def __init__(self, *args): Story.__init__(self, *args) world = self.world self.default_scenery() # enemies for i in xrange(5): dragon = world.new_actor(actors.HuntingDragon, random() * 75.0) dragon.controller.set_waypoint(50) # friends self.guardpost = [] for i in xrange(4): villager = world.new_actor(actors.HuntingVillager, 150 - random() * 75.0) villager.controller.set_waypoint(50) self.guardpost.append(villager) # the guardmaster world.new_actor(actors.Hut, 300) self.guardmaster = world.new_actor(actors.Villager, 310) self.guardians = [] for i in xrange(2): guardian = world.new_actor(actors.ControlledGuardian, 315 + i * 5) guardian.controller.danger = [actors.Dragon] self.guardians.append(guardian) # player-controlled object self.dude = world.new_actor(actors.Dude, -50) world.camera.goto(200.0) world.camera.follow(self.dude, pan = True)
def __init__(self, *args): Story.__init__(self, *args) world = self.world self.default_scenery() # paint the destination world.new_actor(actors.Post, 0.0) world.new_actor(actors.Post, 50.0) # enemies world.new_actor(actors.HuntingDragon, 75) world.new_actor(actors.HuntingDragon, 80) for dragon in world.get_actors(include = [actors.Dragon]): dragon.controller.set_waypoint(75.0) # sweet rabbits to protect for i in xrange(25): rabbit = world.new_actor(actors.ScaredRabbit, 0 + 100 * random()) rabbit.controller.set_waypoint(50.0) # player-controlled object self.dude = world.new_actor(actors.Dude, 10) world.camera.goto(150.0) world.camera.follow(self.dude, pan = True)
def __init__(self, *args): Story.__init__(self, *args) self.subj = self.world.new_actor(self.subj_class, 100.0) self.prey = [] for i in xrange(self.enemies): d = self.world.new_actor(self.enemy_class, 25.0 + i * 50.0 / self.enemies) self.prey.append(d) self.world.camera.follow(self.subj)
def __init__(self, *args): Story.__init__(self, *args) self.subj = self.world.new_actor(actors.BehavingVillager, 100.0) self.prey = [] for i in xrange(self.enemies): d = self.world.new_actor(actors.Dragon, 25.0 + i * 50.0 / self.enemies) self.prey.append(d) self.world.camera.follow(self.subj)
def __init__(self, *args): Story.__init__(self, *args) world = self.world for i in xrange(2): d = world.new_actor(actors.BehavingDragon, 75.0) d = world.new_actor(actors.BehavingVillager, 100.0) #d.controller.set_waypoint(-100.0) world.camera.follow(d)
def __init__(self, *args): Story.__init__(self, *args) self.default_scenery() world = self.world for i in xrange(50): d = world.new_actor(self.dragon, 200.0 + random() * 400.0) v = world.new_actor(self.villager, 800.0 - random() * 400.0) d.controller.set_waypoint(800.0) v.controller.set_waypoint(200.0) world.camera.goto(400.0)
def __init__(self, *args): Story.__init__(self, *args) world = self.world self.default_scenery() # enemies for i in xrange(2): guardian = world.new_actor(actors.ControlledGuardian, 50 + i * 50) guardian.controller.danger.append(actors.Dude) # player-controlled object self.dude = world.new_actor(actors.Dude, 0) world.camera.goto(100) world.camera.follow(self.dude, pan = True)
def __init__(self, *args): Story.__init__(self, *args) self.default_scenery() world = self.world # paint the destination world.new_actor(actors.Post, 50) world.new_actor(actors.Post, 100) # add some rabbits to guide self.totalrabbits = 15 for i in xrange(self.totalrabbits): rabbit = world.new_actor(actors.ScaredRabbit, -25.0 + 50 * random()) rabbit.controller.set_waypoint(0.0) # player-controlled object self.dude = world.new_actor(actors.Dude, 75.0) world.camera.goto(-50.0) world.camera.follow(self.dude, pan = True)