Esempio n. 1
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def init():
    global playing, tplay
    state.effects.append(thing.FirstConvergence(X=state.you.X, y=state.you.y))
    sound.epicness = 2
    sound.play("reveal")
    playing = False
    tplay = 0
Esempio n. 2
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	def settarget(self):
		if self.progress > 1:
			sound.play("yes")
	
		if self.progress == 1:
			hud.show("Use arrow keys or WASD to move.")
			dialog.play("intro1")
		elif self.progress == 2:
			hud.clear()
		elif self.progress == 4:
			hud.show("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.")
			dialog.play("intro2")
		elif self.progress == 5:
			hud.clear()
		elif self.progress == 6:
			dialog.play("intro3")
		elif self.progress == 10:
			dialog.play("intro4")

		if self.progress in (1, 2, 3, 5, 6, 8):
			dx, dy = self.tps[self.progress]
			state.target = thing.Target(X = dx / window.camera.y0, y = window.camera.y0 - dy)
			state.effects.append(state.target)
		elif self.progress in (4, 7, 9):
			state.target = None
			# better chance of getting something not obscured by the HUD
			if self.progress == 4:
				state.target = state.ships[-1]
			while state.target in (None, state.you):
				state.target = random.choice(state.ships)
			state.effects.append(thing.ShipTarget(parentid = state.target.thingid))
Esempio n. 3
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    def settarget(self):
        if self.progress > 1:
            sound.play("yes")

        if self.progress == 1:
            hud.show("Use arrow keys or WASD to move.")
            dialog.play("intro1")
        elif self.progress == 2:
            hud.clear()
        elif self.progress == 4:
            hud.show("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.")
            dialog.play("intro2")
        elif self.progress == 5:
            hud.clear()
        elif self.progress == 6:
            dialog.play("intro3")
        elif self.progress == 10:
            dialog.play("intro4")

        if self.progress in (1, 2, 3, 5, 6, 8):
            dx, dy = self.tps[self.progress]
            state.target = thing.Target(X=dx / window.camera.y0, y=window.camera.y0 - dy)
            state.effects.append(state.target)
        elif self.progress in (4, 7, 9):
            state.target = None
            # better chance of getting something not obscured by the HUD
            if self.progress == 4:
                state.target = state.ships[-1]
            while state.target in (None, state.you):
                state.target = random.choice(state.ships)
            state.effects.append(thing.ShipTarget(parentid=state.target.thingid))
Esempio n. 4
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	def deploy(self):
		if self.deployed:
			sound.play("no")
		else:
			self.deployed = True
			self.significant = True
			sound.play("chirpup")
Esempio n. 5
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def init():
	global playing, tplay
	state.effects.append(thing.FirstConvergence(X = state.you.X, y = state.you.y))
	sound.epicness = 2
	sound.play("reveal")
	playing = False
	tplay = 0
Esempio n. 6
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def regenerate():
	target = thing.Skiff(X = state.mother.X, y = state.mother.y - 11, vx = 0)
	state.you = thing.SlowTeleport(X = state.you.X, y = state.you.y, targetid = target.thingid)
	state.ships.append(target)
	state.effects.append(state.you)
	sound.play("longteleport")
	control.clear()
	dialog.play("convo5")
Esempio n. 7
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	def deploy(self):
		sound.play("warp")
		self.X += math.tau / 1.618
		window.camera.X0 += math.tau / 1.618
		self.X %= math.tau
		window.camera.X0 %= math.tau
		self.tflash = settings.twarpinvulnerability
		state.effects.append(WarpEffect(X = self.X, y = self.y))
Esempio n. 8
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	def takedamage(self, dhp):
		if not self.vulnerable():
			return
		self.hp -= dhp
		if self is state.you:
			sound.play("ouch")
		self.tflash = settings.thurtinvulnerability
		if self.hp <= 0:
			self.die()
Esempio n. 9
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	def deploy(self):
		nvis0 = sum(obj.isvisible() for obj in state.goals + state.convergences)
		if self in state.beacons:
			state.beacons.remove(self)
		if self.deployed:
			state.beacons.append(self)
		nvis1 = sum(obj.isvisible() for obj in state.goals + state.convergences)
		if nvis1 > nvis0:
			sound.play("reveal")
Esempio n. 10
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def regenerate():
    target = thing.Skiff(X=state.mother.X, y=state.mother.y - 11, vx=0)
    state.you = thing.SlowTeleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=target.thingid)
    state.ships.append(target)
    state.effects.append(state.you)
    sound.play("longteleport")
    control.clear()
    dialog.play("convo5")
Esempio n. 11
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	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		n = sum(beacon.y - state.Rcore < 20 for beacon in state.beacons)
		if n > self.progress:
			self.progress = n
			if n < settings.beaconsforfinale:
				hud.show("Detector placement: %d/%d" % (n, settings.beaconsforfinale), 5)
				sound.play("reveal")
			else:
				hud.show("Detector placement complete. Proceed through data horizon.", 6)
				self.done = True
Esempio n. 12
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 def think(self, dt):
     if self.done or not self.available:
         return
     self.t += dt
     n = sum(beacon.y - state.Rcore < 20 for beacon in state.beacons)
     if n > self.progress:
         self.progress = n
         if n < settings.beaconsforfinale:
             hud.show("Detector placement: %d/%d" % (n, settings.beaconsforfinale), 5)
             sound.play("reveal")
         else:
             hud.show("Detector placement complete. Proceed through data horizon.", 6)
             self.done = True
Esempio n. 13
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def regenerate():
    state.you = thing.Skiff(X=state.mother.X, y=state.mother.y - 11, vx=0)
    window.camera.X0 = state.you.X
    window.camera.y0 = state.you.y
    state.ships.append(state.you)
    clearfull()
    populatefull()
    sound.play("longteleport")
    control.clear()
    dialog.play("convo5")
    background.wash()
    background.drawwash()
    if settings.saveonemergency:
        state.save()
Esempio n. 14
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def regenerate():
	state.you = thing.Skiff(X = state.mother.X, y = state.mother.y - 11, vx = 0)
	window.camera.X0 = state.you.X
	window.camera.y0 = state.you.y
	state.ships.append(state.you)
	clearfull()
	populatefull()
	sound.play("longteleport")
	control.clear()
	dialog.play("convo5")
	background.wash()
	background.drawwash()
	if settings.saveonemergency:
		state.save()
Esempio n. 15
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	def deploy(self):
		sound.play("no")
Esempio n. 16
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	def deploy(self):
		self.deployed = not self.deployed
		self.significant = self.deployed
		sound.play("chirpup" if self.deployed else "chirpdown")
Esempio n. 17
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	def on_mouse_press(x, y, button, modifiers):
		current_scene = scene.get()
		
		# Left click
		if button == mouse.LEFT:
			# Menu clicks
			if current_scene is 'menu':
				# Music button
				if (x >= 40 and x <= 86 and y >= 13 and y <= 59) or (x >= 116 and x <= 294 and y >= 21 and y <= 50):
					sound.play('02')
					settings.toggleMusic()
				
				# Sound button
				if (x >= 404 and x <= 450 and y >= 13 and y <= 59) or (x >= 480 and x <= 790 and y >= 21 and y <= 50):
					sound.play('02')
					settings.toggleSound()
				
				# About button
				if x >= 932 and x <= 978 and y >= 13 and y <= 59 or menu.hasAbout() == True:
					sound.play('03')
					menu.toggleAbout()
				
				# Play button
				if x >= 40 and x <= 310 and y >= 497 and y <= 572:
					sound.play('01')
					levels.init()
			
			# Levels clicks
			elif current_scene is 'levels':
				# Back button
				if x >= 20 and x <= 204 and y >= 15 and y <= 57:
					sound.play('01')
					menu.init()
				
				# Fight (bacteria) button
				if x >= 142 and x <= 392 and y >= 199 and y <= 244:
					sound.play('04')
					
					game.init('bacteria')
				
				# Fight (virus) button
				if x >= 632 and x <= 882 and y >= 199 and y <= 244:
					sound.play('04')
					game.init('virus')
				
				# Help (bacteria) button
				if x >= 142 and x <= 392 and y >= 164 and y <= 198:
					sound.play('03')
					help.init('bacteria')
				
				# Help (virus) button
				if x >= 632 and x <= 882 and y >= 164 and y <= 198:
					sound.play('03')
					help.init('virus')
				
				# Difficulty (easy) button
				if x >= 452 and x <= 482 and y >= 15 and y <= 57:
					sound.play('02')
					settings.toggleDifficulty(1)
				
				# Difficulty (medium) button
				if x >= 497 and x <= 528 and y >= 15 and y <= 57:
					sound.play('02')
					settings.toggleDifficulty(2)
				
				# Difficulty (hard) button
				if x >= 542 and x <= 573 and y >= 15 and y <= 57:
					sound.play('02')
					settings.toggleDifficulty(3)
			
			# Help clicks
			elif current_scene is 'help':
				scene.set('levels')
				help.slide(1)
			
			# Game clicks
			elif current_scene is 'game':
				# End of game motion
				if game.state() is 'win' or game.state() is 'loose':
					# Quit button
					if x >= 260 and x <= 304 and y >= 124 and y <= 172:
						pyglet.app.exit()
					
					# Menu button
					elif x >= 324 and x <= 372 and y >= 124 and y <= 166:
						menu.init()
					
					# Retry button
					elif x >= 694 and x <= 742 and y >= 124 and y <= 172:
						game.init(mode.get())
				
				# Paused game clicks
				elif game.paused() is True:
					# Quit button
					if x >= 341 and x <= 386 and y >= 227 and y <= 270:
						pyglet.app.exit()
					
					# Menu button
					elif x >= 405 and x <= 453 and y >= 227 and y <= 270:
						if game.pause() is False:
							menu.init()
					
					# Resume button
					elif x >= 647 and x <= 683 and y >= 227 and y <= 270:
						if game.pause() is False:
							cursor.disable()
							background.scene_speed('game')
		
		return True
Esempio n. 18
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def think(dt, events, kpressed):
    global todraw
    kx = kpressed["right"] - kpressed["left"]
    ky = kpressed["up"] - kpressed["down"]

    dt0 = dt
    if kpressed["go"] and control:
        dt *= 0.3

    hud.think(dt0)
    quest.think(dt)
    dialog.think(dt0)
    background.think(dt)
    sound.epicness = 2 - (state.you.y - 100) / 160
    sound.think(dt)

    oldX, oldy = state.you.X, state.you.y

    if 1e10 * random.random() < dt:
        state.ships.append(
            thing.Skiff(X=random.uniform(0, math.tau),
                        y=state.R,
                        vx=random.uniform(-6, 6)))
        state.ships.append(
            thing.Beacon(X=random.uniform(0, math.tau),
                         y=state.R,
                         vx=random.uniform(-6, 6)))
    nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
    for _ in range(nbubble):
        X = random.gauss(state.you.X, 30 / state.you.y)
        y = random.gauss(state.you.y, 30)
        if y < state.R - 10:
            state.effects.append(thing.Bubble(X=X, y=y))

    if sum(isinstance(effect, thing.BubbleChain)
           for effect in state.effects) < 10:
        for c in state.convergences:
            N = math.clamp((100 / window.distance(state.you, c))**2, 0.05, 1)
            nbubble = int(dt * N) + (random.random() < dt * N % 1)
            for _ in range(nbubble):
                X = random.gauss(state.you.X, 30 / state.you.y)
                y = random.gauss(state.you.y, 30)
                if state.Rcore < y < state.R - 20:
                    state.effects.append(
                        thing.BubbleChain(X=X, y=y, X0=c.X, y0=c.y))

    for event in events:
        if event.type == KEYDOWN and event.key == "go":
            control.clear()
            control["cursor"] = state.you
            control["queue"] = {}
            control["qtarget"] = [state.you.X, state.you.y]
            control["t0"] = 0.001 * pygame.time.get_ticks()
        if event.type == KEYDOWN and event.key == "abort":
            if not state.you.significant:
                state.you.die()
            regenerate()
        if event.type == KEYUP:
            if not state.quickteleport and "queue" in control and event.key in (
                    "up", "left", "right", "down"):
                control["queue"][event.key] = 0
        if event.type == KEYUP and event.key == "go" and "cursor" in control:
            if control["cursor"] is not state.you:
                state.effects.append(
                    thing.Teleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=control["cursor"].thingid))
                sound.play("teleport")
                state.you = control["cursor"]
            elif 0.001 * pygame.time.get_ticks(
            ) - control["t0"] < settings.tactivate:
                state.you.deploy()
            control.clear()

    if kpressed["go"] and control:
        if any(kpressed[x] for x in ("left", "right", "up", "down")):
            control["t0"] = -1000
        if state.quickteleport:
            control["qtarget"][
                0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
            control["qtarget"][1] += ky * dt0 * settings.vqteleport
            dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
            dy = control["qtarget"][1] - state.you.y
            f = math.sqrt(dx**2 + dy**2) / settings.rqteleport
            if f > 1:
                dx /= f
                dy /= f
                control["qtarget"] = [
                    state.you.X + dx / state.you.y, state.you.y + dy
                ]
            retarget()
        else:
            q = control["queue"]
            for key in q:
                q[key] += dt0
                if q[key] >= settings.jumpcombotime:
                    dx = ("right" in q) - ("left" in q)
                    dy = ("up" in q) - ("down" in q)
                    jump(dx, dy)
                    q.clear()
                    break
    else:
        dvx = kx * dt * 20
        dvy = ky * dt * 20
        state.you.vx += dvx
        state.you.vy = min(state.you.vy + dvy, 0)

    todraw = []
    scollide = []
    hcollide = []

    state.you.think(0)  # Clear out any controls that should be overridden

    for convergence in state.convergences:
        if window.camera.near(convergence):
            convergence.think(dt)
            todraw.append(convergence)

    repopulating = (dt + state.you.t % 1) // 1
    if repopulating:
        nships = []
        for ship in state.ships:
            if not window.camera.on(
                    ship) and ship is not state.you and not ship.significant:
                continue
            ship.think(dt)
            if ship.alive:
                nships.append(ship)
                todraw.append(ship)
            else:
                ship.die()
        state.ships = nships
        repopulateslice()
    else:
        nships = []
        for ship in state.ships:
            if not window.camera.near(ship):
                nships.append(ship)
                continue
            ship.think(dt)
            if ship.alive:
                nships.append(ship)
                if window.camera.on(ship):
                    todraw.append(ship)
            else:
                ship.die()
        state.ships = nships
    if not state.you.alive:
        regenerate()
    nobjs = []
    for obj in state.objs:
        if not window.camera.on(obj):
            nobjs.append(obj)
            continue
        obj.think(dt)
        if obj.alive:
            nobjs.append(obj)
            todraw.append(obj)
        else:
            obj.die()
    state.obj = nobjs
    for hazard in state.hazards:
        if not window.camera.near(hazard):
            continue
        hazard.think(dt)
        todraw.append(hazard)
        if window.camera.on(hazard):
            hcollide.append(hazard)
    state.obj = nobjs
    #	for filament in state.filaments:
    #		filament.think(dt)

    neffects = []
    for effect in state.effects:
        effect.think(dt)
        if effect.alive:
            todraw.append(effect)
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects

    scollide = [state.you]
    for s in scollide:
        if not s.vulnerable():
            continue
        for h in hcollide:
            if window.distance(h, s) < h.hazardsize:
                s.takedamage(h.dhp)

    if window.dbycoord((oldX, oldy),
                       (state.you.X, state.you.y)) > settings.rqteleport + 10:
        clearfull()
        populatefull()

    if state.quickteleport and "qtarget" in control:
        X, y = control["qtarget"]
        dX = math.Xmod(X - state.you.X)
        dy = y - state.you.y
        window.camera.X0 = state.you.X + dX * 0.5
        window.camera.y0 = state.you.y + dy * 0.5
        window.camera.setlimits()
    else:
        window.camera.follow(state.you)
        window.camera.think(dt)
Esempio n. 19
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def think(dt, events, kpressed):
	kx = kpressed["right"] - kpressed["left"]
	ky = kpressed["up"] - kpressed["down"]

	dt0 = dt
	if kpressed["go"] and control:
		dt *= 0.3

	hud.think(dt0)
	quest.think(dt)
	dialog.think(dt0)
	background.flowt += dt

	for event in events:
		if event.type == KEYDOWN and event.key == "go":
			control.clear()
			control["cursor"] = state.you
			control["queue"] = {}
			control["qtarget"] = [state.you.X, state.you.y]
		if event.type == KEYUP:
			if not state.quickteleport and "queue" in control and event.key in ("up", "left", "right", "down"):
				control["queue"][event.key] = 0
		if event.type == KEYUP and event.key == "go" and "cursor" in control:
			if control["cursor"] is not state.you:
				state.effects.append(
					thing.Teleport(X = state.you.X, y = state.you.y, targetid = control["cursor"].thingid)
				)
				sound.play("teleport")
				state.you = control["cursor"]
			control.clear()

	if kpressed["go"] and control:
		if state.quickteleport:
			control["qtarget"][0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
			control["qtarget"][1] += ky * dt0 * settings.vqteleport
			dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
			dy = control["qtarget"][1] - state.you.y
			f = math.sqrt(dx ** 2 + dy ** 2) / settings.rqteleport
			if f > 1:
				dx /= f
				dy /= f
				control["qtarget"] = [state.you.X + dx / state.you.y, state.you.y + dy]
			retarget()
		else:
			q = control["queue"]
			for key in q:
				q[key] += dt0
				if q[key] >= settings.jumpcombotime:
					dx = ("right" in q) - ("left" in q)
					dy = ("up" in q) - ("down" in q)
					jump(dx, dy)
					q.clear()
					break
	else:
		dvx = kx * dt * 20
		dvy = ky * dt * 20
		state.you.vx += dvx
		state.you.vy += dvy

	state.you.think(0)  # Clear out any controls that should be overridden
	for ship in state.ships:
		ship.think(dt)
		dx = y0 * ship.X
		dy = ship.y - y0
		f = math.sqrt(dx ** 2 + dy ** 2) / 15
		if f > 1:
			ship.X /= f
			ship.y = y0 + dy / f
			ship.vx = 0
			ship.vy = 0
	for effect in state.effects:
		effect.think(dt)
	state.effects = [e for e in state.effects if e.alive]

	window.camera.X0 = 0
	window.camera.y0 = y0
	window.camera.R = window.sy / 32
Esempio n. 20
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def think(dt, events, kpressed):
	global todraw
	kx = kpressed["right"] - kpressed["left"]
	ky = kpressed["up"] - kpressed["down"]

	dt0 = dt
	if kpressed["go"] and control:
		dt *= 0.3

	hud.think(dt0)
	quest.think(dt)
	dialog.think(dt0)
	background.think(dt)
	sound.epicness = 2 - (state.you.y - 100) / 160
	sound.think(dt)

	oldX, oldy = state.you.X, state.you.y

	if 1e10 * random.random() < dt:
		state.ships.append(thing.Skiff(
			X = random.uniform(0, math.tau),
			y = state.R,
			vx = random.uniform(-6, 6)
		))
		state.ships.append(thing.Beacon(
			X = random.uniform(0, math.tau),
			y = state.R,
			vx = random.uniform(-6, 6)
		))
	nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
	for _ in range(nbubble):
		X = random.gauss(state.you.X, 30 / state.you.y)
		y = random.gauss(state.you.y, 30)
		if y < state.R - 10:
			state.effects.append(thing.Bubble(X = X, y = y))

	if sum(isinstance(effect, thing.BubbleChain) for effect in state.effects) < 10:
		for c in state.convergences:
			N = math.clamp((100 / window.distance(state.you, c)) ** 2, 0.05, 1)
			nbubble = int(dt * N) + (random.random() < dt * N % 1)
			for _ in range(nbubble):
				X = random.gauss(state.you.X, 30 / state.you.y)
				y = random.gauss(state.you.y, 30)
				if state.Rcore < y < state.R - 20:
					state.effects.append(thing.BubbleChain(X = X, y = y, X0 = c.X, y0 = c.y))


	for event in events:
		if event.type == KEYDOWN and event.key == "go":
			control.clear()
			control["cursor"] = state.you
			control["queue"] = {}
			control["qtarget"] = [state.you.X, state.you.y]
			control["t0"] = 0.001 * pygame.time.get_ticks()
		if event.type == KEYDOWN and event.key == "abort":
			if not state.you.significant:
				state.you.die()
			regenerate()
		if event.type == KEYUP:
			if not state.quickteleport and "queue" in control and event.key in ("up", "left", "right", "down"):
				control["queue"][event.key] = 0
		if event.type == KEYUP and event.key == "go" and "cursor" in control:
			if control["cursor"] is not state.you:
				state.effects.append(
					thing.Teleport(X = state.you.X, y = state.you.y, targetid = control["cursor"].thingid)
				)
				sound.play("teleport")
				state.you = control["cursor"]
			elif 0.001 * pygame.time.get_ticks() - control["t0"] < settings.tactivate:
				state.you.deploy()
			control.clear()
		
	if kpressed["go"] and control:
		if any(kpressed[x] for x in ("left", "right", "up", "down")):
			control["t0"] = -1000
		if state.quickteleport:
			control["qtarget"][0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
			control["qtarget"][1] += ky * dt0 * settings.vqteleport
			dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
			dy = control["qtarget"][1] - state.you.y
			f = math.sqrt(dx ** 2 + dy ** 2) / settings.rqteleport
			if f > 1:
				dx /= f
				dy /= f
				control["qtarget"] = [state.you.X + dx / state.you.y, state.you.y + dy]
			retarget()
		else:
			q = control["queue"]
			for key in q:
				q[key] += dt0
				if q[key] >= settings.jumpcombotime:
					dx = ("right" in q) - ("left" in q)
					dy = ("up" in q) - ("down" in q)
					jump(dx, dy)
					q.clear()
					break
	else:
		dvx = kx * dt * 20
		dvy = ky * dt * 20
		state.you.vx += dvx
		state.you.vy = min(state.you.vy + dvy, 0)

	todraw = []
	scollide = []
	hcollide = []

	state.you.think(0)  # Clear out any controls that should be overridden

	for convergence in state.convergences:
		if window.camera.near(convergence):
			convergence.think(dt)
			todraw.append(convergence)


	repopulating = (dt + state.you.t % 1) // 1
	if repopulating:
		nships = []
		for ship in state.ships:
			if not window.camera.on(ship) and ship is not state.you and not ship.significant:
				continue
			ship.think(dt)
			if ship.alive:
				nships.append(ship)
				todraw.append(ship)
			else:
				ship.die()
		state.ships = nships
		repopulateslice()
	else:
		nships = []
		for ship in state.ships:
			if not window.camera.near(ship):
				nships.append(ship)
				continue
			ship.think(dt)
			if ship.alive:
				nships.append(ship)
				if window.camera.on(ship):
					todraw.append(ship)
			else:
				ship.die()
		state.ships = nships
	if not state.you.alive:
		regenerate()
	nobjs = []
	for obj in state.objs:
		if not window.camera.on(obj):
			nobjs.append(obj)
			continue
		obj.think(dt)
		if obj.alive:
			nobjs.append(obj)
			todraw.append(obj)
		else:
			obj.die()
	state.obj = nobjs
	for hazard in state.hazards:
		if not window.camera.near(hazard):
			continue
		hazard.think(dt)
		todraw.append(hazard)
		if window.camera.on(hazard):
			hcollide.append(hazard)
	state.obj = nobjs
#	for filament in state.filaments:
#		filament.think(dt)

	neffects = []
	for effect in state.effects:
		effect.think(dt)
		if effect.alive:
			todraw.append(effect)
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects

	scollide = [state.you]
	for s in scollide:
		if not s.vulnerable():
			continue
		for h in hcollide:
			if window.distance(h, s) < h.hazardsize:
				s.takedamage(h.dhp)

	if window.dbycoord((oldX, oldy), (state.you.X, state.you.y)) > settings.rqteleport + 10:
		clearfull()
		populatefull()

	if state.quickteleport and "qtarget" in control:
		X, y = control["qtarget"]
		dX = math.Xmod(X - state.you.X)
		dy = y - state.you.y
		window.camera.X0 = state.you.X + dX * 0.5
		window.camera.y0 = state.you.y + dy * 0.5
		window.camera.setlimits()
	else:
		window.camera.follow(state.you)
		window.camera.think(dt)
Esempio n. 21
0
def think(dt, events, kpressed):
    kx = kpressed["right"] - kpressed["left"]
    ky = kpressed["up"] - kpressed["down"]

    dt0 = dt
    if kpressed["go"] and control:
        dt *= 0.3

    hud.think(dt0)
    quest.think(dt)
    dialog.think(dt0)
    background.think(dt, 1)

    for event in events:
        if event.type == KEYDOWN and event.key == "go":
            control.clear()
            control["cursor"] = state.you
            control["queue"] = {}
            control["qtarget"] = [state.you.X, state.you.y]
        if event.type == KEYUP:
            if not state.quickteleport and "queue" in control and event.key in (
                    "up", "left", "right", "down"):
                control["queue"][event.key] = 0
        if event.type == KEYUP and event.key == "go" and "cursor" in control:
            if control["cursor"] is not state.you:
                state.effects.append(
                    thing.Teleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=control["cursor"].thingid))
                sound.play("teleport")
                state.you = control["cursor"]
            control.clear()

    if kpressed["go"] and control:
        if state.quickteleport:
            control["qtarget"][
                0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
            control["qtarget"][1] += ky * dt0 * settings.vqteleport
            dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
            dy = control["qtarget"][1] - state.you.y
            f = math.sqrt(dx**2 + dy**2) / settings.rqteleport
            if f > 1:
                dx /= f
                dy /= f
                control["qtarget"] = [
                    state.you.X + dx / state.you.y, state.you.y + dy
                ]
            retarget()
        else:
            q = control["queue"]
            for key in q:
                q[key] += dt0
                if q[key] >= settings.jumpcombotime:
                    dx = ("right" in q) - ("left" in q)
                    dy = ("up" in q) - ("down" in q)
                    jump(dx, dy)
                    q.clear()
                    break
    else:
        dvx = kx * dt * 20
        dvy = ky * dt * 20
        state.you.vx += dvx
        state.you.vy += dvy

    state.you.think(0)  # Clear out any controls that should be overridden
    for ship in state.ships:
        ship.think(dt)
        dx = y0 * ship.X
        dy = ship.y - y0
        f = math.sqrt(dx**2 + dy**2) / 15
        if f > 1:
            ship.X /= f
            ship.y = y0 + dy / f
            ship.vx = 0
            ship.vy = 0
    for effect in state.effects:
        effect.think(dt)
    state.effects = [e for e in state.effects if e.alive]

    window.camera.X0 = 0
    window.camera.y0 = y0
    window.camera.R = window.sy / 32