def handle_draw(self, entity): ratio = entity.time_remaining / entity.time_limit x, y = get_midpoint(entity) game.get_game().renderer.appendCircle((50, 50, 50), x, y, entity.width / 2) game.get_game().renderer.appendFan((200, 200, 200), x, y, entity.width / 2, ratio)
def handle_draw(self, entity): # print entity.x,entity.y # screen_x, screen_y = transform(entity.x, entity.y) # r = pygame.Rect(int(screen_x), int(screen_y), entity.height, entity.width) # pygame.draw.ellipse(surface, entity.color, r) if entity.visible: p = get_midpoint(entity) game.get_game().renderer.appendPlayerCircle( entity.color,p.x,p.y, entity.height/2)
def handle_action(self, entity, action): if action == 'TRAP' and entity.trap_cooldown <= 0: p = get_midpoint(entity) game.get_game().renderer.appendRing(entity.color, int(p[0]), int(p[1]), entity.trap_out_rad, entity.trap_in_rad) #pygame.draw.circle(game.get_game().screen, entity.color, (int(p[0]), int(p[1])), entity.smoke_screen_rad) entity.trap_cooldown = entity.trap_cooldown_time
def handle_action(self, entity, action): if action == 'SMOKE_SCREEN' and entity.smoke_screen_cooldown <= 0: p = get_midpoint(entity) game.get_game().renderer.appendCircle(entity.color, int(p[0]), int(p[1]), entity.smoke_screen_rad) #pygame.draw.circle(game.get_game().screen, entity.color, (int(p[0]), int(p[1])), entity.smoke_screen_rad) entity.smoke_screen_cooldown = entity.smoke_screen_cooldown_time
def handle_action(self, entity, action): if action == 'TRAP' and entity.trap_cooldown <= 0: p = get_midpoint(entity) game.get_game().renderer.appendRing( entity.color,int(p[0]), int(p[1]), entity.trap_out_rad, entity.trap_in_rad ) #pygame.draw.circle(game.get_game().screen, entity.color, (int(p[0]), int(p[1])), entity.smoke_screen_rad) entity.trap_cooldown = entity.trap_cooldown_time
def handle_action(self, entity, action): if action == 'SMOKE_SCREEN' and entity.smoke_screen_cooldown <= 0: p = get_midpoint(entity) game.get_game().renderer.appendCircle( entity.color,int(p[0]), int(p[1]), entity.smoke_screen_rad ) #pygame.draw.circle(game.get_game().screen, entity.color, (int(p[0]), int(p[1])), entity.smoke_screen_rad) entity.smoke_screen_cooldown = entity.smoke_screen_cooldown_time
def handle_draw(self, entity): # print entity.x,entity.y # screen_x, screen_y = transform(entity.x, entity.y) # r = pygame.Rect(int(screen_x), int(screen_y), entity.height, entity.width) # pygame.draw.ellipse(surface, entity.color, r) if entity.visible: p = get_midpoint(entity) game.get_game().renderer.appendPlayerCircle( entity.color, p.x, p.y, entity.height / 2)
def move_pivot_to_components(components): """ puts the Pivot to the current component selection :param list[str] components: A list of components. """ vertices = com.convert_to_vertices(components) transform = vertices[0].split('.')[0] mid_x, mid_y, mid_z = com.get_midpoint(vertices) cmds.move(mid_x, mid_y, mid_z, transform + '.scalePivot') cmds.move(mid_x, mid_y, mid_z, transform + '.rotatePivot')
def move_components_to_axis(components, axis='x'): """ puts selected Components to the average of the specified axis """ vertices = com.convert_to_vertices(components) aver = com.get_midpoint(vertices) if axis == 'x': cmds.move(aver[0], components, x=True) elif axis == 'y': cmds.move(aver[1], components, y=True) else: cmds.move(aver[2], components, z=True)
def handle_action(self, entity, action): if action == 'PLACE_MINEFIELD' and entity.minefield_cooldown <= 0: m = get_midpoint(entity) for r in range(entity.minefield_min_rad, entity.minefield_max_rad, entity.minefield_rad_density): anglestart = 0 angleend = 360 for a in xrange(anglestart, angleend, entity.minefield_ang_density): v = Vec2d(0, 1) v.length = r v.angle = a p = m + v #pygame.draw.circle(game.get_game().screen, entity.color, (int(p[0]), int(p[1])), 5) game.get_game().renderer.appendPlayerCircle( entity.color,int(p[0]), int(p[1]), 5) entity.minefield_cooldown = entity.minefield_cooldown_time
def handle_action(self, entity, action): if action == 'PLACE_MINEFIELD' and entity.minefield_cooldown <= 0: m = get_midpoint(entity) for r in range(entity.minefield_min_rad, entity.minefield_max_rad, entity.minefield_rad_density): anglestart = 0 angleend = 360 for a in xrange(anglestart, angleend, entity.minefield_ang_density): v = Vec2d(0, 1) v.length = r v.angle = a p = m + v #pygame.draw.circle(game.get_game().screen, entity.color, (int(p[0]), int(p[1])), 5) game.get_game().renderer.appendPlayerCircle( entity.color, int(p[0]), int(p[1]), 5) entity.minefield_cooldown = entity.minefield_cooldown_time
def handle_draw(self, entity): ratio = entity.time_remaining / entity.time_limit x, y = get_midpoint(entity) game.get_game().renderer.appendCircle((50,50,50), x, y, entity.width/2) game.get_game().renderer.appendFan((200,200,200), x, y, entity.width/2, ratio)