Esempio n. 1
0
    def draw(self, surface):
        test.add_sticky('bee:draw')
        # for b in self.bullets:
        #     b.draw(surface)
        # fullname = self.name + str(self.ancestry)

        super(Bee, self).draw(surface)
        ixy = self.xy.astype(int)

        if 0 and settings[SHOW_EYES]:
            box = self.decoration.get_rect(
                x=self.xy[0, 0] + self.eyedrawingoffset[0],
                y=self.xy[0, 1] + self.eyedrawingoffset[1])
            surface.blit(self.decoration, box, special_flags=pygame.BLEND_ADD)
        if settings[SHOW_EYES]:
            for x, y in self.eyepoints:
                ixy = self.xy.astype(int)
                X = ixy[0, 0] + x
                Y = ixy[0, 1] + y
                # X %= surface.get_width()
                # Y %= surface.get_height()

                # if abs(X - ixy[0, 0]) > 500 or abs(Y - ixy[0, 1]) > 100:
                #    continue

                # surface.set_at((X, y), graphics.outline)
                pygame.draw.line(
                    surface, self.color, array(self.xy)[0], (X, Y), 1)

        start = self.xy
        end = self.prevpos

        '''this is here to make things trippy'''
        if abs(start[0, 0] - end[0, 0]) < 100:
            if abs(start[0, 1] - end[0, 1]) < 100:
                if self.madness == 1:
                    '''lines'''
                    w = 10
                    # pygame.draw.line(self.room.background, [0, 0, 0], array(self.xy)[0], array(self.prevpos)[0], w)
                    pygame.draw.line(
                        self.room.background, self.color, array(self.xy)[0], array(self.prevpos)[0], 1)
                elif self.madness == 2:
                    '''extra mad'''
                    c = self.color
                    d = int(linalg.norm(self.prevpos - self.xy))
                    pygame.draw.circle(
                        self.room.background, c, array(self.xy)[0], d / 3, 0)
                    pygame.draw.line(
                        self.room.background, c, array(self.xy)[0], array(self.prevpos)[0], 1)
                elif self.madness == 3:
                    '''super mad'''
                    w = int(linalg.norm(self.vxy) * 100 + 1)
                    # pygame.draw.line(self.room.background, [255,20,20], array(self.xy)[0], array(self.prevpos)[0], w + 10)
                    pygame.draw.line(
                        self.room.background, self.color, array(self.xy)[0], array(self.prevpos)[0], w)
                    # pygame.draw.line(self.room.background, [0, 0, 0], array(self.xy)[0], array(self.prevpos)[0], 1)
                elif self.madness == 4:
                    '''lines with shadows'''
                    w = 10
                    pygame.draw.line(
                        self.room.background, [0, 0, 0], array(self.xy)[0], array(self.prevpos)[0], w)
                    pygame.draw.line(
                        self.room.background, self.color, array(self.xy)[0], array(self.prevpos)[0], 1)

        for x, y in utils.body_copies(self.xy, self.radius):
            px = ixy[0, 0] + x * graphics.world_w
            py = ixy[0, 1] + y * graphics.world_h
            # c = self.color
            blood = [255, 0, 0]

            # pygame.draw.circle(surface, c, (px, py), int(self.radius))
            r = int(self.radius * 0.6)

            draw_blood = 0
            if draw_blood:
                if self.vxy[0, 0] > 0:
                    pygame.draw.line(
                        surface, blood, (px - r, py - r), (px + r, py + r), 1)
                else:
                    pygame.draw.line(
                        surface, blood, (px + r, py - r), (px - r, py + r), 1)

            # pygame.draw.circle(surface, [int(p) for p in self.color], (px, py), int(self.radius))
            # centercolor = [255-n for n in c]
            # rad = int(self.radius*(1-self.health))
            # rad = max( rad, 0)
            # pygame.draw.circle(surface, [int(p) for p in centercolor], (px, py), rad)

            # if self.flash:
            #    pygame.draw.circle(surface, [255, 255, 255], (px, py), self.flash + 1, 1)
            #    self.flash -= 1

            regularcolor = self.color
            r2 = int(self.radius * 0.6 * self.health)
            if settings[BEE_STYLE] == 1:
                if self.vxy[0, 0] > 0:
                    pygame.draw.line(
                        surface, regularcolor, (px - r2, py - r2), (px + r2, py + r2), 1)
                else:
                    pygame.draw.line(
                        surface, regularcolor, (px + r2, py - r2), (px - r2, py + r2), 1)
            elif settings[BEE_STYLE] == 2:
                # self.dvxy = matrix([0.0, 0.0])
                rotation = self.dvxy[0, 0] * 600

                dx = math.cos(rotation)
                dy = math.sin(rotation)
                dx, dy = 4 * dx, 4 * dy
                if self.flash:
                    self.flash -= 1
                if self.flash > 25:
                    self.flash = 25
                if self.flash < 0:
                    self.flash = 0
                c = [255 - 25 * self.flash, 255, 255 - 25 * self.flash]
                if self.see_bullet:
                    c = [255, 255, 0]
                try:
                    pygame.draw.line(
                        surface, c, (px + dx, py + dy), (px - dx, py - dy), 3)
                except TypeError:
                    print "TypeError while drawing bee, position is",
                    print surface, c, (px + dx, py + dy), (px - dx, py - dy), 3
            else:
                radius = 1 + int(self.radius * self.health)
                if (radius < 1):
                    radius = 1
                pygame.draw.circle(surface, regularcolor, (px, py), radius)

            if settings[SHOW_EYES]:
                for distance, (x, y) in zip(self.wallproximities, self.sharedeyes):
                    l = (x**2 + y**2)**0.5
                    '''x0 = x/l*distance*graphics.screen_h/2
                    y0 = y/l*distance*graphics.screen_h/2
                    pygame.draw.line(surface, [255,255,255], (px,py), (px+x0, py+y0), 1)'''

                    x1 = int(x / l * 10)
                    y1 = int(y / l * 10)
                    # size represents proximity
                    # pygame.draw.circle(surface, regularcolor, ( px+x1, py+y1), 1 + int( (1 - distance) * 6) )

                    # color represents proximity
                    # pygame.draw.circle(surface, regularcolor, ( px+x1, py+y1), 1 + int( (1 - distance) * 6) )
                    intensity = (1 - distance) * 255
                    if intensity < 0:
                        intensity = 0
                    if intensity > 255:
                        intensity = 255
                    # pygame.draw.circle(surface, (intensity, intensity, intensity), ( px+x1, py+y1), 3)
                    scaling = math.sin(22.5)
                    pygame.draw.line(surface, (intensity, intensity, intensity), (
                        px + x1 - y1 * scaling, py + y1 + x1 * scaling), (px + x1 + y1 * scaling, py + y1 - x1 * scaling))

        if settings[SHOW_NAMES]:
            try:
                surface.blit(self.tag[1], array(self.xy)[0])
            except:
                self.tag = "blah", "noway"

            l = self.firstname + " " + self.name

            if self.tag[0] != l:
                t = tinyfont.render(l, 0, [255, 255, 255])
                self.tag = l, t

        # My velocity
        # endxy = ixy+numpy.round_(self.vxy*10)
        # pygame.draw.line(surface, (255, 255, 0), array(ixy)[0], array(endxy)[0], 1)

        test.remove_sticky('bee:draw')
Esempio n. 2
0
	def draw(self, surface):
		test.add_sticky('player')

		super(Player, self).draw(surface)
		if self.losinghealth:
			self.walkingspeed = self.radius / 15 * 0.04
			self.displaycolor[0] = 0.9 * self.displaycolor[0] + 0.1 * 255
			self.displaycolor[1] = 0.9 * self.displaycolor[1]
			self.displaycolor[2] = 0.9 * self.displaycolor[2]
			#self.color[0] = 255
		else:
			self.displaycolor[0] = 0.9 * self.displaycolor[0] + 0.1 * self.color[0]
			self.displaycolor[1] = 0.9 * self.displaycolor[1] + 0.1 * self.color[1]
			self.displaycolor[2] = 0.9 * self.displaycolor[2] + 0.1 * self.color[2]

		color = [int(x) for x in self.displaycolor]

		#if self.counter >= self.radius - 10:
		#	if self.radius < 20:
		#		color = [255, 200, 0]
		#	if self.counter >= self.radius:
		#		self.counter -= self.radius
		ixy = self.xy.astype(int)




		for x,y in utils.body_copies(self.xy, self.radius):
			px = ixy[0,0] + x*graphics.world_w
			py = ixy[0,1] + y*graphics.world_h
			#pygame.draw.circle(surface, [180,255,255], (px, py), int(self.radius), 1)

			pi = 3.1415926

			'''shoulders'''
			shouldershift = 0#max(min(int(10*self.vxy[0,0]), 10), -10)
			shoulderx = px + shouldershift
			shouldery = py - int(self.radius*0.7)
			if self.losinghealth:
				if self.beepushes:
					n = random.choice(self.beepushes)
					self.offset += n * 0.5
			
			self.offset *= 0.95

			for i in range(2):
				if self.offset[0,i] > 5:
					self.offset[0,i] = 5
				if self.offset[0,i] < -5:
					self.offset[0,i] = -5

			offsetx = int(self.offset[0,0])
			offsety = int(self.offset[0,1])

			self.beepushes = []

			shoulderx += offsetx
			shouldery += offsety
			
			shoulders = (shoulderx, shouldery)

			'''head'''
			headx = shoulderx
			heady = shouldery-int(self.radius*0.1)
			#headx -= offsetx/2
			#heady -= offsety/2

			head = int(headx), int(heady)
			pygame.draw.circle(surface, color, head, int(self.radius*0.2), 0)

			'''groin'''
			groinx = px
			groiny = py+int(self.radius*0.1)

			groinx += offsetx / 2
			groiny += offsety

			groin = (groinx, groiny)

			'''neck'''
			pygame.draw.line(surface, color, head, shoulders, 2)

			'''torso'''
			pygame.draw.line(surface, color, shoulders, groin, 2)


			'''right leg'''
			rightfootx = px + 0.4*self.radius - 3 * self.vxy[0,0] * self.radius
			rightfooty = py+int(self.radius) + 0.1*self.radius
			rightfootx = px + 0.4*self.radius*math.cos(self.walkingspeed*pi*self.xy[0,0])
			if abs(self.vxy[0,0]) > 0.01:
				rightfooty = py+int(self.radius)
				step = 0.1*self.radius*math.sin(self.walkingspeed*pi*self.xy[0,0])
				if step < 0:
					step *= abs(self.offset[0,1]*5 + 1)
					rightfooty += step
			rightfoot = rightfootx, rightfooty
			pygame.draw.line(surface, color, groin, rightfoot, 2)
			#pygame.draw.line(surface, color, (px,py+int(self.radius*0.2)), (px + self.radius*math.cos(0.4*pi), py+inself.radius*math.sin(0.4*pi)), 1)

			'''left leg'''
			leftfootx = px - 0.4*self.radius - 3 * self.vxy[0,0] * self.radius
			leftfooty = py+int(self.radius) + 0.1*self.radius
			leftfootx = px - 0.4*self.radius*math.cos(self.walkingspeed*pi*self.xy[0,0])
			if abs(self.vxy[0,0]) > 0.01:
				leftfooty = py+self.radius
				step = - 0.1*self.radius*math.sin(self.walkingspeed*pi*self.xy[0,0])
				if step < 0:
					step *= abs(self.offset[0,1]*5 + 1)
					leftfooty += step
			leftfooty = int(leftfooty)
			leftfoot = leftfootx, leftfooty
			pygame.draw.line(surface, color, groin, leftfoot, 2)

			rightpoint = px + 0.8 * self.radius, py + 0.8 * self.radius
			leftpoint = px - 0.8 * self.radius, py + 0.8 * self.radius

			rightpoint, leftpoint = [int(x) for x in rightpoint], [int(x) for x in leftpoint]

			#self.feetSupported = self.room.pointcheck(leftfoot) or self.room.pointcheck(rightfoot) or self.room.pointcheck(rightpoint) or self.room.pointcheck(leftpoint)
			#print "feet supported:", self.feetSupported

			''''right arm'''
			#howfar = 0.3
			#if self.vxy[0,0] >= 0:
			#	howfar = 0.3 - 2.3 * (self.vxy[0,0])
			#self.righta = 0.9 * self.righta + 0.1 * howfar
			#pygame.draw.line(surface, color, shoulders, (px + 0.7*self.radius*math.cos(self.righta*pi), py+0.7*self.radius*math.sin(self.righta*pi)), 2)
			
			righthandx = shoulderx + 0.4*self.radius * math.cos(self.walkingspeed*pi*self.xy[0,0]) * (0.2+min(abs(self.vxy[0,0]), 0.1))**0.5 * 2
			righthandy = shouldery + self.radius
			righthandy -= abs(int(self.offset[0,1] * 5))
			righthand = (righthandx, righthandy)
			pygame.draw.line(surface, color, shoulders, righthand, 2)

			'''left arm'''
			#howfar = 0.7
			#if self.vxy[0,0] <= 0:
			#	howfar = 0.7 - 2.3 * (self.vxy[0,0])
			#self.lefta = 0.9 * self.lefta + 0.1 * howfar
			#pygame.draw.line(surface, color, shoulders, (px + 0.7*self.radius*math.cos(self.lefta*pi), py+0.7*self.radius*math.sin(self.lefta*pi)), 2)
			
			lefthandx = shoulderx - 0.4*self.radius * math.cos(self.walkingspeed*pi*self.xy[0,0]) * (0.2+min(abs(self.vxy[0,0]), 0.1))**0.5 * 2
			lefthandy = shouldery + self.radius
			lefthandy -= abs(int(self.offset[0,1] * 5))
			lefthand = (lefthandx, lefthandy)
			pygame.draw.line(surface, color, shoulders, lefthand, 2)

			ffcolor = [255, 255, 255]
			#if self.losinghealth:
			#	ffcolor = [255, 0, 0]

			'''force field'''
			'''if self.losinghealth:
				pygame.draw.circle(surface, self.displaycolor, (px, py), int(self.forcefield), 1)
				'''

			#pygame.draw.circle(surface, [255,255,0], (px, py), int(self.radius), 1)

			#centercolor = [0, 0, 0]
			#if self.losinghealth:
			#	centercolor = [255, 200, 0]
			#pygame.draw.circle(surface, centercolor, (px, py), int(0.1*self.radius))

		# My velocity
		#endxy = ixy+numpy.round_(self.vxy*10)
		#pygame.draw.line(surface, (255, 255, 0), array(ixy)[0], array(endxy)[0], 1)
		test.remove_sticky('player')
		self.losinghealth = 0