コード例 #1
0
    def update(self, entity):
        #self.timer+=1
        #if self.timePassed >= 100:
        self.ang += 2 * math.pi / 100
        if self.ang >= round(2 * math.pi):
            return False
        entity.x += math.cos(self.ang) * self.radius
        entity.y += math.sin(self.ang) * self.radius

        return True
コード例 #2
0
    def drawSelf(self, surface, coords=[0, 0], width=16, color=(50, 50, 50)):
        # Detects if there is any change in variable. if so, then change the internal variable, so that it's not done every frame.
        for node in self.connectedNodes:
            if self.connectedNodes[node][4] != width or self.connectedNodes[node][5] != color:
                self.changeColorWidth(node, color, width)
        for connectedNodes in list(self.connectedNodes.values()):
            # connectedNodes is the values inside the actual connectedNodes
            addition = ( -math.cos(connectedNodes[1] * math.pi/180) * 16 , math.sin(connectedNodes[1] * math.pi/180) * 16 )
            newCoords = [ a + b + c + d if b < 0 else a + c for a, b, c, d in zip(self.coords, connectedNodes[0], coords, addition) ]
            surface.blit(connectedNodes[3], newCoords )

            # Draw arrow that signifies in which direction the car in the road is going to go.
            GMfun.drawArrow(surface, [ a + b + 8 + ( c / 2 ) for a, b, c in zip(coords, self.coords, connectedNodes[0]) ], 10, 60, 360 - connectedNodes[1], (120, 120, 120), 3)
コード例 #3
0
    def updateMovement(self):
        self.prevRadius = self.radius
        self.radialVelocity += Physics.G
        self.angularVelocity = -ORBITING_OBJECT_SPEED

        if (self.radialVelocity < PLAYER_MIN_SPEED):
            self.radialVelocity = PLAYER_MIN_SPEED
        self.radius += self.radialVelocity

        self.radius = planetRadius + 200
        self.angle += self.angularVelocity * planetRadius / self.radius
        # print("angle ", self.angle)

        self.position.x = planetCenter.x + self.radius * math.sin(self.angle)
        self.position.y = planetCenter.y + self.radius * -math.cos(self.angle)
コード例 #4
0
    def updateMovement(self, step):
        angle = self.angle
        self.prevAngle = angle
        # print("prevAngle ", math.degrees(self.prevAngle))
        position = self.position
        self.prevPosition = position
        # print("PREV position = ", self.prevPosition)

        dx = self.position.x - planetCenter.x
        dy = self.position.y - planetCenter.y

        r = math.sqrt(dx ** 2 + dy ** 2)
        g = Physics.G * self.mass * planetMass / r ** 2

        self.radialVelocity += g
        if (self.radialVelocity < PLAYER_MIN_SPEED):
            self.radialVelocity = PLAYER_MIN_SPEED
        self.radius += self.radialVelocity

        # print("radius ", self.radius)

        bottom = self.radius - self.halfHeight
        self.onGround = False

        if (bottom <= planetRadius):
            self.onGround = True
            self.radius = planetRadius + self.halfHeight
            self.radialVelocity = 0

        if self.onGround == True and self.direction == 'none':
            self.angularVelocity = 0
        self.angle += self.angularVelocity * planetRadius / self.radius
        # print("angle ", self.angle)
        # print("angle ", math.degrees(self.angle))
        if (math.degrees(self.angle) >= 360.0):
            self.angle = 0.0

        # self.position.x = planetCenter.x + self.radius * math.sin(self.angle)
        # self.position.y = planetCenter.y + self.radius * -math.cos(self.angle)
        newPosition = Vector2()
        newPosition.x = planetCenter.x + self.radius * math.sin(self.angle)
        newPosition.y = planetCenter.y + self.radius * -math.cos(self.angle)

        positionChange = newPosition - position
        # print("positionChange = ", positionChange)

        self.position.x += positionChange.x * step
        self.position.y += positionChange.y * step
コード例 #5
0
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load('character.png').convert_alpha()

        # okreslenie wielkosci i masy bohatera
        self.width = 25
        self.halfWidth = self.width / 2
        self.height = 25
        self.halfHeight = self.height / 2
        self.size = (self.width, self.height)
        self.image = pygame.transform.scale(self.image, self.size)
        self.rect = self.image.get_rect()
        self.mass = Physics.characterMass

        self.angle = 0
        self.prevAngle = 0
        self.angularVelocity = 0
        self.radius = planetRadius + self.halfHeight
        self.radialVelocity = 0
        self.onGround = False
        self.direction = 'right'

        # okreslenie pozycji bohatera
        self.position = Vector2()
        self.position.x = planetCenter.x + self.radius * math.sin(self.angle)
        self.position.y = planetCenter.y - 20 + self.radius * -math.cos(self.angle)
        self.prevPosition = Vector2()
        self.nextPosition = Vector2()

        self.acceleration = Vector2(0, 0)
        # okreslenie predkosci poruszania sie bohatera
        self.velocity = Vector2(0, 0)
        self.nextVelocity = Vector2()

        # zmienna opisujaca czy gracz chce wykonac skok
        self.isGoingToJump = False