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
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
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()
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
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
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
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
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
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)
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()
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.)
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()
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()
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
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)
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
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)
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
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
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)
def __init__(self, x, y, char, name, color, use_function=None): Object.__init__(self, x, y, char, name, color, blocks=False, always_visible=False) self.use_function = use_function
def __init__(self, rotation, radius, weight=0, position=(0,0)): Object.__init__(self, rotation, position) # Set parts radius and weight self.radius = radius self.weight = weight
def __init__(self, model, shape, element): Object.__init__(self, model, shape, element) self.level = None self.time_interval_shot = 1.0 self.elapsed = 0.0 self.gun_pos = None
def __init__(self, prototype): Object.__init__(self, prototype=prototype)
def __init__(self): import proto_functions Object.__init__(self, prototype=proto_functions.undefined_proto)
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
def __init__(self, contents): import proto_functions Object.__init__(self, prototype=proto_functions.tuple_proto) self.contents = contents
def __init__(self, model, shape, element): Object.__init__(self, model, shape, element) self.level = None self.time_interval_shot = 1.0 self.elapsed = 0.0 self.gun_pos = None
def __init__(self, num): import proto_functions Object.__init__(self, prototype=proto_functions.num_proto) self.num = num
def __init__(self, model, shape, element): Object.__init__(self, model, shape, element)
def __init__(self, value): import proto_functions Object.__init__(self, prototype=proto_functions.bool_proto) self.value = value
def __init__(self, model, shape, element): Object.__init__(self, model, shape, element) self.type = element['type'].split('_')[0]
def __init__(self, model, shape, element): Object.__init__(self, model, shape, element) self.type = element['type'].split('_')[0]