def __addBauble(self, player, force=False):
        logging.info("Add Bauble (%s) for Player %d", repr(force), player.netid)
        # add player bauble
        b = Bauble(getPositionAwayFromOtherObjects(self.world, 80, 30, force), self.__points_gold)

        self.__baubles[player.netid] = b

        self.world.append(b)
        logging.info("Done Adding Bauble")
예제 #2
0
 def __addBaubles(self, w, num, force=False):
     logging.info("Adding %d Baubles (%s)", num, repr(force))
     for i in xrange(num):
         r = random.random()
         v = 0
         for ent in self.__valuetable:
             if r < ent[0]:
                 v = ent[1]
                 break
         b = Bauble(getPositionAwayFromOtherObjects(w, 80, 30, force), v)
         if v == self._mv:
             self.__baubles[b.id] = b
         w.append(b)
     logging.info("Done Adding Baubles")
예제 #3
0
 def addBubbles(self, w, num, setpoints=None, pos=None, pname=None, force=False):
     logging.info("Adding %d Bubbles (%s)", num, repr(force))
     for i in xrange(num):
         points = random.randint(self.__sizemin, self.__sizemax)
         if setpoints != None:
             points = setpoints
         if pos == None:
             npos = getPositionAwayFromOtherObjects(w, 100, 30, force)
         else:
             npos = pos
         bt = self.__bubbletime
         if bt > 0: 
             bt += random.randint(0, self.__bubbletimevar)
         if hasattr(self, "world"):
             # NOTE: This doesn't follow the paradigm, but we need the latest reference to the world as this gets screwed up resetting the world...
             b = Bubble(npos, self.__sizebase, points, self.__pointspeed, bt, pname, self.world, self) 
         else:
             b = Bubble(npos, self.__sizebase, points, self.__pointspeed, bt, pname, w, self) # this should only be the case for the initial world
         # The Whole Lifecycle of the Game and Rounds needs to be redefined for V2
         w.append(b)
         self.__bubbles[b.id] = b
     logging.info("Done Adding Bubbles")
 def __addAsteroids(self, w, num, force=False):
     logging.info("Adding %d Asteroids (%s)", num, repr(force))
     for i in xrange(num):
         w.append(Asteroid(getPositionAwayFromOtherObjects(w, 100, 30, force)))
     logging.info("Done Adding Asteroids")
    def __addAsteroid(self, force=False):
        logging.info("Add Asteroid (%s)", repr(force))
        # add player bauble
        self.world.append(Asteroid(getPositionAwayFromOtherObjects(self.world, 80, 30, force)))

        logging.info("Done Adding Asteroid")
 def __addBaubles(self, w, num, force=False):
     logging.info("Adding %d Baubles (%s)", num, repr(force))
     for i in xrange(num):
         w.append(Bauble(getPositionAwayFromOtherObjects(w, 100, 30, force), self.__points_blue))
     logging.info("Done Adding Baubles")