コード例 #1
0
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		inmapper = isinstance(state.you, thing.Mapper)
		showingmap = inmapper and state.you.deployed
		if self.progress == 0:
			self.progress = 1
			payloads = [
				thing.Payload(pos = pos) for pos in state.worlddata["payloads"][:3]
			]
			state.objs.extend(payloads)
			state.goals.extend(payloads)
			self.goals = [p.thingid for p in payloads]
		if self.progress == 1 and self.t > 2:
			dialog.play("start1")
		if self.progress == 1 and self.t > 3 and dialog.tquiet and not inmapper:
			mappers = [ship for ship in state.ships if isinstance(ship, thing.Mapper)]
			nearestid = min(mappers, key = lambda obj: window.distance(obj, state.you)).thingid if mappers else None
			if not self.mappertargetid or thing.get(self.mappertargetid).parentid != nearestid:
				if self.mappertargetid:
					thing.get(self.mappertargetid).die()
				if nearestid:
					mappertarget = thing.ShipTarget(parentid = nearestid)
					state.effects.append(mappertarget)
					self.mappertargetid = mappertarget.thingid
		if self.progress > 1 and self.mappertargetid:
			if thing.get(self.mappertargetid):
				thing.get(self.mappertargetid).die()
			self.mappertargetid = None
		if self.progress == 1 and inmapper:
			self.progress = 2
			dialog.play("start2")
		if self.progress == 2 and showingmap:
			self.progress = 3
		if self.progress == 3 and not showingmap and dialog.tquiet > 5:
			dialog.play("start3")
		if self.progress >= 1:
			if any(window.distance(thing.get(goal), state.you) < 20 for goal in self.goals):
				dialog.play("convo3")
				self.progress = 4
		if self.progress >= 4:
			nvisible = sum(thing.get(goal).isvisible() for goal in self.goals)
			if self.progress == 4 and nvisible >= 1:
				dialog.play("convo4")
				self.progress = 5
			if self.progress == 5 and nvisible >= 2:
				dialog.play("convo7")
				self.progress = 6
			if self.progress == 6 and nvisible == 3:
				dialog.play("convo8")
				self.progress = 7
				self.done = True
				quests["Act2"].setup()
		if not self.distressed and state.you.y < 270:
			dialog.play("distress")
コード例 #2
0
ファイル: quest.py プロジェクト: mrjocantaro/pyjam
 def think(self, dt):
     if self.done or not self.available:
         return
     self.t += dt
     inmapper = isinstance(state.you, thing.Mapper)
     showingmap = inmapper and state.you.deployed
     if self.progress == 0:
         self.progress = 1
         payloads = [thing.Payload(pos=pos) for pos in state.worlddata["payloads"][:3]]
         state.objs.extend(payloads)
         state.goals.extend(payloads)
         self.goals = [p.thingid for p in payloads]
     if self.progress == 1 and self.t > 2:
         dialog.play("start1")
     if self.progress == 1 and self.t > 3 and dialog.tquiet and not inmapper:
         mappers = [ship for ship in state.ships if isinstance(ship, thing.Mapper)]
         nearestid = min(mappers, key=lambda obj: window.distance(obj, state.you)).thingid if mappers else None
         if not self.mappertargetid or thing.get(self.mappertargetid).parentid != nearestid:
             if self.mappertargetid:
                 thing.get(self.mappertargetid).die()
             if nearestid:
                 mappertarget = thing.ShipTarget(parentid=nearestid)
                 state.effects.append(mappertarget)
                 self.mappertargetid = mappertarget.thingid
     if self.progress > 1 and self.mappertargetid:
         if thing.get(self.mappertargetid):
             thing.get(self.mappertargetid).die()
         self.mappertargetid = None
     if self.progress == 1 and inmapper:
         self.progress = 2
         dialog.play("start2")
     if self.progress == 2 and showingmap:
         self.progress = 3
     if self.progress == 3 and not showingmap and dialog.tquiet > 5:
         dialog.play("start3")
     if self.progress >= 1:
         if any(window.distance(thing.get(goal), state.you) < 20 for goal in self.goals):
             dialog.play("convo3")
             self.progress = 4
     if self.progress >= 4:
         nvisible = sum(thing.get(goal).isvisible() for goal in self.goals)
         if self.progress == 4 and nvisible >= 1:
             dialog.play("convo4")
             self.progress = 5
         if self.progress == 5 and nvisible >= 2:
             dialog.play("convo7")
             self.progress = 6
         if self.progress == 6 and nvisible == 3:
             dialog.play("convo8")
             self.progress = 7
             self.done = True
             quests["Act2"].setup()
     if not self.distressed and state.you.y < 270:
         dialog.play("distress")
コード例 #3
0
ファイル: quest.py プロジェクト: mrjocantaro/pyjam
    def think(self, dt):
        if self.done or not self.available:
            return
        self.t += dt
        if self.progress == 0 and self.t > 1:
            self.progress += 1
            self.settarget()
            state.effects.append(state.target)
        if self.progress in (1, 2, 3, 5, 6, 8):
            if window.distance(state.you, state.target) < 1:
                hud.hide("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.")
                state.target.die()
                self.progress += 1
                self.settarget()
        elif self.progress in (4, 7, 9):
            if state.target is state.you:
                self.progress += 1
                self.settarget()
        if self.progress == 10:
            if not dialog.queue and not dialog.currentline:
                from src.scenes import title

                scene.current = title
                scene.toinit = title
                self.done = True
コード例 #4
0
ファイル: quest.py プロジェクト: r452031538/csci321
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		if self.progress == 0 and self.t > 1:
			dialog.play("convo2")
			self.progress = 1
			payloads = [
				thing.Payload(pos = pos) for pos in state.worlddata["payloads"][:3]
			]
			state.objs.extend(payloads)
			state.goals.extend(payloads)
			self.goals = [p.thingid for p in payloads]
		if self.progress == 1:
			if any(window.distance(thing.get(goal), state.you) < 20 for goal in self.goals):
				dialog.play("convo3")
				self.progress = 2
		if self.progress >= 2:
			nvisible = sum(thing.get(goal).isvisible() for goal in self.goals)
			if self.progress == 2 and nvisible >= 1:
				dialog.play("convo4")
				self.progress = 3
			if self.progress == 3 and nvisible >= 2:
				dialog.play("convo7")
				self.progress = 4
			if self.progress == 4 and nvisible == 3:
				dialog.play("convo8")
				self.progress = 5
				self.done = True
				quests["Act2"].setup()
		if not self.distressed and state.you.y < 270:
			dialog.play("distress")
コード例 #5
0
def retarget():
    target = None
    d2 = 4 * settings.rqteleport**2
    X, y = control["qtarget"]
    for ship in state.ships:
        if window.distance(ship, state.you) > settings.rqteleport:
            continue
        dx = math.Xmod(ship.X - X) * (ship.y + y) / 2
        dy = ship.y - y
        if dx**2 + dy**2 < d2:
            target = ship
            d2 = dx**2 + dy**2
    if target:
        control["cursor"] = target
コード例 #6
0
ファイル: play.py プロジェクト: geofmatthews/csci321
def retarget():
	target = None
	d2 = 4 * settings.rqteleport ** 2
	X, y = control["qtarget"]
	for ship in state.ships:
		if window.distance(ship, state.you) > settings.rqteleport:
			continue
		dx = math.Xmod(ship.X - X) * (ship.y + y) / 2
		dy = ship.y - y
		if dx ** 2 + dy ** 2 < d2:
			target = ship
			d2 = dx ** 2 + dy ** 2
	if target:
		control["cursor"] = target
コード例 #7
0
ファイル: state.py プロジェクト: mrjocantaro/pyjam
def buildnetwork():
	from src import thing, window
	del network[:]
	nobjs = [mother.thingid] + [ship.thingid for ship in ships if ship.rnetwork()]
	if len(nobjs) < 2:
		return
	ds = {}
	for id0 in nobjs:
		for id1 in nobjs:
			if id0 >= id1:
				continue
			thing0, thing1 = thing.get(id0), thing.get(id1)
			rmax = max(thing0.rnetwork(), thing1.rnetwork())
			d = window.distance(thing0, thing1)
			if d <= rmax:
				ds[(id0, id1)] = d
	# TODO: remove triangles
	for id0, id1 in ds:
		network.append((thing.get(id0), thing.get(id1)))
コード例 #8
0
def buildnetwork():
    from src import thing, window
    del network[:]
    nobjs = [mother.thingid
             ] + [ship.thingid for ship in ships if ship.rnetwork()]
    if len(nobjs) < 2:
        return
    ds = {}
    for id0 in nobjs:
        for id1 in nobjs:
            if id0 >= id1:
                continue
            thing0, thing1 = thing.get(id0), thing.get(id1)
            rmax = max(thing0.rnetwork(), thing1.rnetwork())
            d = window.distance(thing0, thing1)
            if d <= rmax:
                ds[(id0, id1)] = d
    # TODO: remove triangles
    for id0, id1 in ds:
        network.append((thing.get(id0), thing.get(id1)))
コード例 #9
0
	def think(self, dt):
		if self.done or not self.available:
			return
		self.t += dt
		if self.progress == 0 and self.t > 1:
			self.progress += 1
			self.settarget()
			state.effects.append(state.target)
		if self.progress in (1, 2, 3, 5, 6, 8):
			if window.distance(state.you, state.target) < 1:
				hud.hide("Hold space (or enter, shift, or Z) and use arrows to teleport between ships.")
				state.target.die()
				self.progress += 1
				self.settarget()
		elif self.progress in (4, 7, 9):
			if state.target is state.you:
				self.progress += 1
				self.settarget()
		if self.progress == 10:
			if not dialog.queue and not dialog.currentline:
				from src.scenes import title
				scene.current = title
				scene.toinit = title
				self.done = True
コード例 #10
0
ファイル: thing.py プロジェクト: r452031538/csci321
	def isvisible(self):
		for obj in state.beacons:
			if window.distance(obj, self) < self.rdetect:
				return True
		return False		
コード例 #11
0
def think(dt, events, kpressed):
    global todraw
    kx = kpressed["right"] - kpressed["left"]
    ky = kpressed["up"] - kpressed["down"]

    dt0 = dt
    if kpressed["go"] and control:
        dt *= 0.3

    hud.think(dt0)
    quest.think(dt)
    dialog.think(dt0)
    background.think(dt)
    sound.epicness = 2 - (state.you.y - 100) / 160
    sound.think(dt)

    oldX, oldy = state.you.X, state.you.y

    if 1e10 * random.random() < dt:
        state.ships.append(
            thing.Skiff(X=random.uniform(0, math.tau),
                        y=state.R,
                        vx=random.uniform(-6, 6)))
        state.ships.append(
            thing.Beacon(X=random.uniform(0, math.tau),
                         y=state.R,
                         vx=random.uniform(-6, 6)))
    nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
    for _ in range(nbubble):
        X = random.gauss(state.you.X, 30 / state.you.y)
        y = random.gauss(state.you.y, 30)
        if y < state.R - 10:
            state.effects.append(thing.Bubble(X=X, y=y))

    if sum(isinstance(effect, thing.BubbleChain)
           for effect in state.effects) < 10:
        for c in state.convergences:
            N = math.clamp((100 / window.distance(state.you, c))**2, 0.05, 1)
            nbubble = int(dt * N) + (random.random() < dt * N % 1)
            for _ in range(nbubble):
                X = random.gauss(state.you.X, 30 / state.you.y)
                y = random.gauss(state.you.y, 30)
                if state.Rcore < y < state.R - 20:
                    state.effects.append(
                        thing.BubbleChain(X=X, y=y, X0=c.X, y0=c.y))

    for event in events:
        if event.type == KEYDOWN and event.key == "go":
            control.clear()
            control["cursor"] = state.you
            control["queue"] = {}
            control["qtarget"] = [state.you.X, state.you.y]
            control["t0"] = 0.001 * pygame.time.get_ticks()
        if event.type == KEYDOWN and event.key == "abort":
            if not state.you.significant:
                state.you.die()
            regenerate()
        if event.type == KEYUP:
            if not state.quickteleport and "queue" in control and event.key in (
                    "up", "left", "right", "down"):
                control["queue"][event.key] = 0
        if event.type == KEYUP and event.key == "go" and "cursor" in control:
            if control["cursor"] is not state.you:
                state.effects.append(
                    thing.Teleport(X=state.you.X,
                                   y=state.you.y,
                                   targetid=control["cursor"].thingid))
                sound.play("teleport")
                state.you = control["cursor"]
            elif 0.001 * pygame.time.get_ticks(
            ) - control["t0"] < settings.tactivate:
                state.you.deploy()
            control.clear()

    if kpressed["go"] and control:
        if any(kpressed[x] for x in ("left", "right", "up", "down")):
            control["t0"] = -1000
        if state.quickteleport:
            control["qtarget"][
                0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
            control["qtarget"][1] += ky * dt0 * settings.vqteleport
            dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
            dy = control["qtarget"][1] - state.you.y
            f = math.sqrt(dx**2 + dy**2) / settings.rqteleport
            if f > 1:
                dx /= f
                dy /= f
                control["qtarget"] = [
                    state.you.X + dx / state.you.y, state.you.y + dy
                ]
            retarget()
        else:
            q = control["queue"]
            for key in q:
                q[key] += dt0
                if q[key] >= settings.jumpcombotime:
                    dx = ("right" in q) - ("left" in q)
                    dy = ("up" in q) - ("down" in q)
                    jump(dx, dy)
                    q.clear()
                    break
    else:
        dvx = kx * dt * 20
        dvy = ky * dt * 20
        state.you.vx += dvx
        state.you.vy = min(state.you.vy + dvy, 0)

    todraw = []
    scollide = []
    hcollide = []

    state.you.think(0)  # Clear out any controls that should be overridden

    for convergence in state.convergences:
        if window.camera.near(convergence):
            convergence.think(dt)
            todraw.append(convergence)

    repopulating = (dt + state.you.t % 1) // 1
    if repopulating:
        nships = []
        for ship in state.ships:
            if not window.camera.on(
                    ship) and ship is not state.you and not ship.significant:
                continue
            ship.think(dt)
            if ship.alive:
                nships.append(ship)
                todraw.append(ship)
            else:
                ship.die()
        state.ships = nships
        repopulateslice()
    else:
        nships = []
        for ship in state.ships:
            if not window.camera.near(ship):
                nships.append(ship)
                continue
            ship.think(dt)
            if ship.alive:
                nships.append(ship)
                if window.camera.on(ship):
                    todraw.append(ship)
            else:
                ship.die()
        state.ships = nships
    if not state.you.alive:
        regenerate()
    nobjs = []
    for obj in state.objs:
        if not window.camera.on(obj):
            nobjs.append(obj)
            continue
        obj.think(dt)
        if obj.alive:
            nobjs.append(obj)
            todraw.append(obj)
        else:
            obj.die()
    state.obj = nobjs
    for hazard in state.hazards:
        if not window.camera.near(hazard):
            continue
        hazard.think(dt)
        todraw.append(hazard)
        if window.camera.on(hazard):
            hcollide.append(hazard)
    state.obj = nobjs
    #	for filament in state.filaments:
    #		filament.think(dt)

    neffects = []
    for effect in state.effects:
        effect.think(dt)
        if effect.alive:
            todraw.append(effect)
            neffects.append(effect)
        else:
            effect.die()
    state.effects = neffects

    scollide = [state.you]
    for s in scollide:
        if not s.vulnerable():
            continue
        for h in hcollide:
            if window.distance(h, s) < h.hazardsize:
                s.takedamage(h.dhp)

    if window.dbycoord((oldX, oldy),
                       (state.you.X, state.you.y)) > settings.rqteleport + 10:
        clearfull()
        populatefull()

    if state.quickteleport and "qtarget" in control:
        X, y = control["qtarget"]
        dX = math.Xmod(X - state.you.X)
        dy = y - state.you.y
        window.camera.X0 = state.you.X + dX * 0.5
        window.camera.y0 = state.you.y + dy * 0.5
        window.camera.setlimits()
    else:
        window.camera.follow(state.you)
        window.camera.think(dt)
コード例 #12
0
ファイル: play.py プロジェクト: geofmatthews/csci321
def think(dt, events, kpressed):
	global todraw
	kx = kpressed["right"] - kpressed["left"]
	ky = kpressed["up"] - kpressed["down"]

	dt0 = dt
	if kpressed["go"] and control:
		dt *= 0.3

	hud.think(dt0)
	quest.think(dt)
	dialog.think(dt0)
	background.think(dt)
	sound.epicness = 2 - (state.you.y - 100) / 160
	sound.think(dt)

	oldX, oldy = state.you.X, state.you.y

	if 1e10 * random.random() < dt:
		state.ships.append(thing.Skiff(
			X = random.uniform(0, math.tau),
			y = state.R,
			vx = random.uniform(-6, 6)
		))
		state.ships.append(thing.Beacon(
			X = random.uniform(0, math.tau),
			y = state.R,
			vx = random.uniform(-6, 6)
		))
	nbubble = int(dt * 30) + (random.random() < dt * 30 % 1)
	for _ in range(nbubble):
		X = random.gauss(state.you.X, 30 / state.you.y)
		y = random.gauss(state.you.y, 30)
		if y < state.R - 10:
			state.effects.append(thing.Bubble(X = X, y = y))

	if sum(isinstance(effect, thing.BubbleChain) for effect in state.effects) < 10:
		for c in state.convergences:
			N = math.clamp((100 / window.distance(state.you, c)) ** 2, 0.05, 1)
			nbubble = int(dt * N) + (random.random() < dt * N % 1)
			for _ in range(nbubble):
				X = random.gauss(state.you.X, 30 / state.you.y)
				y = random.gauss(state.you.y, 30)
				if state.Rcore < y < state.R - 20:
					state.effects.append(thing.BubbleChain(X = X, y = y, X0 = c.X, y0 = c.y))


	for event in events:
		if event.type == KEYDOWN and event.key == "go":
			control.clear()
			control["cursor"] = state.you
			control["queue"] = {}
			control["qtarget"] = [state.you.X, state.you.y]
			control["t0"] = 0.001 * pygame.time.get_ticks()
		if event.type == KEYDOWN and event.key == "abort":
			if not state.you.significant:
				state.you.die()
			regenerate()
		if event.type == KEYUP:
			if not state.quickteleport and "queue" in control and event.key in ("up", "left", "right", "down"):
				control["queue"][event.key] = 0
		if event.type == KEYUP and event.key == "go" and "cursor" in control:
			if control["cursor"] is not state.you:
				state.effects.append(
					thing.Teleport(X = state.you.X, y = state.you.y, targetid = control["cursor"].thingid)
				)
				sound.play("teleport")
				state.you = control["cursor"]
			elif 0.001 * pygame.time.get_ticks() - control["t0"] < settings.tactivate:
				state.you.deploy()
			control.clear()
		
	if kpressed["go"] and control:
		if any(kpressed[x] for x in ("left", "right", "up", "down")):
			control["t0"] = -1000
		if state.quickteleport:
			control["qtarget"][0] += kx * dt0 * settings.vqteleport / control["qtarget"][1]
			control["qtarget"][1] += ky * dt0 * settings.vqteleport
			dx = math.Xmod(control["qtarget"][0] - state.you.X) * state.you.y
			dy = control["qtarget"][1] - state.you.y
			f = math.sqrt(dx ** 2 + dy ** 2) / settings.rqteleport
			if f > 1:
				dx /= f
				dy /= f
				control["qtarget"] = [state.you.X + dx / state.you.y, state.you.y + dy]
			retarget()
		else:
			q = control["queue"]
			for key in q:
				q[key] += dt0
				if q[key] >= settings.jumpcombotime:
					dx = ("right" in q) - ("left" in q)
					dy = ("up" in q) - ("down" in q)
					jump(dx, dy)
					q.clear()
					break
	else:
		dvx = kx * dt * 20
		dvy = ky * dt * 20
		state.you.vx += dvx
		state.you.vy = min(state.you.vy + dvy, 0)

	todraw = []
	scollide = []
	hcollide = []

	state.you.think(0)  # Clear out any controls that should be overridden

	for convergence in state.convergences:
		if window.camera.near(convergence):
			convergence.think(dt)
			todraw.append(convergence)


	repopulating = (dt + state.you.t % 1) // 1
	if repopulating:
		nships = []
		for ship in state.ships:
			if not window.camera.on(ship) and ship is not state.you and not ship.significant:
				continue
			ship.think(dt)
			if ship.alive:
				nships.append(ship)
				todraw.append(ship)
			else:
				ship.die()
		state.ships = nships
		repopulateslice()
	else:
		nships = []
		for ship in state.ships:
			if not window.camera.near(ship):
				nships.append(ship)
				continue
			ship.think(dt)
			if ship.alive:
				nships.append(ship)
				if window.camera.on(ship):
					todraw.append(ship)
			else:
				ship.die()
		state.ships = nships
	if not state.you.alive:
		regenerate()
	nobjs = []
	for obj in state.objs:
		if not window.camera.on(obj):
			nobjs.append(obj)
			continue
		obj.think(dt)
		if obj.alive:
			nobjs.append(obj)
			todraw.append(obj)
		else:
			obj.die()
	state.obj = nobjs
	for hazard in state.hazards:
		if not window.camera.near(hazard):
			continue
		hazard.think(dt)
		todraw.append(hazard)
		if window.camera.on(hazard):
			hcollide.append(hazard)
	state.obj = nobjs
#	for filament in state.filaments:
#		filament.think(dt)

	neffects = []
	for effect in state.effects:
		effect.think(dt)
		if effect.alive:
			todraw.append(effect)
			neffects.append(effect)
		else:
			effect.die()
	state.effects = neffects

	scollide = [state.you]
	for s in scollide:
		if not s.vulnerable():
			continue
		for h in hcollide:
			if window.distance(h, s) < h.hazardsize:
				s.takedamage(h.dhp)

	if window.dbycoord((oldX, oldy), (state.you.X, state.you.y)) > settings.rqteleport + 10:
		clearfull()
		populatefull()

	if state.quickteleport and "qtarget" in control:
		X, y = control["qtarget"]
		dX = math.Xmod(X - state.you.X)
		dy = y - state.you.y
		window.camera.X0 = state.you.X + dX * 0.5
		window.camera.y0 = state.you.y + dy * 0.5
		window.camera.setlimits()
	else:
		window.camera.follow(state.you)
		window.camera.think(dt)