예제 #1
0
 def causeExplosion(self, origin, radius, strength, force=False):
     logging.debug("Start Explosion %s, %d, %d [%d]", origin, radius, strength, thread.get_ident())
     origin = pymunk.Vec2d(origin)
     for obj in self.__objects:
         if obj.explodable:
             for point in wrappos(obj.body.position, radius, self.size):
                 if in_circle(origin, radius, point):                        
                     logging.debug("Applying Explosion Force to #%d", obj.id)
                     obj.body.apply_impulse((point - origin) * strength, (0,0))
                     break        
     logging.debug("Done Explosion") 
예제 #2
0
 def getObjectsInArea(self, pos, radius, force=False):
     logging.debug("Get Objects In Area %s %d (%s) [%d]", repr(pos), radius, repr(force), thread.get_ident())
     objList = []
     for obj in self.__objects.values():
         for point in wrappos(obj.body.position, radius, self.size):
             if in_circle(pos, radius, point):
                 objList.append(obj)
                 break
             #eif
         #next
     #next
     return objList
예제 #3
0
 def getObjectsInArea(self, pos, radius, radar=False):
     """
     Returns objects within the given radius from the position (even wrapping around edge of world), pass radar = True if for environment
     """
     logging.debug("Get Objects In Area %s %d [%d]", repr(pos), radius, thread.get_ident())
     objList = []
     for obj in self.__objects.values():
         for point in wrappos(obj.body.position, radius, self.size):
             if in_circle(pos, radius, point):
                 objList.append(obj)
                 break
             #eif
         #next
     #next
     return objList
 def getObjectsInArea(self, pos, radius, radar=False):
     """
     Returns objects within the given radius from the position (even wrapping around edge of world), pass radar = True if for environment
     """
     logging.debug("Get Objects In Area %s %d [%d]", repr(pos), radius,
                   thread.get_ident())
     objList = []
     for obj in self.__objects.values():
         for point in wrappos(obj.body.position, radius, self.size):
             if in_circle(pos, radius, point):
                 objList.append(obj)
                 break
             #eif
         #next
     #next
     return objList
 def causeExplosion(self, origin, radius, strength, force=False):
     logging.debug("Start Explosion %s, %d, %d [%d]", origin, radius,
                   strength, thread.get_ident())
     origin = pymunk.Vec2d(origin)
     for obj in self.__objects:
         if obj.explodable:
             for point in wrappos(obj.body.position, radius, self.size):
                 if in_circle(origin, radius, point):
                     logging.debug(
                         "Applying Explosion Force of strength %d impulse %s to #%d",
                         strength, repr(
                             (point - origin) * strength), obj.id)
                     obj.body.apply_impulse((point - origin) * strength,
                                            (0, 0))
                     break
     logging.debug("Done Explosion")
예제 #6
0
    def __THREAD__gameloop(self):
        lasttime = MINIMUM_GAMESTEP_TIME
        try:
            while self.__active:
                if self.__pys:
                    self.__space.step(MINIMUM_GAMESTEP_TIME) # Advance Physics Engine
                
                tstamp = time.time()

                # find objects in nebulas
                for neb in self.__nebulas:
                    for shape in self.__space.shape_query(neb.shape):
                        # Set value to two, so that if we're still in the nebula
                        # for another loop, that we don't toggle in/out of nebula between slices
                        # across threads
                        if self.has_key(shape.id):
                            self[shape.id].in_nebula = [2, neb]

                # update all game objects
                for obj in self: # self is dictionary
                    # Wrap Object in World
                    if obj.body.position[0] < 0:
                        obj.body.position[0] += self.width
                    elif obj.body.position[0] > self.width:
                        obj.body.position[0] -= self.width
                    if obj.body.position[1] < 0:
                        obj.body.position[1] += self.height
                    elif obj.body.position[1] > self.height:
                        obj.body.position[1] -= self.height

                    # Apply Gravity for Planets
                    if obj.explodable:
                        for planet in self.__planets:
                            for point in wrappos(obj.body.position, planet.gravityFieldLength, self.size):
                                if in_circle(planet.body.position, planet.gravityFieldLength, point):                        
                                    obj.body.apply_impulse((point - planet.body.position) * -planet.pull * lasttime, (0,0))
                                    break
                    
                    # Update and Run Commands
                    obj.update(lasttime)
                    if obj.in_nebula != None:
                        # slow down objects in Nebula
                        if obj.body.velocity.length > 0.1:
                            obj.body.velocity.length -= (obj.in_nebula[1].pull / obj.mass) * lasttime
                        obj.in_nebula[0] -= 1 # decrement count
                        if obj.in_nebula[0] <= 0:
                            obj.in_nebula = None

                    if obj.has_expired():
                        del self[obj]                        
                #next            

                # game time notification
                self.__game.game_update(lasttime)

                # update time
                lasttime = time.time() - tstamp
                           
                logging.debug("SEMAPHORE ACQ gameloop [%d]", thread.get_ident())
                self.__addremovesem.acquire()
                # NOTE ISSUE #68 - If server is slow, can be adding and removing object in same step... add first, so we can immediately remove instead of crash
                # TODO: just look for common set between two lists and remove... or have each list check the other first before adding to the lists...
                #       probably best to refactor to PyMunk 4.0.0 and be able to have PyMunk handle adding/removing objects during physics step.
                # add objects
                for item in self.__toadd:
                    logging.info("World Adding #%d to Physics Engine %s", item.id, repr(item))
                    item.addToSpace(self.__space)

                self.__toadd = []

                #remove objects
                for item in self.__toremove:
                    logging.info("World Removing #%d from Physics Engine %s", item.id, repr(item))
                    item.removeFromSpace(self.__space)
                    
                self.__toremove = []
                self.__addremovesem.release()
                logging.debug("SEMAPHORE REL gameloop [%d]", thread.get_ident())
                    
                # minimum to conserve resources
                if lasttime < MINIMUM_GAMESTEP_TIME:
                    time.sleep(MINIMUM_GAMESTEP_TIME - lasttime)
                    lasttime = MINIMUM_GAMESTEP_TIME
                #else:
                    #logg#ging.debug("Can't keep at 50fps at %dfps", 1.0 / lasttime)
                #eif
            #wend
        except:
            print "EXCEPTION IN GAMELOOP"
            logging.exception("FATAL Error in game loop!!!")
            logging.error(traceback.format_exc())
            print traceback.format_exc()
            self.gameerror = True
        logging.debug("Gameloop Ended")
    def __THREAD__gameloop(self):
        lasttime = MINIMUM_GAMESTEP_TIME
        try:
            while self.__active:
                if self.__pys:
                    self.__space.step(
                        MINIMUM_GAMESTEP_TIME)  # Advance Physics Engine

                tstamp = time.time()

                # update all game objects
                for obj in self:  # self is dictionary
                    # Wrap Object in World
                    if obj.body.position[0] < 0:
                        obj.body.position[0] += self.width
                    elif obj.body.position[0] > self.width:
                        obj.body.position[0] -= self.width
                    if obj.body.position[1] < 0:
                        obj.body.position[1] += self.height
                    elif obj.body.position[1] > self.height:
                        obj.body.position[1] -= self.height

                    # Apply Gravity for Planets
                    if obj.gravitable:
                        for influencer in self.__influential:
                            for point in wrappos(obj.body.position,
                                                 influencer.influence_range,
                                                 self.size):
                                if in_circle(influencer.body.position,
                                             influencer.influence_range,
                                             point):
                                    influencer.apply_influence(
                                        obj, point, lasttime)
                                    break

                    # Update and Run Commands
                    obj.update(lasttime)

                    if obj.has_expired() or obj.destroyed:
                        del self[obj]
                #next

                # game time notification
                self.__game.game_update(lasttime)

                # update time
                lasttime = time.time() - tstamp

                logging.debug("SEMAPHORE ACQ gameloop [%d]",
                              thread.get_ident())
                self.__addremovesem.acquire()
                # NOTE ISSUE #68 - If server is slow, can be adding and removing object in same step... add first, so we can immediately remove instead of crash
                # TODO: just look for common set between two lists and remove... or have each list check the other first before adding to the lists...
                #       probably best to refactor to PyMunk 4.0.0 and be able to have PyMunk handle adding/removing objects during physics step.
                # add objects
                for item in self.__toadd:
                    logging.info("World Adding #%d to Physics Engine %s",
                                 item.id, repr(item))
                    item.addToSpace(self.__space)

                self.__toadd = []

                #remove objects
                for item in self.__toremove:
                    logging.info("World Removing #%d from Physics Engine %s",
                                 item.id, repr(item))
                    item.removeFromSpace(self.__space)

                self.__toremove = []
                self.__addremovesem.release()
                logging.debug("SEMAPHORE REL gameloop [%d]",
                              thread.get_ident())

                # minimum to conserve resources
                if lasttime < MINIMUM_GAMESTEP_TIME:
                    time.sleep(MINIMUM_GAMESTEP_TIME - lasttime)
                    lasttime = MINIMUM_GAMESTEP_TIME
                #else:
                #logg#ging.debug("Can't keep at 50fps at %dfps", 1.0 / lasttime)
                #eif
            #wend
        except:
            print "EXCEPTION IN GAMELOOP"
            logging.exception("FATAL Error in game loop!!!")
            logging.info(traceback.format_exc())
            logging.error(traceback.format_exc())
            print traceback.format_exc()
            self.gameerror = True
        logging.debug("Gameloop Ended")
예제 #8
0
    def __THREAD__gameloop(self):
        lasttime = MINIMUM_GAMESTEP_TIME
        try:
            while self.__active:
                if self.__pys:
                    self.__space.step(MINIMUM_GAMESTEP_TIME) # Advance Physics Engine
                
                tstamp = time.time()

                # update all game objects
                for obj in self: # self is dictionary
                    # Wrap Object in World
                    if obj.body.position[0] < 0:
                        obj.body.position[0] += self.width
                    elif obj.body.position[0] > self.width:
                        obj.body.position[0] -= self.width
                    if obj.body.position[1] < 0:
                        obj.body.position[1] += self.height
                    elif obj.body.position[1] > self.height:
                        obj.body.position[1] -= self.height

                    # Apply Gravity for Planets
                    if obj.gravitable:
                        for influencer in self.__influential:
                            for point in wrappos(obj.body.position, influencer.influence_range, self.size):
                                if in_circle(influencer.body.position, influencer.influence_range, point):
                                    influencer.apply_influence(obj, point, lasttime)
                                    break
                    
                    # Update and Run Commands
                    obj.update(lasttime)

                    if obj.has_expired() or obj.destroyed:
                        del self[obj]
                #next            

                # game time notification
                self.__game.game_update(lasttime)

                # update time
                lasttime = time.time() - tstamp
                           
                logging.debug("SEMAPHORE ACQ gameloop [%d]", thread.get_ident())
                self.__addremovesem.acquire()
                # NOTE ISSUE #68 - If server is slow, can be adding and removing object in same step... add first, so we can immediately remove instead of crash
                # TODO: just look for common set between two lists and remove... or have each list check the other first before adding to the lists...
                #       probably best to refactor to PyMunk 4.0.0 and be able to have PyMunk handle adding/removing objects during physics step.
                # add objects
                for item in self.__toadd:
                    logging.info("World Adding #%d to Physics Engine %s", item.id, repr(item))
                    item.addToSpace(self.__space)

                self.__toadd = []

                #remove objects
                for item in self.__toremove:
                    logging.info("World Removing #%d from Physics Engine %s", item.id, repr(item))
                    item.removeFromSpace(self.__space)
                    
                self.__toremove = []
                self.__addremovesem.release()
                logging.debug("SEMAPHORE REL gameloop [%d]", thread.get_ident())
                    
                # minimum to conserve resources
                if lasttime < MINIMUM_GAMESTEP_TIME:
                    time.sleep(MINIMUM_GAMESTEP_TIME - lasttime)
                    lasttime = MINIMUM_GAMESTEP_TIME
                #else:
                    #logg#ging.debug("Can't keep at 50fps at %dfps", 1.0 / lasttime)
                #eif
            #wend
        except:
            print "EXCEPTION IN GAMELOOP"
            logging.exception("FATAL Error in game loop!!!")
            logging.info(traceback.format_exc())
            logging.error(traceback.format_exc())
            print traceback.format_exc()
            self.gameerror = True
        logging.debug("Gameloop Ended")