def initialize(self, world): for i in range(-5, 6): world.addObstacle( Circle(r=15, pos=[ world.width / 2 + i * world.width / 13, 0.36 * world.height ])) world.addObstacle( Circle(r=15, pos=[ world.width / 2 + i * world.width / 13, 0.2 * world.height ])) for i in range(-5, 5): world.addObstacle( Circle(r=15, pos=[ world.width / 2 + world.width / 39 + i * world.width / 13, 0.28 * world.height ])) world.addObstacle( Circle(r=15, pos=[ world.width / 2 + world.width / 39 + i * world.width / 13, 0.44 * world.height ])) world.canon = Canon(r=75, pos=[world.width / 2, world.height], theta=-np.pi / 2) world.target = TargetArea(pos=(world.width / 2, world.height * 0.05), width=world.width * 0.05, height=world.height * 0.05)
def initialize(self, world): world.addObstacle( Circle(world.height * 0.25, (world.width * 0.5, world.height * 0.5), 1.0)) world.canon = Canon(r=75, pos=[world.width / 2, world.height], theta=-np.pi / 2) world.canon.shotQuantity = 6 world.showTrajectories = True
def __init__(self, width=400, height=400): self.width, self.height = width, height self.target = TargetArea() self.canon = Canon() self.missiles = [] self.obstacles = [] self.holes = [] self.trajectoryDict = TrajectoryDict() self.showTrajectories = False self.interaction = False self.nt = 1 self.dt = 1.
def __init__(self): self.change_scene('scene') print(self.N) try: self.canon = Canon() self.canon.setup_preview() except Exception as e: print(e) print('Failed to connect to camera!') self.canon = None self.alpha = 0.70 self.frame_rate = 12 self.check_before_delete = True
def initialize(self, world): world.addObstacle( Rectangle(world.width * 0.625, world.height * 0.33, world.width * 0.75, 50, 0)) world.addObstacle( Rectangle(world.width * 0.375, world.height * 0.66, world.width * 0.75, 50, 0)) world.target = TargetArea(pos=(world.width * 0.85, world.height * 0.15), width=world.width * 0.2, height=world.height * 0.2) world.canon = Canon(r=75, pos=[world.width * 0.5, world.height], theta=-np.pi / 2)
def initialize(self, world): world.addObstacle( Circle(r=150, pos=[world.width / 2, world.height / 2])) world.addObstacle( Circle(r=world.height, pos=[-world.height * np.sqrt(3) / 2, world.height / 2])) world.addObstacle( Circle(r=world.height, pos=[ world.width + world.height * np.sqrt(3) / 2, world.height / 2 ])) world.canon = Canon(r=75, pos=[world.width / 2, world.height], theta=-np.pi / 2) world.target = TargetArea(pos=(world.width / 2, world.height * 0.21), width=world.height * 0.04, height=world.height * 0.04)
def initialize(self, world): world.addObstacle( Line(world.width * 0.75, world.height / 2, world.width * 0.3, np.pi * 0.5)) world.addObstacle( Line(world.width * 0.6, world.height / 4, world.width * 0.3, 0)) world.addObstacle( Rectangle(world.width * 0.2, world.height * 0.42, world.width * 0.45, 30, 0)) world.addObstacle( Rectangle(world.width * 0.2, world.height * 0.58, world.width * 0.5, 35, 0)) world.addObstacle( Circle(r=20, pos=[world.width * 0.43, world.height * 0.42])) world.addObstacle( Circle(r=55, pos=[world.width * 0.46, world.height * 0.58])) world.canon = Canon(r=75, pos=[world.width / 2, world.height], theta=-np.pi / 2) world.target = TargetArea(pos=(world.width * 0.35, world.height * 0.5), width=world.height * 0.1, height=world.height * 0.1)
def _checkCollision(self, paddleobj, ballobj, cannonobj): if (self._x + self._xvel >= paddleobj._x and paddleobj._y <= self._y < paddleobj._y + paddleobj._ylength): self._x = paddleobj._x - 1 - self._xvel # print(self._type,self._x,self._y) if (self._type == "E"): paddleobj.powerups[self._type].append(POWERUPTIME) paddleobj._ylength += EXPANDSIZE elif (self._type == "S"): paddleobj.powerups[self._type].append(POWERUPTIME) if (paddleobj._ylength != 3): paddleobj._ylength -= SHRINKSIZE elif (self._type == "M"): newballs = [] for ball in ballobj: nball = Ball(ball._x, ball._y, ball._xlength, ball._ylength, -1 * ball._xvel, -1 * ball._yvel) nball.isCollidedWithPaddle = False newballs.append(nball) for i in newballs: ballobj.append(i) paddleobj.powerups[self._type].append(-1) elif (self._type == "F"): paddleobj.powerups[self._type].append(POWERUPTIME) for ball in ballobj: ball._xvel = ball._xvel + self.ballvel( ball._xvel) * INCREASEBALLXSPEED ball._yvel = ball._yvel + self.ballvel( ball._yvel) * INCREASEBALLYSPEED elif (self._type == "T"): paddleobj.powerups[self._type].append(POWERUPTIME) for ball in ballobj: ball.isThrough = True elif (self._type == "G"): paddleobj.powerups[self._type].append(POWERUPTIME) elif (self._type == "B"): paddleobj.powerups[self._type].append(40) cannonobj.append( Canon(paddleobj._x - 1, paddleobj._y, 1, 1, 0, 0, 0)) cannonobj.append( Canon(paddleobj._x - 1, paddleobj._y + paddleobj._ylength - 1, 1, 1, 0, 0, 1)) elif (self._type == "@"): rIndex = [] for i in ballobj: rIndex.append(i) for i in rIndex: ballobj.remove(i) elif (self._type == "A"): paddleobj.powerups[self._type].append(POWERUPTIME) for ball in ballobj: ball.isFire = True self.isCollided = True if (self._x + self._xvel >= config.FRAMEHEIGHT): self._x = 0 self.isCollided = True elif (self._x + self._xvel <= 0): self._x = 0 - self._xvel self._xvel = -1 * self._xvel if (self._y + self._yvel >= config.FRAMEWIDTH): self._y = config.FRAMEWIDTH - self._yvel - 1 self._yvel = -1 * self._yvel elif (self._y + self._yvel <= 0): self._y = 0 - self._yvel self._yvel = -1 * self._yvel
def initialize(self, world): world.canon = Canon(r=75, pos=[world.width / 2, world.height], theta=-np.pi / 2) world.canon.shotQuantity = 6 world.showTrajectories = True
def fire_canon(ai_settings,screen,ship,bullets): # Limit number of shots fired to the number declared in the settings file if len(bullets) < ai_settings.nr_bullets: bullet = Canon(ai_settings,screen,ship) bullets.add(bullet)