def __init__(self, position): x, y = position spark_emitter = StaticEmitter( template=Particle(position=(uniform(x - 5, x + 5), uniform(y - 5, y + 5), 0), size=(10, ) * 3, color=self.color), deviation=Particle(velocity=(gauss(0, 5), gauss(0, 5), 0), age=1.5), velocity=domain.Sphere((0, gauss(40, 20), 0), 60, 60)) spark_emitter.emit(int(gauss(60, 40)) + 50, self.sparks) spread = abs(gauss(0.4, 1.0)) self.trail_emitter = PerParticleEmitter( self.sparks, rate=uniform(5, 30), template=Particle(size=(6, ) * 3, color=self.color), deviation=Particle(velocity=(spread, spread, spread), age=self.lifetime * 0.75)) self.trails.bind_controller(self.trail_emitter) self.splosions.add(self) pyglet.clock.schedule_once(self.die, self.lifetime)
def emit(cls, position, velocity): x, y = position + velocity * 0.3 emitter = StaticEmitter(template=Particle(position=(x, y, 0), size=(5, ) * 3, color=cls.color), deviation=Particle(age=0.2), velocity=domain.Disc((*-2 * velocity, 0), (0, 0, 1), 100)) emitter.emit(10, cls.sparks)
def emit(cls, position): emitter = StaticEmitter(template=Particle(position=(*position, 0), size=(16, ) * 3, rotation=(0, 0, 1), color=cls.color), deviation=Particle(age=0.2, rotation=(0, 0, 2)), velocity=domain.Disc((0, 0, 0), (0, 0, 1), 100)) emitter.emit(20, cls.fragments)
def __init__(self, x, y): spark_tex = image.load(os.path.join(os.path.dirname(__file__), 'images/flare3.png')).get_texture() sparks = ParticleGroup( controllers=[ Lifetime(2), Movement(damping=0.93), Fader(fade_out_start=0, fade_out_end=1.8), ], renderer=BillboardRenderer(SpriteTexturizer(spark_tex.id))) spark_emitter = StaticEmitter( template=Particle( position=(x,y), color=(1,1,1)), deviation=Particle( position=(1,1,0), velocity=(300,300,0), age=1.5), size=[(1,1,0), (2,2,0), (2,2,0), (2,2,0), (3,3,0), (4,4,0)]) spark_emitter.emit(50, sparks) fire_tex = image.load(os.path.join(os.path.dirname(__file__), 'images/puff.png')).get_texture() fire = ParticleGroup( controllers=[ Lifetime(4), Movement(damping=0.95), Growth(10), Fader(fade_in_start=0, start_alpha=0, fade_in_end=0.5, max_alpha=0.4, fade_out_start=1.0, fade_out_end=1.0) ], renderer=BillboardRenderer(SpriteTexturizer(fire_tex.id))) fire_emitter = StaticEmitter( template=Particle( position=(x, y), size=(10,10,0)), deviation=Particle( position=(2,2,0), velocity=(70,70,0), size=(5,5,0), up=(0,0,pi*2), rotation=(0,0,pi*0.06), age=.3,), color=[(0.5,0,0), (0.5,0.5,0.5), (0.4,0.1,0.1), (0.85,0.3,0)], ) fire_emitter.emit(200, fire)
def test_StaticEmitter_emit(self): from lepton import ParticleGroup from lepton.emitter import StaticEmitter emitter = StaticEmitter() group = ParticleGroup() self.assertEqual(len(group), 0) emitter.emit(10, group) group.update(0) self.assertEqual(len(group), 10) # Negative emit value is equivilant to zero emitter.emit(-10, group) group.update(0) self.assertEqual(len(group), 10)
def __init__(self): color = (uniform(0, 1), uniform(0, 1), uniform(0, 1), 1) while max(color[:3]) < 0.9: color = (uniform(0, 1), uniform(0, 1), uniform(0, 1), 1) spark_emitter = StaticEmitter( template=Particle(position=(uniform(-50, 50), uniform(-30, 30), uniform(-30, 30)), color=color), deviation=Particle(velocity=(gauss(0, 5), gauss(0, 5), gauss(0, 5)), age=1.5), velocity=domain.Sphere((0, gauss(40, 20), 0), 60, 60)) self.sparks = ParticleGroup(controllers=[ Lifetime(self.lifetime * 0.75), Movement(damping=0.93), ColorBlender([(0, (1, 1, 1, 1)), (2, color), (self.lifetime, color)]), Fader(fade_out_start=1.0, fade_out_end=self.lifetime * 0.5), ], renderer=PointRenderer( abs(gauss(10, 3)), spark_texturizer)) spark_emitter.emit(int(gauss(60, 40)) + 50, self.sparks) spread = abs(gauss(0.4, 1.0)) self.trail_emitter = PerParticleEmitter( self.sparks, rate=uniform(5, 30), template=Particle(color=color), deviation=Particle(velocity=(spread, spread, spread), age=self.lifetime * 0.75)) self.trails = ParticleGroup(controllers=[ Lifetime(self.lifetime * 1.5), Movement(damping=0.83), ColorBlender([(0, (1, 1, 1, 1)), (1, color), (self.lifetime, color)]), Fader(max_alpha=0.75, fade_out_start=0, fade_out_end=gauss(self.lifetime, self.lifetime * 0.3)), self.trail_emitter ], renderer=PointRenderer( 10, trail_texturizer)) pyglet.clock.schedule_once(self.die, self.lifetime * 2)
def spawn_splinters(pos, vel): """Spawn a cannon smoke puff.""" e = StaticEmitter( template=Particle( position=tuple(pos), velocity=tuple(vel * -0.1), size=(0.15, 0.15, 0.15), color=(1, 1, 1, 0.8), ), rotation=domain.Line((0, 0, -1), (0, 0, 1)), deviation=Particle( size=(0.05, 0.05, 0.05), velocity=(2.0, 2.0, 2.0), ), ) e.emit(10, splinters1) e.emit(10, splinters2)
def explosion(self, pos, magnitude): sparks = ParticleGroup( controllers=[ Lifetime(3), Movement(damping=0.93), Fader(fade_out_start=0.75, fade_out_end=3.0), ], renderer=BillboardRenderer(SpriteTexturizer(self.particle1_tex.id))) spark_emitter = StaticEmitter( template=Particle( position=(pos[0], pos[1], 0), color=(1, 1, 1)), deviation=Particle( position=(1, 1, 0), velocity=(300, 300, 0), age=1.5), size=[(3, 3, 0), (4, 4, 0), (5, 5, 0), (5, 5, 0), (6, 6, 0), (7, 7, 0)]) spark_emitter.emit(magnitude, sparks) fire = ParticleGroup( controllers=[ Lifetime(2), Movement(damping=0.95), Growth(60), Fader(fade_in_start=0, start_alpha=0, fade_in_end=0.5, max_alpha=0.6, fade_out_start=1.0, fade_out_end=2.0) ], renderer=BillboardRenderer(SpriteTexturizer(self.smoke1_tex.id))) fire_emitter = StaticEmitter( template=Particle( position=(pos[0], pos[1], 0), size=(50, 50, 0)), deviation=Particle( position=(0.5, 0.5, 0), velocity=(70, 70, 0), size=(20, 20, 0), up=(0, 0, math.pi * 2), rotation=(0, 0, math.pi * 0.06), age=2, ), color=[(0.5, 0, 0), (0.5, 0.5, 0.5), (0.4, 0.1, 0.1), (0.85, 0.3, 0)], ) fire_emitter.emit(400, fire)
def __init__(self): color=(uniform(0,1), uniform(0,1), uniform(0,1), 1) while max(color[:3]) < 0.9: color=(uniform(0,1), uniform(0,1), uniform(0,1), 1) spark_emitter = StaticEmitter( template=Particle( position=(uniform(-50, 50), uniform(-30, 30), uniform(-30, 30)), color=color), deviation=Particle( velocity=(gauss(0, 5), gauss(0, 5), gauss(0, 5)), age=1.5), velocity=domain.Sphere((0, gauss(40, 20), 0), 60, 60)) self.sparks = ParticleGroup( controllers=[ Lifetime(self.lifetime * 0.75), Movement(damping=0.93), ColorBlender([(0, (1,1,1,1)), (2, color), (self.lifetime, color)]), Fader(fade_out_start=1.0, fade_out_end=self.lifetime * 0.5), ], renderer=PointRenderer(abs(gauss(10, 3)), spark_texturizer)) spark_emitter.emit(int(gauss(60, 40)) + 50, self.sparks) spread = abs(gauss(0.4, 1.0)) self.trail_emitter = PerParticleEmitter(self.sparks, rate=uniform(5,30), template=Particle( color=color), deviation=Particle( velocity=(spread, spread, spread), age=self.lifetime * 0.75)) self.trails = ParticleGroup( controllers=[ Lifetime(self.lifetime * 1.5), Movement(damping=0.83), ColorBlender([(0, (1,1,1,1)), (1, color), (self.lifetime, color)]), Fader(max_alpha=0.75, fade_out_start=0, fade_out_end=gauss(self.lifetime, self.lifetime*0.3)), self.trail_emitter ], renderer=PointRenderer(10, trail_texturizer)) pyglet.clock.schedule_once(self.die, self.lifetime * 2)
def emit_sparks(self, pos, count): sparks = ParticleGroup( controllers=[ Lifetime(1), Movement(damping=0.93), Fader(fade_out_start=0.75, fade_out_end=1.0), ], renderer=BillboardRenderer(SpriteTexturizer(self.particle1_tex.id))) spark_emitter = StaticEmitter( template=Particle( position=(pos[0], pos[1], 0), color=(1, 1, 1)), deviation=Particle( position=(1, 1, 0), velocity=(100, 100, 0), age=1.5), size=[(6, 6, 0), (7, 7, 0), (12, 12, 0)]) spark_emitter.emit(count, sparks)
class fleet(object): def __init__(self, side, pos, objective, mode, size, data, color, speed): self.side = side self.pos = pos self.domain = Sphere(pos, size) self.objective = Sphere((objective[0], objective[1], objective[2]), 1) self.mode = mode self.target = None self.size = size self.data = data self.color = color self.speed = speed self.particles() def particles(self): self.part = ParticleGroup(renderer=BillboardRenderer(texturizer2), controllers=[ Movement(max_velocity=self.speed, damping=0.95), Magnet(self.objective, charge=500, exponent=0), ]) self.emiter = StaticEmitter(position=self.domain, template=Particle( color=self.color, size=(self.size, self.size, 0), )) self.emiter.emit(1, self.part) def moveAround(self): for part in self.part: self.pos = (part.position[0], part.position[1], part.position[2]) if self.target: try: self.objective.center = self.target.domain.center except: pass
electron_lifetime = 22 max_electrons = 6 trail_lifetime = 4.5 texture = image.load(os.path.join(os.path.dirname(__file__), "flare3.png")).get_texture() texturizer = SpriteTexturizer(texture.id) nucleus = Sphere((0, 0, 0), 5) protons = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[Movement()]) proton_emitter = StaticEmitter( template=Particle(size=(30, 30, 0), color=(0.5, 1.0, 0.2, 0.5)), size=[(26, 26, 0), (30, 30, 0), (34, 34, 0)], deviation=Particle(rotation=(0, 0, math.pi / 6)), ) proton_emitter.emit(3, protons) electrons = ParticleGroup( renderer=BillboardRenderer(texturizer), controllers=[ Movement(min_velocity=10), Lifetime(electron_lifetime * 1.5), Magnet(nucleus, charge=15000.0), Magnet(nucleus, charge=-15000.0, exponent=3), Fader(fade_in_end=1, fade_out_start=electron_lifetime * 1.4, fade_out_end=electron_lifetime * 1.5), ], ) electron_emitter = StaticEmitter( template=Particle(position=(-20, 0, 0), size=(25, 25, 25), color=(0.1, 0.1, 1.0)), velocity=Disc((0, 0, 0), (-1, 0, 0), 36, 36),
Drag(0.0, 0.0001, (-200, 400, 0), domain=left_fan), Drag(0.0, 0.0001, (200, 400, 0), domain=right_fan), *[bumper.controller for bumper in bumpers]) # Make the bounce controller for the screen boundary run last # to ensure no particles can "escape" default_system.add_global_controller(Bounce(screen_domain, friction=0.01)) group = ParticleGroup(renderer=PointRenderer(point_size=ball_size)) ball_emitter = StaticEmitter( position=screen_domain, deviation=Particle(velocity=(60, 60, 0), color=(0.3, 0.3, 0.3, 0)), color=[(1, 0, 0, 1), (0, 1, 0, 1), (0, 0, 1, 1), (1, 1, 0, 1), (0, 1, 1, 1), (1, 1, 1, 1)], mass=[1], ) ball_emitter.emit(ball_count, group) group.update(0) # Kill particles inside the bumpers for p in group: for bumper in bumpers: if p.position in bumper.domain: group.kill(p) win.resize = resize win.set_visible(True) win.resize(win.width, win.height) pyglet.clock.schedule_interval(default_system.update, 1.0 / 30.0) #pyglet.clock.schedule_interval(lambda x: default_system.update(0.05), (1.0/5.0)) def draw_bumpers():
Lifetime(3), Movement(damping=0.93), Fader(fade_out_start=0.75, fade_out_end=3.0), ], renderer=BillboardRenderer( SpriteTexturizer(spark_tex.id))) spark_emitter = StaticEmitter(template=Particle(position=(win.width / 2, win.height / 2, 0), color=(1, 1, 1)), deviation=Particle(position=(1, 1, 0), velocity=(300, 300, 0), age=1.5), size=[(3, 3, 0), (4, 4, 0), (5, 5, 0), (5, 5, 0), (6, 6, 0), (7, 7, 0)]) spark_emitter.emit(400, sparks) fire_tex = image.load(os.path.join(os.path.dirname(__file__), 'puff.png')).get_texture() fire = ParticleGroup(controllers=[ Lifetime(4), Movement(damping=0.95), Growth(30), Fader(fade_in_start=0, start_alpha=0, fade_in_end=0.5, max_alpha=0.4, fade_out_start=1.0, fade_out_end=4.0) ],
texturizer = SpriteTexturizer(texture.id) nucleus = Sphere((0, 0, 0), 5) protons = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[ Movement(), ]) proton_emitter = StaticEmitter(template=Particle( size=(30, 30, 0), color=(0.5, 1.0, 0.2, 0.5), ), size=[(26, 26, 0), (30, 30, 0), (34, 34, 0)], deviation=Particle(rotation=(0, 0, math.pi / 6), )) proton_emitter.emit(3, protons) electrons = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[ Movement(min_velocity=10), Lifetime(electron_lifetime * 1.5), Magnet(nucleus, charge=15000.0), Magnet(nucleus, charge=-15000.0, exponent=3), Fader(fade_in_end=1, fade_out_start=electron_lifetime * 1.4, fade_out_end=electron_lifetime * 1.5), ]) electron_emitter = StaticEmitter( template=Particle( position=(-20, 0, 0),
*[bumper.controller for bumper in bumpers] ) # Make the bounce controller for the screen boundary run last # to ensure no particles can "escape" default_system.add_global_controller( Bounce(screen_domain, friction=0.01) ) group = ParticleGroup(renderer=PointRenderer(point_size=ball_size)) ball_emitter = StaticEmitter( position=screen_domain, deviation=Particle(velocity=(60,60,0), color=(0.3,0.3,0.3,0)), color=[(1,0,0,1), (0,1,0,1), (0,0,1,1), (1,1,0,1), (0,1,1,1), (1,1,1,1)], mass=[1], ) ball_emitter.emit(ball_count, group) group.update(0) # Kill particles inside the bumpers for p in group: for bumper in bumpers: if p.position in bumper.domain: group.kill(p) win.resize = resize win.set_visible(True) win.resize(win.width, win.height) pyglet.clock.schedule_interval(default_system.update, 1.0/30.0) #pyglet.clock.schedule_interval(lambda x: default_system.update(0.05), (1.0/5.0)) def draw_bumpers(): glPointSize(bumpers[0].domain.radius * 2 - ball_size/2.0 - 15)
def __init__(self, x, y, z, r, side=-1, hp=50, controlable=False, weapon_range=5, dispersion=5, agility=50, weapon_base_damage=2, guidance=100, shortguide=0, partColor=(0.6, 0.5, 0.2, 1), firerate=10, shots=1, vo=30, maxvel=10, ammoMaxvel=20, combatDistance=50, behavior=0, commander=None, multipleTargets=False, name="", ammoDamp=0.98): self.name = name self.domain = Sphere( (x, y, z), r ) # a.center -> vector del centro , a.outer_radius -> radio externo , a.inner_radius -> radio interno self.size = r self.controller = Collector(self.domain, callback=self.contact) self.magnet = Magnet(self.domain, charge=guidance, exponent=shortguide) self.commander = commander self.mission = self.domain.center self.target = None self.alive = True self.targetMode = ['standard', 1] self.behavior = behavior # 0:free 1: escort 2: slave self.hp = hp self.agility = agility self.maxvel = maxvel self.timer = {0: 0, 1: 2, 2: 0, 3: 0, 4: 0} # timers placeholder self.counter = {0: 0, 1: 0} # counters placeholder self.side = side self.combatDistance = combatDistance self.velocity = Vec3(0, 0, 0) self.multipleTargets = multipleTargets self.firerate = firerate self.weapon_base_damage = weapon_base_damage wbd = self.weapon_base_damage rr = r * 2 self.dispersion = dispersion self.vo = vo self.ammoDamp = ammoDamp self.ammoMaxvel = ammoMaxvel self.shots = shots self.weapon_range = weapon_range self.xx = self.yy = self.zz = 0 self.Objective = Sphere((0, 0, 0), 1) self.color = partColor # (0.4,0.5,0.4,0.5) #self.prevController = Collector(self.domain)#DUMMY CONTROLLER self.controlable = controlable self.impacto = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[ Lifetime(1), Fader(fade_out_start=0, fade_out_end=1), ]) self.deathplosion = ParticleGroup( renderer=BillboardRenderer(texturizer), controllers=[ Lifetime(self.size / 5 + 1), Fader(fade_out_start=0, fade_out_end=self.size / 5 + 1), ]) self.selector_emitter = StaticEmitter(template=Particle( position=(0, 0, 0), color=self.color, )) self.impacto_emitter = StaticEmitter( template=Particle( position=(0, 0, 0), color=(0.9, 0.8, 0.8), ), position=self.domain, #size=[(5, 5, 5), (10, 10, 10), (15, 15, 15)], ) self.hull = ParticleGroup(renderer=BillboardRenderer(texturizer2), controllers=[ Lifetime(100000), Movement(max_velocity=self.maxvel, damping=0.98), Magnet(self.Objective, charge=self.agility, exponent=0), ]) emiter = StaticEmitter(position=self.domain, template=Particle( color=self.color, size=(rr, rr, rr), )) emiter.emit(1, self.hull) if trails: if maxvel / r >= 20: self.trail = ParticleGroup( renderer=BillboardRenderer(texturizer2), controllers=[ Lifetime(trailSize[0]), Fader(fade_in_start=0, fade_in_end=0.1, fade_out_start=0, fade_out_end=trailSize[0]), Growth(-1 * r), PerParticleEmitter(self.hull, rate=trailSize[1], template=Particle( color=self.color, size=(rr, rr, rr), )), ]) self.ammo = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[ self.magnet, Movement(min_velocity=0, max_velocity=self.ammoMaxvel, damping=self.ammoDamp), Lifetime(self.weapon_range), Fader(fade_out_start=self.weapon_range - 1, fade_out_end=self.weapon_range), ]) self.weapon = PerParticleEmitter( self.hull, # rate=self.firerate, template=Particle( velocity=self.velocity, # fixed value position=(self.getPosition()), color=partColor, ), position=self.domain, size=[(wbd * 0.5, wbd * 0.5, wbd * 0.5), (wbd, wbd, wbd), (wbd * 1.5, wbd * 1.5, wbd * 1.5)], deviation=Particle( velocity=(self.dispersion, self.dispersion, self.dispersion * d3), rotation=(0, 0, math.pi / 6), #color=(0.05,0.05,0.05,0), ))
Lifetime(3), Movement(damping=0.93), Fader(fade_out_start=0.75, fade_out_end=3.0), ], renderer=BillboardRenderer(SpriteTexturizer(spark_tex.id))) spark_emitter = StaticEmitter( template=Particle( position=(win.width/2,win.height/2,0), color=(1,1,1)), deviation=Particle( position=(1,1,0), velocity=(300,300,0), age=1.5), size=[(3,3,0), (4,4,0), (5,5,0), (5,5,0), (6,6,0), (7,7,0)]) spark_emitter.emit(400, sparks) fire_tex = image.load(os.path.join(os.path.dirname(__file__), 'puff.png')).get_texture() fire = ParticleGroup( controllers=[ Lifetime(4), Movement(damping=0.95), Growth(30), Fader(fade_in_start=0, start_alpha=0, fade_in_end=0.5, max_alpha=0.4, fade_out_start=1.0, fade_out_end=4.0) ], renderer=BillboardRenderer(SpriteTexturizer(fire_tex.id))) fire_emitter = StaticEmitter( template=Particle(
class ship(object): def __init__(self, x, y, z, r, side=-1, hp=50, controlable=False, weapon_range=5, dispersion=5, agility=50, weapon_base_damage=2, guidance=100, shortguide=0, partColor=(0.6, 0.5, 0.2, 1), firerate=10, shots=1, vo=30, maxvel=10, ammoMaxvel=20, combatDistance=50, behavior=0, commander=None, multipleTargets=False, name="", ammoDamp=0.98): self.name = name self.domain = Sphere( (x, y, z), r ) # a.center -> vector del centro , a.outer_radius -> radio externo , a.inner_radius -> radio interno self.size = r self.controller = Collector(self.domain, callback=self.contact) self.magnet = Magnet(self.domain, charge=guidance, exponent=shortguide) self.commander = commander self.mission = self.domain.center self.target = None self.alive = True self.targetMode = ['standard', 1] self.behavior = behavior # 0:free 1: escort 2: slave self.hp = hp self.agility = agility self.maxvel = maxvel self.timer = {0: 0, 1: 2, 2: 0, 3: 0, 4: 0} # timers placeholder self.counter = {0: 0, 1: 0} # counters placeholder self.side = side self.combatDistance = combatDistance self.velocity = Vec3(0, 0, 0) self.multipleTargets = multipleTargets self.firerate = firerate self.weapon_base_damage = weapon_base_damage wbd = self.weapon_base_damage rr = r * 2 self.dispersion = dispersion self.vo = vo self.ammoDamp = ammoDamp self.ammoMaxvel = ammoMaxvel self.shots = shots self.weapon_range = weapon_range self.xx = self.yy = self.zz = 0 self.Objective = Sphere((0, 0, 0), 1) self.color = partColor # (0.4,0.5,0.4,0.5) #self.prevController = Collector(self.domain)#DUMMY CONTROLLER self.controlable = controlable self.impacto = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[ Lifetime(1), Fader(fade_out_start=0, fade_out_end=1), ]) self.deathplosion = ParticleGroup( renderer=BillboardRenderer(texturizer), controllers=[ Lifetime(self.size / 5 + 1), Fader(fade_out_start=0, fade_out_end=self.size / 5 + 1), ]) self.selector_emitter = StaticEmitter(template=Particle( position=(0, 0, 0), color=self.color, )) self.impacto_emitter = StaticEmitter( template=Particle( position=(0, 0, 0), color=(0.9, 0.8, 0.8), ), position=self.domain, #size=[(5, 5, 5), (10, 10, 10), (15, 15, 15)], ) self.hull = ParticleGroup(renderer=BillboardRenderer(texturizer2), controllers=[ Lifetime(100000), Movement(max_velocity=self.maxvel, damping=0.98), Magnet(self.Objective, charge=self.agility, exponent=0), ]) emiter = StaticEmitter(position=self.domain, template=Particle( color=self.color, size=(rr, rr, rr), )) emiter.emit(1, self.hull) if trails: if maxvel / r >= 20: self.trail = ParticleGroup( renderer=BillboardRenderer(texturizer2), controllers=[ Lifetime(trailSize[0]), Fader(fade_in_start=0, fade_in_end=0.1, fade_out_start=0, fade_out_end=trailSize[0]), Growth(-1 * r), PerParticleEmitter(self.hull, rate=trailSize[1], template=Particle( color=self.color, size=(rr, rr, rr), )), ]) self.ammo = ParticleGroup(renderer=BillboardRenderer(texturizer), controllers=[ self.magnet, Movement(min_velocity=0, max_velocity=self.ammoMaxvel, damping=self.ammoDamp), Lifetime(self.weapon_range), Fader(fade_out_start=self.weapon_range - 1, fade_out_end=self.weapon_range), ]) self.weapon = PerParticleEmitter( self.hull, # rate=self.firerate, template=Particle( velocity=self.velocity, # fixed value position=(self.getPosition()), color=partColor, ), position=self.domain, size=[(wbd * 0.5, wbd * 0.5, wbd * 0.5), (wbd, wbd, wbd), (wbd * 1.5, wbd * 1.5, wbd * 1.5)], deviation=Particle( velocity=(self.dispersion, self.dispersion, self.dispersion * d3), rotation=(0, 0, math.pi / 6), #color=(0.05,0.05,0.05,0), )) def nearest_enemy(self, ships, min_dist=99999, side=-1, addCollectors=False, limit=10, lazy=lazysearch): colla = 0 target = None min_dist **= 2 colld = min_dist if self.targetMode[0] == 'custom': selfRadius = self.targetMode[1] else: selfRadius = self.size selfAmmo = self.ammo if lazy != -1: c = lazysearch for ship in ships: if colla < limit and c > 0: if ship != self and ship.side != side: #var = math.fabs(ship.size - selfRadius) + 0.1 #var = 1 if math.fabs(ship.domain.radius - selfRadius) < selfRadius else 5 var = 0.1 if math.fabs(ship.size - selfRadius) < selfRadius else 2 dist = distance_to_ship(self, ship, squared=True) * var if addCollectors: if dist < colld: colla += 1 selfAmmo.bind_controller(*[ship.controller]) if dist < min_dist and c > 0: c -= 1 target = ship min_dist = dist else: break else: for ship in ships: if colla < limit: if ship != self and ship.side != side: #var = math.fabs(ship.size - selfRadius) + 0.1 #var = 1 if math.fabs(ship.domain.radius - selfRadius) < selfRadius else 5 var = 0.1 if math.fabs(ship.size - selfRadius) < selfRadius else 2 dist = distance_to_ship(self, ship, squared=True) * var if addCollectors: if dist < colld: colla += 1 selfAmmo.bind_controller(*[ship.controller]) if dist < min_dist: target = ship min_dist = dist else: break return target def getPosition(self): return (self.domain.center[0], self.domain.center[1], self.domain.center[2]) def getPositionVec3(self): return Vec3(self.domain.center[0], self.domain.center[1], self.domain.center[2]) def contact(self, particle, group, bola): if self.hp > 0: #dam = math.ceil(particle.size[0] * (particle.color[0] + particle.color[1] + particle.color[2])) # color-based damage dam = math.ceil(particle.size[0]) self.hp -= dam self.impacto_emitter.template.position = self.getPosition() self.impacto_emitter.template.size = (dam, dam, dam) self.impacto_emitter.emit(1, self.impacto) if self.hp <= 0: self.color = (0.5, 0.1, 0.1) self.controlable = False self.destroy() def destroy(self, flag=True): # flag = True if it has been destroyed in combat global trails self.alive = False for part in self.hull: # remove hull particle self.hull.kill(part) if flag: # if destroyed in combat, explode s = self.size ss = s * 10 self.impacto_emitter.template.size = (ss, ss, ss) self.impacto_emitter.emit(int(2 * s + 1), self.deathplosion) ships.remove(self) battle.removeShip(self.side) def DirToTarget(self, target): direction = target.getPositionVec3() - self.getPositionVec3() direction = direction.normalize() return direction def targetManagement(self, ships): stimer = self.timer if stimer[2] <= 0: stimer[2] = random.randint(100, 500) if self.target == None or distance_to_ship( self, self.target, squared=True) > ( self.weapon_range * self.ammoMaxvel * 1.5)**2: [ self.ammo.unbind_controller(i) for i in self.ammo.controllers if i.__class__.__name__ == "Collector" ] self.target = self.nearest_enemy( ships, side=self.side, min_dist=self.weapon_range * self.ammoMaxvel * 1.5, addCollectors=self.multipleTargets, lazy=False) if self.target and self.target.alive: self.magnet.domain = self.target.domain if not self.multipleTargets: self.ammo.bind_controller(*[self.target.controller ]) # NO COLLECTOR TEST if self.commander and self.target == None: self.mission = self.commander.getOrders(self).domain.center if stimer[3] <= 0: stimer[3] = 30 if self.target and not self.target.alive: # targeting a dead ship self.target = None stimer[2] = 10 if stimer[1] <= 0 and self.target: for part in self.hull: h = part d = self.DirToTarget(self.target) self.weapon.template.velocity = d * self.vo + h.velocity self.weapon.emit(self.shots, self.ammo) stimer[2] -= 1 stimer[3] -= 1 def moveAround(self, ships): timer = self.timer for part in self.hull: self.domain.center = part.position timer[1] -= 1 if timer[1] < 0: timer[1] = self.firerate if not self.controlable: self.targetManagement(ships) if timer[0] <= 0: timer[0] = random.randint(100, 300) agg = int(self.combatDistance) self.counter[0] += 1 if self.counter[0] == 3: agg += 100 self.counter[0] = 0 self.xx = random.randint(-agg, agg) self.yy = random.randint(-agg, agg) self.zz = random.randint(-agg, agg) if timer[4] <= 0: timer[4] = 2 if self.target and self.target.alive: stdc = self.target.domain.center self.Objective.center[0] = stdc[0] + self.xx self.Objective.center[1] = stdc[1] + self.yy if d3: self.Objective.center[2] = stdc[2] + self.zz else: if self.commander: pos = self.mission else: pos = self.domain.center self.Objective.center[0] = pos[0] + self.xx self.Objective.center[1] = pos[1] + self.yy if d3: self.Objective.center[2] = pos[2] + self.zz timer[0] -= 1 timer[4] -= 1