Exemplo n.º 1
0
    def __init__(self, model, shape, element, lvl, duration, damage):
        Object.__init__(self, model, shape, element)

        self.duration = duration
        self.elapsed = 0.0
        self.lvl = lvl
        self.damage = damage
Exemplo n.º 2
0
	def __init__(self, sequence, \
			id, type, name, \
			size, \
			posx, posy, posz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time, \
			owner, resources):
		Object.__init__(self, sequence, \
			id, type, name, \
			size, \
			posx, posy, posz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time)

		self.length += 4 + 4 + 16 * len(resources)
		self.owner = owner

		for r in resources:
			if len(r) != 4:
				raise TypeError("Resources should be 4 length, <id> <surface> <minable> <inaccess>")

		self.resources = resources
Exemplo n.º 3
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    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)

        self.elapsed += time_elapsed

        if (self.elapsed >= self.duration):
            self.lvl.remove_object(self)
Exemplo n.º 4
0
 def tick(self, time_elapsed):
     Object.tick(self, time_elapsed)
     
     self.elapsed += time_elapsed
     
     if (self.elapsed >= self.duration):
         self.lvl.remove_object(self)
Exemplo n.º 5
0
    def __init__( self, stats, ai, xp, yp, zp=0, ori=0.0, xi=0, yi=0, zi=0, ri=0, thrust=0 ):
        Object.__init__( self, stats, xp, yp, zp, ori, xi, yi, zi, ri )

        self.alive = True
        self.maxOri = 2*pi

        self.thrust = thrust
        self.rg = 0

        self.shieldVsMass = self.stats.shieldVsMass
        self.shieldVsEnergy = self.stats.shieldVsEnergy
        self.hullVsMass = self.stats.hullVsMass 
        self.hullVsEnergy = self.stats.hullVsEnergy

        self.ai = ai
        self.dockedTo = False
        self.dockedAt = 0 # tick at docking

        self.hull = stats.maxHull
        self.shield = stats.maxShield
        self.inertiaControl = True

        self.headed = True # differentiate bases from ships

        self.pulsedUntil = -1000
        self.inNebula = False # variable state
        self.inertiaMod = 1
        self.thrustBoost = 0

        self.shipyards = [] # list of regulard shipyards
        self.guestDocked = [] # list of temporary docks
Exemplo n.º 6
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 def __init__(self, model, shape, element, lvl, duration, damage):
     Object.__init__(self, model, shape, element)
     
     self.duration = duration
     self.elapsed = 0.0
     self.lvl = lvl
     self.damage = damage
Exemplo n.º 7
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 def __init__(self, x, y, char, name, color, blocks=True, ai=None, always_visible=False,
              equipment=None, character_class=None, creature_type=None, xp=0, screen=None):
     #call super constructor to create the map object
     Object.__init__(self, x, y, char, name, color, blocks=blocks, always_visible=always_visible)
     self.character_class = character_class
     if self.character_class:
         # let the fighter component know who owns it
         self.character_class.owner = self
     
     self.screen = screen
     if self.screen:
         # set the screen element in the character_class
         self.character_class.screen = screen        
     
     self.ai = ai
     if self.ai:
         # let the ai component know who owns it
         self.ai.owner = self        
     
     self.xp = xp            
     self.dead = False
     self.inventory = []        
     #set the default equipment dictionary.
     self.equipment = {'head': None, 'body':None, 'legs':None, 'hands':None, 'feet':None, 'left hand': None, 'right hand': None}
     self.player = None
Exemplo n.º 8
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	def __init__(self, sequence, \
			id, type, name, \
			size, \
			posx, posy, posz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time, \
			owner, ships, damage):
		Object.__init__(self, sequence, \
			id, type, name, \
			size, \
			posx, posy, posz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time)

		self.length += 4 + 4 + len(ships) * 8 + 4

		self.owner = owner
		self.ships = ships
		self.damage = damage
Exemplo n.º 9
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 def __init__(self, x, y, char, name, color, slot, power_bonus=0, defense_bonus=0, max_hp_bonus=0):
     Object.__init__(self, x, y, char, name, color, blocks=False, always_visible=False)        
     self.slot = slot
     self.is_equipped = False
     self.power_bonus = power_bonus
     self.defense_bonus = defense_bonus
     self.max_hp_bonus = max_hp_bonus
Exemplo n.º 10
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 def __init__(self, parent_context, param_list, statements):
     import proto_functions
     Object.__init__(self, prototype=proto_functions.function_proto)
     self.parent_context = parent_context
     self.param_list = param_list
     self.statements = statements
     self.constructing_prototype = Object()
Exemplo n.º 11
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def drawNewBuilding(x, theScore):
    global buildingList, objectList, scrollSpeed, bomb, walls, pigeonList

    startX = x
    startY = random.getrandbits(5) + 30
    if startY > 70:
        startY = 70

    wallId = random.getrandbits(3) + 1

    if wallId > 3:
        wallId = 3

    buildingLength = ((random.getrandbits(3) + 1) * 3) + 2
    if buildingLength < 10:
        buildingLength = 10
        wallId = 0

    spacing = random.getrandbits(2) + 1

    # Do we need birds
    if buildingLength > 15 and random.getrandbits(7) > 100:
        ctr = 4
        for bird in pigeonList:
            bird.reset(startX + ctr + 20 + (spacing * 8), startY - 6)
            ctr += 7

    floorId = random.getrandbits(3)
    if floorId > 3:
        floorId = 3

    # Create a box or bomb if building is long enough and not the first building
    if theScore > 100:
        # Don't do this on first building
        if x != 0:
            objType = random.getrandbits(1)

            if buildingLength > 15:
                if random.getrandbits(3) > 5:
                    # Crate
                    if objType == 0:
                        objectList.append(
                            Object(blocks, startX + (buildingLength * 8) // 2,
                                   startY, objType, 14, 14))

                    # Bomb
                    else:
                        objectList.append(
                            Object(bomb, startX + ((buildingLength - 3) * 8),
                                   startY, objType, 18, 11))

    windowId = random.getrandbits(1)

    if x == 0:
        spacing = 0

    buildingList.append(
        Building(startX, startY, buildingLength, spacing, floorId, wallId,
                 windowId))
Exemplo n.º 12
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Arquivo: menu.py Projeto: Edz77/aero
 def __init__(self):
     self.all_sprites = pygame.sprite.Group()
     self.key_group = pygame.sprite.Group()
     self.image = Object(MENU_ASSET, 0, 0, self.all_sprites)
     self.key = Object(KEY_ASSET, 0, 600, self.key_group)
     self.menu_water = Object(MENU_WATER, 0, 550, self.all_sprites)
     self.change_scene = False
     self.tick = 0
Exemplo n.º 13
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 def __init__(self, position):
     Object.__init__(self)
     self.frame = 0
     self._position = position
     self.frames = self._cls_frames[:]
     self.frames_count = len(self.frames)
     self._current_frame_time = 0
     self._finished = False
     self.load_frame()
Exemplo n.º 14
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 def __init__(self, source, image, coords):
     Object.__init__(self, source, image, coords)
     self.source = source
     self.wallgroup = self.source.wallgroup
     self.wall_list = []
     for w in self.wallgroup.sprites():
         self.wall_list.append(w.rect)
     self.walls = self.wall_list
     """ # old settings for sanity
     self.speed = 2
     self.ammo_speed = 3
     self.cooldown = 250
     self.blast_cool = 2000
     self.run_cool = 3000
     self.run_time = 750
     """
     tree = ET.parse("settings.xml")
     root = tree.getroot().find("player")
     fps = int(tree.getroot().find("main").find("fps").text)
     self.speed = int(root.find("speed").text)
     self.double_speed = self.speed * 2
     self.half_speed = int(self.speed)
     self.velocity = 0.4
     self.ammo_speed = float(root.find("ammo_speed").text) * self.speed
     self.cooldown = int(root.find("cooldown").text)
     self.blast_cool = int(root.find("blast_cool").text)
     self.blast_radius = int(root.find("blast_radius").text)
     self.run_cool = int(root.find("run_cool").text)
     self.run_time = int(root.find("run_time").text)
     self.ammo_image = path.join("images", "ammo.png")
     self.ammogroup = pygame.sprite.Group()
     self.blastgroup = pygame.sprite.Group()
     self.bombgroup = pygame.sprite.Group()
     self.aimx = lambda x: x  #* self.speed
     self.aimy = lambda y: y  #* self.speed
     #self.shoot_start = pygame.time.get_ticks() - self.cooldown
     #self.blast_start = pygame.time.get_ticks() - self.blast_cool
     self.run_start = pygame.time.get_ticks() - self.run_cool
     self.can_blast = True
     self.can_run = True
     self.run_speed = self.speed * 2
     self.old_dir = (1, 0)
     self.old_ammo_dir = (0, 0)
     self.ray_shrink = (-24, -6)
     self.cast = Cast(self)
     self.ammo_spawner = Spawner(self, deltaAmmo, self.cooldown,
                                 self.ammo_speed, self.ammo_image, 1,
                                 self.ammogroup)
     self.sarja_spawner = Spawner(self, deltaAmmo, self.cooldown,
                                  self.ammo_speed, self.ammo_image, 6,
                                  self.ammogroup)
     self.blast_spawner = Spawner(self, Blast, self.blast_cool, 1,
                                  self.ammo_image, 1, self.blastgroup)
     self.bomb_spawner = Spawner(self, Bomb, self.blast_cool, 250,
                                 self.ammo_image, 1, self.bombgroup)
     self.run_spawner = Spawner(self, Run, self.run_cool, self.run_time,
                                None, 1, None)
Exemplo n.º 15
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def change_level(levelnumber, inv = [], coins=0):
    level = l.levels[levelnumber]
    news.append("Level " + str(levelnumber + 1) + ", " + l.levels[levelnumber].name + "...")
    floorplan_file = level.m
    gobbonum = level.num_gobbos
    coinum = level.num_gold
    time = level.time
    cs = []
    objects = level.objects
    floorplan = read_floorplan(floorplan_file)
    
    width = len(floorplan[1])
    height = len(floorplan)
       
     # x, y, image, color
    
    player = creatures.Creature(18, 17, "@", 1, "player")
    player.coins = coins
    player.health = 3
    cs.append(player)
    
    player.inv = inv
    rawck = Object(0,0,".", 12, "rock")
    player.inv.append(rawck)

    
    gobbo = creatures.Creature(0, 0, "&", 4, "gobbo")
    spawn_random(1, width - 1, 1, height - 2, gobbo, floorplan, cs, gobbonum)

    villager = creatures.Creature(0, 0, "v", 17, "villager")
    spawn_random(1, width - 1, 1, height - 2, villager, floorplan, cs, level.num_villagers)
    for v in cs:
        if v.type == "villager" and level.name == "The dwarven village of Brorldown":
            brorlspeeches = ["Gooday stranger, welcome to our modest little town of Brorldown.",
                        "I see you are loaded with stolen loot! Might I sugest you check out our magic item shops?",
                        "Oh its you, the notorious Namafero, raider of goblins! It is an honor to have you in our town...",
                        "'Sup!",
                        "I hope you enjoy your stay here, adventurer!"]
            v.speek = choice(brorlspeeches)
        if v.type == "villager" and level.name == "The Begining":
            tankspeeches = ["Gooday stranger, welcome to our modest little town of Tankton.",
                        "I hear the town mage wants to converse with you.",
                        "You're going into the goblin base? That's madness! You'll die!",
                        "Hello there!",
                        "I hope you enjoy your stay here, adventurer!"]
            v.speek = choice(tankspeeches)
    
    chest = Object(0,0,"=", 15, "treasure chest")
    spawn_random(1, width - 1, 1, 5, chest, floorplan, objects, 1)
    
    coin = Object(0,0,"$",15,"coin")
    spawn_random(1, width - 1, 1, height - 2, coin, floorplan, objects, coinum)

    for i in level.inhabitants:
        cs.append(i)

    return (cs, objects, floorplan, time)
Exemplo n.º 16
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def load_kitti(path, mode='train', image_dir=None, label_dir=None):

    packets = []

    with open(path + mode + '.txt', 'rb') as f:

        file_list = [x.strip() for x in f.readlines()]

    for file in file_list:

        image_path = image_dir + file + '.png'

        label_path = label_dir + file + '.txt'

        with open(label_path) as f:

            object_list = []

            for line in f:

                obj_class, truncated, occluded, alpha, bx1, by1, bx2, by2, dz, dy, dx, tx, ty, tz, rot_y = line.split(
                )

                if obj_class == 'Car':  #and float(truncated) == 0: #and float(occluded) == 0 :

                    size = [float(x) for x in [dx, dy, dz]]

                    position = [float(x) for x in [tx, ty, tz]]

                    rot_y = float(rot_y)

                    top_left = (int(float(bx1)), int(float(by1)))

                    bottom_right = (int(float(bx2)), int(float(by2)))

                    obj = Object(obj_class,
                                 top_left=top_left,
                                 bottom_right=bottom_right)

                    obj.size = size

                    obj.position = position

                    object_list.append(obj)

            if object_list != []:

                packet = Packet(image_path, objects=object_list)

            else:

                continue

        packets.append(packet)

    return packets
Exemplo n.º 17
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 def __init__(self, model, shape, element, lvl, damage, target_obj, attract_v):
     Object.__init__(self, model, shape, element)
     
     self.lvl = lvl
     self.damage = damage
     self.target = target_obj
     
     self.velocity = attract_v
     
     self.dir = Vector3d(0.,0.,0.)
Exemplo n.º 18
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 def world_building(self, object_num):
     if not self.running and (object_num < 4 or self.draw_goal == False):
         if self.custom_build or object_num > 3:
             self.placing_object = True
             # Centered so cursor is in the middle of the image
             self.unplaced = Object(0,
                                    (self.pos[0] - 200, self.pos[1] - 200))
             self.unplaced.load_image("image_resources/" +
                                      self.block_images[object_num] +
                                      ".png")
             self.unplaced_goal = (object_num > 3)
Exemplo n.º 19
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def analyze_img():
    #print("-------------REQUESTED ANALYZE IMAGE --------------------")
    # Set image_url to the URL of an image that you want to analyze.
    # img_url = image name
    if request.args.get('img_url'):
        image_url = app.config['IMG_FOLDER'] + request.args.get('img_url')
    else:
        return json.dumps({"Error": "Img_url is missing"})

    headers = {
        'Ocp-Apim-Subscription-Key': subscription_key_cv,
        'Content-Type': 'application/octet-stream'
    }
    params = {'visualFeatures': 'Objects'}
    image_data = open(image_url, "rb").read()
    # data = {'url': image_url}
    response = requests.post(analyze_url,
                             headers=headers,
                             params=params,
                             data=image_data)
    response.raise_for_status()

    # The 'analysis' object contains various fields that describe the image. The most
    # relevant caption for the image is obtained from the 'description' property.
    analysis = response.json()

    object_list = []
    for object in analysis['objects']:
        obj_h = object['rectangle']['h']
        desc = object['object']
        if desc in OBJECTS_HEIGHT.keys():
            real_height = OBJECTS_HEIGHT[desc.lower()]
        else:
            real_height = 15
        obj = Object(obj_h, real_height, desc, object['rectangle'])
        obj.calculate_distance()
        object_list.append(obj)
    object_list = sorted(object_list, key=lambda k: k.distance)
    response_json = []
    for obj in object_list:
        #print(str(obj))

        d = {
            'img_height': obj.img_height,
            'real_height': obj.real_height,
            'desc': obj.desc,
            'distance': obj.distance,
            'direction': get_directions(obj, image_url),
            'position': obj.position
        }
        response_json.append(d)
    #print(response_json)
    return json.dumps(response_json)
Exemplo n.º 20
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    def __init__(self, model, shape, element, level):
        Object.__init__(self, model, shape, element)

        cfg = Config('physics', 'Ship')

        self.move_force_sz = cfg.get('move_force')
        self.spin_velocity = cfg.get('spin_velocity')
        self.strafe_force = cfg.get('strafe_force')
        self.shape.forces_res.append(cfg.get('vacuum_resistance'))
        self.breake_rate = cfg.get('breake_rate')

        self.mouse_sensivity = Config('game', 'Mouse').get('sensivity')

        self.level = level

        self.rotation = Quaternion.from_axis_rotations(0., 0., 0.)

        self.ship_dir = None
        self.up_dir = None

        self.spinning = {
            'up': False,
            'down': False,
            'left': False,
            'right': False
        }

        self.vectors = {
            'up': (Vector3d.x_axis(), 1.),
            'down': (Vector3d.x_axis(), -1.),
            'left': (Vector3d.y_axis(), 1.),
            'right': (Vector3d.y_axis(), -1.)
        }

        self.strafe = {
            'forward': False,
            'left': False,
            'right': False,
            'breake': False
        }

        self.strafe_vectors = {
            'forward': Vector3d(0., 0., -0.7),
            'left': Vector3d(-0.9, 0., 0.),
            'right': Vector3d(0.9, 0., 0.),
            'breake': Vector3d(0., 0., 1.)
        }

        self.angles = [0., 0.]
        self.mouse_target = [0., 0.]

        self.collision_set = set()
        self.keep_colliding = set()
Exemplo n.º 21
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 def tick(self, time_elapsed):
     if (hasattr(self.target, 'destroyed') and self.target.destroyed):
         self.lvl.remove_object(self)
         return
     
     self.dir = (self.target.shape.position - self.shape.position).normalizing()
     
     v = self.dir.scalar(self.velocity)
     
     self.shape.velocity = v
     
     Object.tick(self, time_elapsed)
Exemplo n.º 22
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 def __init__(self, model, shape, element, level):
     Object.__init__(self, model, shape, element)
     
     cfg = Config('physics','Ship')
     
     self.move_force_sz = cfg.get('move_force')
     self.spin_velocity = cfg.get('spin_velocity')
     self.strafe_force = cfg.get('strafe_force')
     self.shape.forces_res.append(cfg.get('vacuum_resistance'))
     self.breake_rate = cfg.get('breake_rate')
     
     self.mouse_sensivity = Config('game','Mouse').get('sensivity')
     
     self.level = level
     
     self.rotation = Quaternion.from_axis_rotations(0.,0.,0.)
     
     self.ship_dir = None
     self.up_dir = None
     
     self.spinning = {
         'up'    : False,
         'down'  : False,
         'left'  : False,
         'right' : False
     }
             
     self.vectors = {
         'up'    : (Vector3d.x_axis(), 1.),
         'down'  : (Vector3d.x_axis(), -1.),
         'left'  : (Vector3d.y_axis(), 1.),
         'right' : (Vector3d.y_axis(), -1.)
     }
     
     self.strafe = {
         'forward': False,
         'left'  : False,
         'right' : False,
         'breake' : False
     }
     
     self.strafe_vectors = {
         'forward':Vector3d(0.,0.,-0.7),
         'left'  : Vector3d(-0.9,0.,0.),
         'right' : Vector3d(0.9,0.,0.),
         'breake' : Vector3d(0.,0.,1.)
     }
     
     self.angles = [0.,0.]
     self.mouse_target = [0.,0.]
     
     self.collision_set = set()
     self.keep_colliding = set()
Exemplo n.º 23
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    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)

        self.update_mouse_track(time_elapsed)
        self.update_spinning(time_elapsed)
        self.update_strafe(time_elapsed)

        self.simple_gun.tick(time_elapsed)
        self.simple_missile.tick(time_elapsed)

        self.collision_set = self.keep_colliding
        self.keep_colliding = set()
Exemplo n.º 24
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 def tick(self, time_elapsed):       
     Object.tick(self, time_elapsed)
             
     self.update_mouse_track(time_elapsed)
     self.update_spinning(time_elapsed)
     self.update_strafe(time_elapsed)
     
     self.simple_gun.tick(time_elapsed)
     self.simple_missile.tick(time_elapsed)
     
     self.collision_set = self.keep_colliding
     self.keep_colliding = set()
Exemplo n.º 25
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    def __init__(self,
                 x,
                 y,
                 char,
                 name,
                 color,
                 blocks=True,
                 ai=None,
                 always_visible=False,
                 equipment=None,
                 character_class=None,
                 creature_type=None,
                 xp=0,
                 screen=None):
        #call super constructor to create the map object
        Object.__init__(self,
                        x,
                        y,
                        char,
                        name,
                        color,
                        blocks=blocks,
                        always_visible=always_visible)
        self.character_class = character_class
        if self.character_class:
            # let the fighter component know who owns it
            self.character_class.owner = self

        self.screen = screen
        if self.screen:
            # set the screen element in the character_class
            self.character_class.screen = screen

        self.ai = ai
        if self.ai:
            # let the ai component know who owns it
            self.ai.owner = self

        self.xp = xp
        self.dead = False
        self.inventory = []
        #set the default equipment dictionary.
        self.equipment = {
            'head': None,
            'body': None,
            'legs': None,
            'hands': None,
            'feet': None,
            'left hand': None,
            'right hand': None
        }
        self.player = None
Exemplo n.º 26
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    def __init__(self):
        self.sensor_array = []
        self.sensor_values = [0, 0]
        # Has the sensor can seen the target?
        self.target = False

        # Forward facing sensory inputs.
        for i in range(0, 2):
            self.sensor_array.append(Object(0, (0, 0)))
            self.sensor_array[i].load_image("image_resources/sensor.png")
        # Upward facing sensor
        self.sensor_array.append(Object(0, (0, 0)))
        self.sensor_array[2].load_image("image_resources/sensor_two.png")
Exemplo n.º 27
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 def announce_move_from(self,
                        destination,
                        msg=None,
                        mapping=None,
                        **kwargs):
     try:
         Object.announce_move_from(self,
                                   destination,
                                   msg=None,
                                   mapping=None,
                                   **kwargs)
     except NoStorageException:
         self.ndb.move_override = True
Exemplo n.º 28
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	def __init__(self, map, con, x,y, char, color, fighter=None, level=None):
		Object.__init__(self, None, con, x,y, char,
			libtcod.namegen_generate('Celtic male'), color, True, fighter=fighter, level=level
		)

		map.player = self
		self.inventory = Inventory()
		self.mods = Inventory()

		class Item:
			stack_limit = 5
		obj = Object(None, con, None,None, 'b', 'boost', color, item=Item())
		obj.mod = mods.Boost()
		self.mods.add_item(obj)
Exemplo n.º 29
0
    def can_do(self):

        cant_dig_item = False

        try:
            obj = Object.get_object(self.noun)
        except UnknownObject:
            cant_dig_item = True
        else:
            if not obj.can_apply_action(self.verb):
                cant_dig_item = True

        if cant_dig_item:
            self.cant_do_reason = "You can't dig '{}'.".format(self.noun)
            return False

        if self.using:
            if (
                match_word(self.using, 'hands?') or
                player.has_item(self.using)
            ):
                return True
            else:
                self.cant_do_reason = "You don't have a {}.".format(self.using)
                return False
        else:
            self.cant_do_reason = "Dig {} using what?".format(self.noun)
            return False
Exemplo n.º 30
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 def generate_world(self):
     # Reset environment
     self.blocks = []
     self.agents = []
     self.agent_num = 0
     # Randomly place 3 blocks.
     while len(self.blocks) < 3:
         self.unplaced = Object(0, (randint(500, 800), randint(0, 200)))
         self.unplaced.load_image("image_resources/" +
                                  self.block_images[randint(0, 3)] + ".png")
         self.unplaced.rotate(randint(0, 180))
         # Only keep the block if it touches the environment
         if self.check_environmental_overlap():
             self.blocks.append(self.unplaced)
     # Place goal
     self.set_goal()
Exemplo n.º 31
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 def _create(cls, repo, path, resolve, reference, force):
     """internal method used to create a new symbolic reference.
     If resolve is False,, the reference will be taken as is, creating 
     a proper symbolic reference. Otherwise it will be resolved to the 
     corresponding object and a detached symbolic reference will be created
     instead"""
     full_ref_path = cls.to_full_path(path)
     abs_ref_path = os.path.join(repo.git_dir, full_ref_path)
     
     # figure out target data
     target = reference
     if resolve:
         target = Object.new(repo, reference)
         
     if not force and os.path.isfile(abs_ref_path):
         target_data = str(target)
         if isinstance(target, SymbolicReference):
             target_data = target.path
         if not resolve:
             target_data = "ref: " + target_data
         if open(abs_ref_path, 'rb').read().strip() != target_data:
             raise OSError("Reference at %s does already exist" % full_ref_path)
     # END no force handling
     
     ref = cls(repo, full_ref_path)
     ref.reference = target
     return ref
Exemplo n.º 32
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    def doTurn(self, game):
        (ao, ro, ag) = Object.doTurn(self, game)

        # detect hit
        for obj in game.objects.getWithinRadius(
                self, self.weapon.stats.projectile.explosionTriggerRange):
            if obj.alive and obj.player != None and obj.player != self.launcher.player:
                (ao0, ro0,
                 ag0) = explode(self,
                                game,
                                self.weapon.stats.projectile.explosionRange,
                                energyDamage=self.weapon.stats.energyDamage,
                                massDamage=self.weapon.stats.massDamage,
                                sender=self.launcher.player,
                                sound=ids.S_EX_FIRE)
                (ao, ro, ag) = (ao + ao0, ro + ro0, ag + ag0)

        if self.alive and self.ttl == 0:
            (ao0, ro0,
             ag0) = explode(self,
                            game,
                            self.weapon.stats.projectile.explosionRange,
                            energyDamage=self.weapon.stats.energyDamage,
                            massDamage=self.weapon.stats.massDamage,
                            sender=self.launcher.player,
                            sound=ids.S_EX_FIRE)
            (ao, ro, ag) = (ao + ao0, ro + ro0, ag + ag0)
        else:
            self.ttl = self.ttl - 1

        return (ao, ro, ag)
Exemplo n.º 33
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def throw_rock(player, objects, cs, stdscr, m):
    width = len(m[1])
    height = len(m)
    news.append("Where do you want to throw the rock?")
    display_news(stdscr, news, width, height)
    stdscr.addstr(player.y - 1,player.x, "^", curses.color_pair(1)),
    stdscr.addstr(player.y + 1,player.x, "v", curses.color_pair(1))
    stdscr.addstr(player.y,player.x - 1, "<", curses.color_pair(1))
    stdscr.addstr(player.y,player.x + 1, ">", curses.color_pair(1))
    stdscr.refresh()
                                                 
    inp = stdscr.getch()
    dx = 0
    dy = 0
    if inp == curses.KEY_DOWN:
        dy = 5 
    elif inp == curses.KEY_UP:
        dy = -5
    elif inp == curses.KEY_LEFT:
        dx = -5
    elif inp == curses.KEY_RIGHT:
        dx = 5

    news.append("Yeet!")
                           
    drop_first(lambda x: x.type == "rock", player.inv)
    rock = Object(player.x + dx, player.y + dy,".", 12, "rock")
    objects.append(rock)   
    enemies = filter(lambda c: c.type != "player" and distance(c,rock) <= 10, cs)
    for e in enemies:
        e.target = (rock.x, rock.y)
        e.distracted = 3
Exemplo n.º 34
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	def _get_object(self):
		"""
		:return:
			The object our ref currently refers to. Refs can be cached, they will 
			always point to the actual object as it gets re-created on each query"""
		# have to be dynamic here as we may be a tag which can point to anything
		# Our path will be resolved to the hexsha which will be used accordingly
		return Object.new_from_sha(self.repo, hex_to_bin(self.dereference_recursive(self.repo, self.path)))
Exemplo n.º 35
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Arquivo: menu.py Projeto: Edz77/aero
 def animation(self):
     self.tick += 1
     if self.tick <= 45:
         self.key = Object(KEY_ASSET, 0, 600, self.key_group)
     else:
         if self.tick > 90:
             self.tick = 0
         self.key_group.empty()
Exemplo n.º 36
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class ExplodingBullet(Object):
    def __init__(self, (xp, yp), zp, ori, (xi, yi), target, launcher, weapon):
        Object.__init__(self, weapon.stats.projectile, xp, yp, zp, ori, xi, yi,
                        0, 0)
        self.target = target
        self.launcher = launcher
        self.weapon = weapon
        self.ttl = weapon.stats.projectileTtl
Exemplo n.º 37
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class Mine(Object):
    def __init__(self, stats, (xp, yp), zp, (xi, yi), weapon, explosionRange,
                 detectionRange):
        Object.__init__(self, stats, xp, yp, zp,
                        random() * 2 * pi, xi, yi, 0, 0)  # random()*0.01 )
        self.weapon = weapon
        self.ttl = 30 * 360  #weapon.stats.projectileTtl
        self.detectionRange = detectionRange
        self.explosionRange = explosionRange
Exemplo n.º 38
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	def __init__(self, sequence, \
			id, type, name, \
			size, \
			posx, posy, posz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number,
			modify_time):
		Object.__init__(self, sequence, \
			id, type, name, \
			size, \
			posx, posy, posz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time)
Exemplo n.º 39
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    def doTurn(self, game):
        # ai
        if self.ai:
            ( addedObjects0, removedObjects0, addedGfxs0 ) = self.ai.doTurn( self, game )
        else:
            ( addedObjects0, removedObjects0, addedGfxs0 ) = ([],[],[])

        if not self.orbiting and self.pulsedUntil < game.tick:
            # engine thrust
            self.xi = self.xi + self.thrust * cos( self.ori )
            self.yi = self.yi + self.thrust * sin( self.ori )

            # gouvernailstats
            self.ri = self.ri + self.rg

            # inertia controls
            self.xi = self.xi * (0.9+0.01*self.stats.mass)*self.inertiaMod #0.9
            self.yi = self.yi * (0.9+0.01*self.stats.mass)*self.inertiaMod #0.9
            self.zi = self.zi * (0.9+0.01*self.stats.mass)*self.inertiaMod #0.9
            if fabs(self.xi) < 0.05 and fabs(self.yi) < 0.05:
                self.xi = self.yi = 0

            if self.inertiaControl:
                self.ri = self.ri * 0.9 # *self.inertiaMod
                if fabs(self.ri) < 0.0005:
                    self.ri = 0

        if (not self.ai or self.ai.dockingTo) and randint( 0, config.fps*10 ) == 0:
        #    zDiff = -2 + 4*randint( 0, 1 )
            nz = randint( -5, 5 )
            can = True
            for obj in game.objects.getWithinArea( self, self.stats.maxRadius+500 ):
            #    print "s ", obj.zp <= max( self.zp, nz ), obj.zp >= min( self.zp, nz ), areOver( self, obj )
                if obj != self and obj.zp <= max( self.zp, nz ) and obj.zp >= min( self.zp, nz ) and areOver( self, obj ):
                    can = False
                    break
         #   print "switch", can, nz, obj.zp <= max( self.zp, nz ), obj.zp >= min( self.zp, nz ), areOver( self, obj )
            if can:
                self.zp = nz
                    
 
        ( addedObjects1, removedObjects1, addedGfxs1 ) = Object.doTurn( self, game )
#        if self.thrust > 0 and self.stats.engines:
#            if randint( 0, 4 ) == 0:
#                engine = choice( self.stats.engines )
#                (x,y) = (self.xp+engine[0]*cos(self.ori+engine[1]), self.yp+engine[0]*sin(self.ori+engine[1]) )
#                addedGfxs1.append( GfxExhaust( (x,y), self.zp, 0, -0.2*self.xi+(0.5-random())*0.4, -0.2*self.yi+(0.5-random())*0.4, random()*pi ) )

        if game.tick%(config.fps)==11:
            self.inNebula = False
            for obj in game.astres:
                if isinstance( obj, Nebula ) and distLowerThanObjects( self, obj, self.stats.maxRadius+obj.stats.maxRadius):
                    self.inNebula = True
                    break

        return ( addedObjects0+addedObjects1, removedObjects0+removedObjects1, addedGfxs0+addedGfxs1 )
Exemplo n.º 40
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    def create_final_objects(self, sensor_data):

        if self.number_of_objects != 0:

            for obj_number in range(1, self.number_of_objects + 1):
                items = []
                for item in sensor_data:
                    if item[1] == obj_number:
                        items.append(item)

                created_object = Object("", obj_number, 0)
                for compare in items:
                    if compare[2] > created_object.percentage:
                        created_object.name = compare[0]
                        created_object.percentage = compare[2]

                self.objects.append(created_object)

        return self.objects
Exemplo n.º 41
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    def __init__(self,
                 stats,
                 ai,
                 xp,
                 yp,
                 zp=0,
                 ori=0.0,
                 xi=0,
                 yi=0,
                 zi=0,
                 ri=0,
                 thrust=0):
        Object.__init__(self, stats, xp, yp, zp, ori, xi, yi, zi, ri)

        self.alive = True
        self.maxOri = 2 * pi

        self.thrust = thrust
        self.rg = 0

        self.shieldVsMass = self.stats.shieldVsMass
        self.shieldVsEnergy = self.stats.shieldVsEnergy
        self.hullVsMass = self.stats.hullVsMass
        self.hullVsEnergy = self.stats.hullVsEnergy

        self.ai = ai
        self.dockedTo = False
        self.dockedAt = 0  # tick at docking

        self.hull = stats.maxHull
        self.shield = stats.maxShield
        self.inertiaControl = True

        self.headed = True  # differentiate bases from ships

        self.pulsedUntil = -1000
        self.inNebula = False  # variable state
        self.inertiaMod = 1
        self.thrustBoost = 0

        self.shipyards = []  # list of regulard shipyards
        self.guestDocked = []  # list of temporary docks
Exemplo n.º 42
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    def draw_object(self,object:objects.Object,value='·',fill = False):
        if type(object) == objects.Circle:
            self.draw_circle(object,value,fill)
            return
        elif type(object) == objects.Triangle and fill:            
            self.draw_filled_triangle(object,value)
            return


        for line in object.get_lines():
            self.draw_line(line,value)
Exemplo n.º 43
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def get_objects():
	random.seed(time.gmtime)
	objects = [];

	for i in range(10):
		x = random.randint(-10, 10)
		y = random.randint(-10, 10)

		if not (x == 2 and y == 2) and not (x == 0 and y == 0):
			objects.append(Object(i, x, y))

	return objects
Exemplo n.º 44
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    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)
        
        self.elapsed += time_elapsed
        
        if (self.elapsed >= self.time_interval_shot):
	    self.elapsed = 0.
	    _info = {
	    'destructible'    : False,
	    'destroys_player' : False,
	    'target'          : False
	    }
	    vec_dir = (self.level.ship.shape.position - self.shape.position -  self.gun_pos).normalizing().scalar(70.)
	    bullet_pos = self.shape.position + self.gun_pos
	    shape_bull = Shape(0.01, bullet_pos)
	    shape_bull.velocity = vec_dir
	    #
	    #(self, model, shape, element, lvl, duration, damage)
	    obj_sh = SimpleShootInvasor(self.level.models['InvasorSimpleGun'][0], shape_bull, _info, self.level, 20, 5)
	    self.level.add_object(obj_sh)
	    #
	       
Exemplo n.º 45
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 def load_room(self, name, passage=None):
     name = 'Data/Rooms/' + name
     with open(name, mode='r') as file:
         room_map = [line.strip() for line in file]
     width = len(room_map[0])
     height = len(room_map)
     room_map = [list(row) for row in room_map]
     if passage is not None:
         row = None
         if passage == 1:
             row = 0
         elif passage == 2:
             row = height - 1
         if row is not None:
             room_map[row][width // 2 - 1] = '|'
             room_map[row][width // 2] = '|'
             room_map[row][width // 2 + 1] = '|'
     for row in range(height):
         for col in range(width):
             obj = None
             if room_map[row][col] == 'W':
                 obj = Object((self.room_sprites, self.wall_sprites),
                              'wall', col, row, BLOCK_SIZE, offset=self.offset)
             elif room_map[row][col] == '.':
                 obj = Object((self.room_sprites,), 'empty', col, row, BLOCK_SIZE, offset=self.offset)
             elif room_map[row][col] == '|':
                 obj = Object((self.room_sprites,), 'empty', col, row, BLOCK_SIZE, offset=self.offset)
                 block_wall = Object((self.block_walls,), 'wall', col, row, BLOCK_SIZE, offset=self.offset)
                 self.block_walls.add(block_wall)
             elif room_map[row][col] == 'S':
                 obj = Object((self.room_sprites,), 'empty', col, row, BLOCK_SIZE, offset=self.offset)
                 script = Object((self.room_sprites,), 'empty', col, row, BLOCK_SIZE, offset=self.offset)
                 self.scripts.add(script)
                 self.room_sprites.add(script)
             elif room_map[row][col] == 'P':
                 obj = Object((self.room_sprites,), 'empty', col, row, BLOCK_SIZE, offset=self.offset)
                 self.player = Player(col, row, offset=self.offset)
             elif room_map[row][col] == 'T':
                 obj = Object((self.room_sprites,), 'empty', col, row, BLOCK_SIZE, offset=self.offset)
                 self.teleport = Object((self.room_sprites,),
                                        'teleport', col - 2, row - 4, BLOCK_SIZE, offset=self.offset)
             if obj is not None:
                 self.room_sprites.add(obj)
     return width, height
Exemplo n.º 46
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	def __init__(self, sequence, \
			id, type, name, \
			size, \
			startx, starty, startz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time, \
			endx, endy, endz):
		Object.__init__(self, sequence, \
			id, type, name, \
			size, \
			startx, starty, startz, \
			velx, vely, velz, \
			contains, \
			order_types, \
			order_number, \
			modify_time)

		self.length += 8*3
		self.start = self.pos
		self.end   = (endx, endy, endz)
Exemplo n.º 47
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    def doTurn( self, game ):
        (ao,ro,ag) = Object.doTurn(self, game)

        # detect hit
        for obj in game.objects.getWithinRadius( self, self.weapon.stats.projectile.explosionTriggerRange ):
            if obj.alive and obj.player != None and obj.player != self.launcher.player:
                (ao0, ro0, ag0) = explode( self, game, self.weapon.stats.projectile.explosionRange, energyDamage=self.weapon.stats.energyDamage, massDamage=self.weapon.stats.massDamage, sender=self.launcher.player, sound=ids.S_EX_FIRE )
                (ao, ro, ag) = (ao+ao0, ro+ro0, ag+ag0)

        if self.alive and self.ttl == 0:
            (ao0, ro0, ag0) = explode( self, game, self.weapon.stats.projectile.explosionRange, energyDamage=self.weapon.stats.energyDamage, massDamage=self.weapon.stats.massDamage, sender=self.launcher.player, sound=ids.S_EX_FIRE )
            (ao, ro, ag) = (ao+ao0, ro+ro0, ag+ag0)
        else:
            self.ttl = self.ttl - 1

        return (ao,ro,ag)
Exemplo n.º 48
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 def _set_reference(self, ref):
     """
     Set ourselves to the given ref. It will stay a symbol if the ref is a Reference.
     Otherwise we try to get a commit from it using our interface.
     
     Strings are allowed but will be checked to be sure we have a commit
     """
     write_value = None
     if isinstance(ref, SymbolicReference):
         write_value = "ref: %s" % ref.path
     elif isinstance(ref, Commit):
         write_value = ref.sha
     else:
         try:
             write_value = ref.commit.sha
         except AttributeError:
             sha = str(ref)
             try:
                 obj = Object.new(self.repo, sha)
                 if obj.type != "commit":
                     raise TypeError("Invalid object type behind sha: %s" % sha)
                 write_value = obj.sha
             except Exception:
                 raise ValueError("Could not extract object from %s" % ref)
         # END end try string  
     # END try commit attribute
     
     # if we are writing a ref, use symbolic ref to get the reflog and more
     # checking
     # Otherwise we detach it and have to do it manually
     if write_value.startswith('ref:'):
         self.repo.git.symbolic_ref(self.path, write_value[5:])
         return 
     # END non-detached handling
     
     path = self._get_path()
     directory = os.path.dirname(path)
     if not os.path.isdir(directory):
         os.makedirs(directory)
     
     fp = open(path, "wb")
     try:
         fp.write(write_value)
     finally:
         fp.close()
Exemplo n.º 49
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    def doTurn( self, game ):
        (ao,ro,ag) = Object.doTurn(self, game)

        ## detect hit
        if not game.tick%20:
            for obj in game.objects.getWithinRadius( self, self.detectionRange ):
                if obj.alive and obj.player and not isinstance( obj, Mine ):
                    (ao0,ro0,ag0) = self.explode( game )
                    (ao,ro,ag) = (ao+ao0,ro+ro0,ag+ag0)
                    break

        ## detect expiration
        if self.alive and self.ttl == 0:
            (ao0,ro0,ag0) = self.explode( game )
            (ao,ro,ag) = (ao+ao0,ro+ro0,ag+ag0)
        else:
            self.ttl = self.ttl - 1

        return (ao,ro,ag)
Exemplo n.º 50
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    def doTurn( self, game ):
        (ao,ro,ag) = Object.doTurn(self, game)

        # detect hit
        for obj in game.objects.getWithinRadius( self, self.stats.maxRadius ):
             if obj.alive and obj.player != None and obj.player != self.launcher.player: # TODO better
                 (ao0, ro0, ag0) = obj.hit( game, utils.angleBetweenObjects( obj, self), self.launcher.player, energy=self.weapon.stats.energyDamage, mass=self.weapon.stats.massDamage )
                 (ao, ro, ag) = (ao+ao0, ro+ro0, ag+ag0)
                 self.alive = False
                 ro.append( self )
                 break

        if self.alive and self.ttl == 0:
            self.alive = False
            ro.append( self )
        else:
            self.ttl = self.ttl - 1

        return (ao,ro,ag)
Exemplo n.º 51
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	def __str__(self):
		output = Object.__str__(self)
		output += pack(self.substruct, self.owner, self.ships, self.damage)

		return output
Exemplo n.º 52
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 def __init__(self, prototype):
     Object.__init__(self, prototype=prototype)
Exemplo n.º 53
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	def move(self, dx, dy):
		result = Object.move(self, dx,dy)
		return result
Exemplo n.º 54
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    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)
	if (self.asteroid_type == 'artificial'):
		self.shot_tick_counter = (self.shot_tick_counter + 1) % self.shot_tick_interval
		if (self.shot_tick_counter == 0):
			self.shot = True
Exemplo n.º 55
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    def __init__(self, model, shape, element):
        Object.__init__(self, model, shape, element)
	self.asteroid_type = None
	self.shot_tick_interval = 100
	self.shot_tick_counter = 0
	self.shot = False