Exemplo n.º 1
0
 def __call__(self, world, actor, interval):
     """Perform the update"""
     dx = self.parent.x - self.ox
     dy = self.parent.y - self.oy
     #
     if dx or dy:
         actor.move(dx * self.sx, dy * self.sy)
         self.ox = self.parent.x
         self.oy = self.parent.y
 def __call__(self, world, actor, interval):
     """Perform the update"""
     dx = self.parent.x - self.ox
     dy = self.parent.y - self.oy
     #
     if dx or dy:
         actor.move(dx*self.sx, dy*self.sy)
         self.ox = self.parent.x
         self.oy = self.parent.y
 def __call__(self, world, actor, interval):
     """Perform the motion"""
     if actor.active:
         dy = dx = 0
         if self._n and self._keyboard.isDown(self._n):
             dy = -self._speed
         if self._s and self._keyboard.isDown(self._s):
             dy = +self._speed
         if self._e and self._keyboard.isDown(self._e):
             dx = +self._speed
         if self._w and self._keyboard.isDown(self._w):
             dx = -self._speed
         actor.move(dx, dy)        
Exemplo n.º 4
0
 def __call__(self, world, actor, interval):
     """Perform the motion"""
     if actor.active:
         dy = dx = 0
         if self._n and self._keyboard.isDown(self._n):
             dy = -self._speed
         if self._s and self._keyboard.isDown(self._s):
             dy = +self._speed
         if self._e and self._keyboard.isDown(self._e):
             dx = +self._speed
         if self._w and self._keyboard.isDown(self._w):
             dx = -self._speed
         actor.move(dx, dy)
 def __call__(self, world, actor, interval):
     """Do the movement"""
     #
     # Forces
     offset = self._target - Vec2d(actor.x, actor.y)
     force = self._spring_constant*offset.length*offset.normalized()
     damping = -self._damping*self._v
     #
     # Update velocity and position
     self._v += (force + damping)*interval/1000.0
     dx, dy = self._v*interval/1000.0
     actor.move(dx, dy)
     #
     if offset.length < self._dead_zone:
         return B_COMPLETED
Exemplo n.º 6
0
 def __call__(self, world, actor, interval):
     """Do the movement"""
     #
     # Forces
     offset = self._target - Vec2d(actor.x, actor.y)
     force = self._spring_constant * offset.length * offset.normalized()
     damping = -self._damping * self._v
     #
     # Update velocity and position
     self._v += (force + damping) * interval / 1000.0
     dx, dy = self._v * interval / 1000.0
     actor.move(dx, dy)
     #
     if offset.length < self._dead_zone:
         return B_COMPLETED
 def __call__(self, world, actor, interval):
     """Update the actor position"""
     actor.move(self.vx * interval/1000.0, self.vy * interval/1000.0)
Exemplo n.º 8
0
 def __call__(self, world, actor, interval):
     """Update the actor position"""
     actor.move(self.vx * interval / 1000.0, self.vy * interval / 1000.0)