예제 #1
0
    def set_verts(self):
        delta_angle = math.pi / GameManager.levelCurrentSides

        if GameManager.sideChangePercent != 0:
            min_sides = min(GameManager.levelCurrentSides,
                            GameManager.levelNextSides)
            if self.posIndex < min_sides:
                delta_angle = GameMath.pow_lerp(
                    math.pi / GameManager.levelCurrentSides,
                    math.pi / GameManager.levelNextSides,
                    GameManager.sideChangePercent, Settings.LERP_POW)
            else:
                if min_sides == GameManager.levelNextSides:
                    delta_angle = GameMath.pow_lerp(
                        math.pi / GameManager.levelCurrentSides, 0,
                        GameManager.sideChangePercent, Settings.LERP_POW)
                else:
                    delta_angle = GameMath.pow_lerp(
                        0, math.pi / GameManager.levelNextSides,
                        GameManager.sideChangePercent, Settings.LERP_POW)

        vert1 = GameMath.cil2cart_local(self.vert_mag - self.width / 2,
                                        self.vert_angle + delta_angle)
        vert2 = GameMath.cil2cart_local(self.vert_mag - self.width / 2,
                                        self.vert_angle - delta_angle)
        vert3 = GameMath.cil2cart_local(self.vert_mag + self.width / 2,
                                        self.vert_angle + delta_angle)
        vert4 = GameMath.cil2cart_local(self.vert_mag + self.width / 2,
                                        self.vert_angle - delta_angle)

        self.vertices = [vert1, vert2, vert4, vert3]
예제 #2
0
    def get_max_magnitude(self, angle):

        delta_angle = math.pi / GameManager.levelCurrentSides
        p1 = GameMath.cil2cart_local(self.vert_mag + self.width / 2,
                                     self.vert_angle - delta_angle)
        p2 = GameMath.cil2cart_local(self.vert_mag + self.width / 2,
                                     self.vert_angle + delta_angle)
        p3 = (0, 0)
        p4 = (math.cos(angle), math.sin(angle))

        intersection = GameMath.intersection_between_lines(p1, p2, p3, p4)
        return GameMath.cart2cil_local(intersection[0], intersection[1])[0]
예제 #3
0
    def get_initial_verts(self):
        verts = []
        for i in range(6):
            verts.append(
                GameMath.cil2cart_local(Settings.MENU_HEXAGON_RADIUS,
                                        i * math.pi * 2 / 6))

        return verts
예제 #4
0
    def get_polygon_vertices(self, sides):
        verts = []

        delta_angle = 2 * math.pi / sides

        for i in range(sides):
            verts.append(
                GameMath.cil2cart_local(self.polygonSize, i * delta_angle))

        return verts
예제 #5
0
    def get_lerped_vertices(self, start_sides, end_sides, t):
        min_sides = min(start_sides, end_sides)
        power_to_lerp = Settings.LERP_POW

        verts = []
        start_delta_angle = 2 * math.pi / start_sides
        end_delta_angle = 2 * math.pi / end_sides

        current_delta_angle = GameMath.pow_lerp(start_delta_angle,
                                                end_delta_angle, t,
                                                power_to_lerp)

        for i in range(min_sides):
            verts.append(
                GameMath.cil2cart_local(self.polygonSize,
                                        i * current_delta_angle))

        for i in range(abs(start_sides - end_sides)):
            if start_sides > end_sides:
                extra_end_angle = 2 * math.pi
                extra_current_delta_angle = GameMath.pow_lerp(
                    start_delta_angle * (i + min_sides), extra_end_angle, t,
                    power_to_lerp)
                verts.append(
                    GameMath.cil2cart_local(self.polygonSize,
                                            extra_current_delta_angle))
            else:
                extra_start_angle = 2 * math.pi
                extra_current_angle = GameMath.pow_lerp(
                    extra_start_angle, end_delta_angle * (i + min_sides), t,
                    power_to_lerp)
                verts.append(
                    GameMath.cil2cart_local(self.polygonSize,
                                            extra_current_angle))

        return verts
예제 #6
0
    def set_vertices(self):
        min_sides = min(GameManager.levelCurrentSides,
                        GameManager.levelNextSides)

        start_delta_angle = (2 * math.pi / GameManager.levelCurrentSides)
        end_delta_angle = (2 * math.pi / GameManager.levelNextSides)

        current_delta_angle = GameMath.pow_lerp(start_delta_angle,
                                                end_delta_angle,
                                                GameManager.sideChangePercent,
                                                Settings.LERP_POW)

        vert1 = (0, 0)
        vert2 = GameMath.cil2cart_local(self.max_screen_size * 2,
                                        current_delta_angle * self.index)
        vert3 = GameMath.cil2cart_local(self.max_screen_size * 2,
                                        current_delta_angle * (self.index + 1))

        if GameManager.sideChangePercent != 0 and self.index >= min_sides:
            if GameManager.levelCurrentSides > GameManager.levelNextSides:
                vert2 = GameMath.cil2cart_local(self.max_screen_size * 2,
                                                start_delta_angle * self.index)
                vert3 = GameMath.cil2cart_local(
                    self.max_screen_size * 2,
                    GameMath.pow_lerp(start_delta_angle * (self.index + 1),
                                      2 * math.pi,
                                      GameManager.sideChangePercent,
                                      Settings.LERP_POW))
            else:
                vert2 = GameMath.cil2cart_local(self.max_screen_size * 2,
                                                end_delta_angle * self.index)
                vert3 = GameMath.cil2cart_local(
                    self.max_screen_size * 2,
                    GameMath.pow_lerp(2 * math.pi,
                                      end_delta_angle * (self.index + 1),
                                      GameManager.sideChangePercent,
                                      Settings.LERP_POW))

        self.vertices = [vert1, vert2, vert3]