tower.kills += 1
                 self.tower.turn_yield += dmg_result[0]
             self.tower.damage_done += dmg_result[1]
Esempio n. 3
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 def do_damage(self, monsters):
     for monster in monsters:
         if sprite.collide_circle(self, monster):
             dmg_result = monster.damage(self.damage)
             if dmg_result[0] is not None:
                 self.tower.kills += 1
                 self.tower.turn_yield += dmg_result[0]
             self.tower.damage_done += dmg_result[1]
Esempio n. 4
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    def update(self, player: PlayerSprite, enemies: Group, screen: Surface):
        if (self._data.health <= 0):
            self.kill()
            enemies.remove(self)
        try:

            for enemy in enemies:
                if sprite.collide_circle(self, enemy) and enemy != self:
                    distance = math.hypot((enemy.rect.x - self.rect.x),
                                          (enemy.rect.y - self.rect.y))

                    if (distance < 400):
                        target_direction = Vector2(
                            (self.rect.x - enemy.rect.x),
                            (self.rect.y - enemy.rect.y))
                        target_direction.scale_to_length(self._data.vel *
                                                         0.001)
                        self.rect.x += target_direction.x
                        self.rect.y += target_direction.y

                # Delete enemy when it comes into contact with player
            if sprite.collide_mask(
                    player, self) is not None and not player.invulnerable:
                player.take_damage(1)
                self.kill()
                enemies.remove(self)

                # Type 2 enemy specification
                # Auto fire towards player at a given rate

            n = time.get_ticks()

            if (self._charging) <= 1000:
                self._charging = n - self._start
                self._pstart = time.get_ticks()
                target_direction = Vector2(-self.rect.x + player.rect.x,
                                           -self.rect.y + player.rect.y)
                target_direction.scale_to_length(self._data.vel * 2)
                self.rect.x += target_direction.x
                self.rect.y += target_direction.y
            elif (self._charging > 1000):
                self._pausing = time.get_ticks() - self._pstart

            if (self._pausing) > 550:
                self._charging = 0
                self._pausing = 0
                self._start = time.get_ticks()

            screen_rect = screen.get_rect()

            self.rect.clamp_ip(screen_rect)

            self._data.pos = Vector2(self.rect.center)

            self._calc_rotation(player)

        except ValueError:
            return
Esempio n. 5
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    def _avoid_player(self, player: PlayerSprite, target_direction: Vector2):
        # Stop moving towards player at a certain distance
        if sprite.collide_circle(self, player):
            distance = self._data.pos.distance_to(player._data.pos)

            # Move back if in danger zone
            if distance < self.radius - 100:
                return self._data.pos - player._data.pos
            else:
                return Vector2(0, 0)
        else:
            return target_direction
Esempio n. 6
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    def update(self, monsters, screen, screen_rect):

        # If there is no target
        if self.target is None:
            for monster in monsters:
                if monster.can_move:
                    if sprite.collide_circle(monster, self):
                        self.target = monster
                        break

        # Shoot at the target
        if self.target is not None:
            # If the target has gone out of range
            if not sprite.collide_circle(self.target, self):
                self.target = None
            else:
                self.shoot()
                if self.target.health <= 0:
                    self.target = None

        self.projectiles.update(monsters, screen_rect)
        self.projectiles.draw(screen)
Esempio n. 7
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    def update(self, monsters, screen, screen_rect):

        # If there is no target
        if self.target is None:
            for monster in monsters:
                if monster.can_move:
                    if sprite.collide_circle(monster, self):
                        self.target = monster
                        break

        # Shoot at the target
        if self.target is not None:
            # If the target has gone out of range
            if not sprite.collide_circle(self.target, self):
                self.target = None
            else:
                self.shoot()
                if self.target.health <= 0:
                    self.target = None

        self.projectiles.update(monsters, screen_rect)
        self.projectiles.draw(screen)
    def update(self, monsters, screen, screen_rect):
        self.target = []

        # Gets nearby targets
        for monster in monsters:
            if len(self.target) == 5:
                break
            elif sprite.collide_circle(monster, self):
                self.target.append(monster)
        if len(self.target) > 0:
            self.shoot()

        self.projectiles.update(monsters, screen_rect)
        self.projectiles.draw(screen)
Esempio n. 9
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    def update(self, monsters, screen, screen_rect):
        self.target = []

        # Gets nearby targets
        for monster in monsters:
            if len(self.target) == 5:
                break
            elif sprite.collide_circle(monster, self):
                self.target.append(monster)
        if len(self.target) > 0:
            self.shoot()

        self.projectiles.update(monsters, screen_rect)
        self.projectiles.draw(screen)
Esempio n. 10
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    def update(self, player: PlayerSprite, enemies: Group, screen: Surface):
        if (self._data.health <= 0):
            self.kill()
            enemies.remove(self)
        rand_pos_x = random.randint(40, WINDOW_WIDTH / 2)

        rand_pos_y = random.randint(40, WINDOW_HEIGHT / 2)

        for enemy in enemies:
            if sprite.collide_circle(self, enemy) and enemy != self:
                distance = math.hypot((enemy.rect.x - self.rect.x),
                                      (enemy.rect.y - self.rect.y))
                if (distance < 400):
                    target_direction = Vector2((self.rect.x - enemy.rect.x),
                                               (self.rect.y - enemy.rect.y))
                    target_direction.scale_to_length(self._data.vel * 0.001)
                    self.rect.x += target_direction.x
                    self.rect.y += target_direction.y
        # Delete enemy when it comes into contact with player
        if sprite.collide_mask(player,
                               self) is not None and not player.invulnerable:
            player.take_damage(1)
            self.kill()
            enemies.remove(self)

        n = time.get_ticks()
        if (n - self.weapon.prev_shot) > 2000 and not self._moved:
            self.rect.x = rand_pos_x
            self.rect.y = rand_pos_y
            self._moved = True

        elif (n - self.weapon.prev_shot) > 3000 and self._moved:

            if self._weapon.fire(player, self._data.attack_speed, 15,
                                 self.rect):
                self._moved = False

        else:
            self.rect.x = self.rect.x
            self.rect.y = self.rect.y

        screen_rect = screen.get_rect()

        self.rect.clamp_ip(screen_rect)

        self._data.pos = Vector2(self.rect.center)

        self._calc_rotation(player)
        self._weapon.update()
Esempio n. 11
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    def update(self, player: PlayerSprite, enemies: Group, screen: Surface):
        if(self._data.health <= 0):
            self.kill()
            enemies.remove(self)

        for enemy in enemies:
            # Check for nearby enemies to avoid collision
            if sprite.collide_circle(self, enemy) and enemy != self:
                distance = math.hypot(
                    (enemy.rect.x - self.rect.x), (enemy.rect.y - self.rect.y))

                if (distance < 400):
                    target_direction = Vector2(
                        (self.rect.x - enemy.rect.x), (self.rect.y - enemy.rect.y))
                    target_direction.scale_to_length(
                        self._data.vel * 0.001)
                    self.rect.x += target_direction.x
                    self.rect.y += target_direction.y

        target_direction = Vector2(
            - self.rect.x + player.rect.x + random.randrange(0, 30),
            - self.rect.y + player.rect.y + random.randrange(0, 30))
        target_direction.scale_to_length(self._data.vel * 0.7)

        # Delete enemy when it comes into contact with player
        if sprite.collide_mask(player, self) is not None and not player.invulnerable:
            player.take_damage(1)
            self.kill()
            enemies.remove(self)

        self.rect.x += target_direction.x
        self.rect.y += target_direction.y

        screen_rect = screen.get_rect()

        self.rect.clamp_ip(screen_rect)

        self._data.pos = Vector2(self.rect.center)

        self._calc_rotation(player)
Esempio n. 12
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    def render(self):
        # Видимость объекта
        xx, yy = PickUp.camera.get_pos(self.x, self.y, True)
        if (-self.w * 1.5 < xx < SIZE[0]) and (-self.h * 1.5 < yy < SIZE[1]):
            self.Visible = True
        else:
            self.Visible = False

        if self.Visible:
            # Отображение
            PickUp.screen.blit(self.image, (xx, yy))

            # Столкновение
            if collide_circle(self, PickUp.hero):
                if self.type == 'heal':
                    PickUp.hero.hp += 15
                elif self.type == 'explode':
                    PickUp.explode.append(Explode(self.x, self.y))
                elif self.type == 'fire_bullet':
                    if (PickUp.hero.weapon != 'rifle') and (PickUp.hero.weapon
                                                            != 'flamethrower'):
                        PickUp.hero.fire_bullet = True
                elif self.type == 'armor':
                    PickUp.hero.armor = 85
                elif self.type == 'holder':
                    PickUp.hero.bullet_count0 = PickUp.hero.reload0 = 0
                elif self.type == 'rapidfire':
                    PickUp.hero.rapidfire0 += 1
                else:
                    if PickUp.hero.weapon != 'launcher':
                        weapons[PickUp.hero.weapon]['sound_r'].stop()

                    PickUp.hero.bullet_count0 = PickUp.hero.reload0 = 0
                    PickUp.hero.Max_Speed = 2

                    PickUp.hero.weapon = self.type
                    if self.type == 'm249':
                        PickUp.hero.Max_Speed = 1.5

                PickUp.pickup.remove(self)
Esempio n. 13
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    def update(self):
        for player in self.players:
            player.update()
        
        for proj in self.projectiles:
            proj.update()
            
            #Bounce off the walls
            if proj.pos[0] < 0:
                proj.dx *= -1
                proj.ax *= -1
            elif proj.pos[0] > self.field_rect.width:
                proj.dx *= -1
                proj.ax *= -1
            if proj.pos[1] < 0:
                proj.dy *= -1
                proj.ay *= -1
            elif proj.pos[1] > self.field_rect.height:
                proj.dy *= -1
                proj.ay *= -1

            '''if self.out_of_bounds(proj):
                angle = math.atan2((proj.rect.centery- self.field_rect.centery),
                                   (proj.rect.centerx- self.field_rect.centerx))
                proj.ax -= math.cos(-angle) * 0.002
                proj.ay += math.sin(-angle) * 0.002'''

        for planet in self.planets:
            #Neutral planets don't gain value, so we don't call update on them
            if planet.owner:
                planet.update()
                
                ai = planet.owner
                if planet.owner.is_ai and ai.wait_counter > ai.wait_cycle:
                    ai.process(planet, self.planets)
                        


            if planet.is_dragged:
                #Don't allow the player to select planets that aren't his
                if planet.owner == self.active_player:
                    #Set the planet's text to yellow when it's selected
                    planet.value_color = (255, 255, 0)
                else:
                    planet.clear_clicked()

                

            for proj in self.projectiles:
                #Ignore projectle if this planet is where the it was shot from.

                if planet == proj.parent_planet:
                        continue

                dist = find_distance(planet.rect.center, proj.rect.center)

                
                #Ignore projectile if it is too far away
                if dist > 40000:
                    continue
                #If dist is 0, set it to something to avoid making a big mistake
                elif dist == 0:
                    dist = 0.001

                m1 = planet.radius
                m2 = proj.radius
                force = (m1*1000) / (dist**2)
                    
                angle = math.atan2((proj.rect.centery - planet.rect.centery),
                                   (proj.rect.centerx - planet.rect.centerx))
                proj.ax -= math.cos(-angle) * force * 3
                proj.ay += math.sin(-angle) * force * 3
                
                if collide_circle(proj, planet):
                    planet.on_projectile_collided(proj)
                    self.remove_projectile(proj)

                    #Right now the view does not pick up this event, so we don't
                    #need to send it
                    '''self.evm.post(ev.ProjectileCollided(proj, planet))'''
Esempio n. 14
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def collide_rect_circ(left, right):
    return 1 if collide_rect(left, right) and collide_circle(left, right) else 0
Esempio n. 15
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def collide_rect_circ(left, right):
    return 1 if collide_rect(left, right) and collide_circle(left, right) else 0
Esempio n. 16
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    def update(self, player: PlayerSprite, enemies: Group, screen: Surface):

        if(self._data.health <= 0):
            self.kill()
            enemies.remove(self)

        # Check for nearby enemies, only move in certain case
        for enemy in enemies:
            if sprite.collide_circle(self, enemy) and enemy != self:
                distance = math.hypot(
                    (enemy.rect.x - self.rect.x), (enemy.rect.y - self.rect.y))

                if (distance < 400):
                    target_direction = Vector2(
                        (self.rect.x - enemy.rect.x), (self.rect.y - enemy.rect.y))
                    target_direction.scale_to_length(
                        self._data.vel * 0.001)
                    self.rect.x += target_direction.x
                    self.rect.y += target_direction.y

        # Type 2 enemy backs away from player
        distance = math.hypot(
            (player.rect.x - self.rect.x), (player.rect.y - self.rect.y))
        if (distance > 550):
            self._data._stopMoving = False

        # Enemy moves toward player given that they are either type 1 or sufficiently far enough from player
        if not self._data._stopMoving:
            target_direction = Vector2(
                - self.rect.x + player.rect.x + random.randrange(0, 30), - self.rect.y + player.rect.y + random.randrange(0, 30))
            target_direction.scale_to_length(self._data.vel * 0.9)

        # Delete enemy when it comes into contact with player
        if sprite.collide_mask(player, self) is not None and not player.invulnerable:
            player.take_damage(1)
            self.kill()
            enemies.remove(self)

        # Stop moving towards player at a certain distance
        if sprite.collide_circle(self, player):
            self._data._stopMoving = True
            distance = math.hypot(
                (player.rect.x-self.rect.x), (player.rect.y - self.rect.y))
            # Move back if in danger zone
            if(distance < 550):
                target_direction = Vector2(
                    (self.rect.x - player.rect.x), (self.rect.y - player.rect.y))
                target_direction.scale_to_length(self._data.vel * 1.01)
                self.rect.x += target_direction.x
                self.rect.y += target_direction.y

        # All other cases are given movement data here
        if self._data._stopMoving is False:
            self.rect.x += target_direction.x
            self.rect.y += target_direction.y

        screen_rect = screen.get_rect()

        self.rect.clamp_ip(screen_rect)

        self._data.pos = Vector2(self.rect.center)

        self._calc_rotation(player)

        self._weapon.fire(player, self._data.attack_speed,
                          15, self.rect, 550)
        self._weapon.update(player, screen)
Esempio n. 17
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 def effect(self, target, monsters):
     for monster in monsters:
         if sprite.collide_circle(target, monster):
             monster.damage(self.damage)
     self.kill()
Esempio n. 18
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def fish_collision(sprite1, sprite2):
    """Algorithm for determining if there is a collision between the sprites."""
    if sprite1 == sprite2:
        return False
    else:
        return collide_circle(sprite1, sprite2)
Esempio n. 19
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 def update(self, monsters, screen, screen_rect):
     for monster in monsters:
         if sprite.collide_circle(self, monster):
             monster.speed_mod = self.speed_mod
Esempio n. 20
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def find_collision(animal, animal_group):
    """Return the first collision found between animal and the group"""
    for other_animal in animal_group:
        if collide_circle(animal, other_animal):
            collision = Collision(animal, other_animal)
            return collision
Esempio n. 21
-1
def fish_collision(sprite1, sprite2):
    """Algorithm for determining if there is a collision between the sprites."""
    if sprite1 == sprite2:
        return False
    else:
        return collide_circle(sprite1, sprite2)