Exemplo n.º 1
0
    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 2
0
    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 3
0
    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 4
0
    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 5
0
    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 6
0
    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 7
0
    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 8
0
    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)