def activeMovement(self, sprite, action, speed=None): """ Here the assumption is that the controls determine the direction of acceleration of the sprite. """ if speed is None: speed = sprite.speed v1 = action[0] / float(sprite.mass) + sprite.orientation[0] * speed v2 = action[1] / float(sprite.mass) + sprite.orientation[1] * speed sprite.orientation = unitVector((v1, v2)) sprite.speed = vectNorm((v1, v2)) / vectNorm(sprite.orientation)
def killIfSlow(sprite, partner, game, limitspeed=1): """ Take a decision based on relative speed. """ if sprite.is_static: relspeed = partner.speed elif partner.is_static: relspeed = sprite.speed else: relspeed = vectNorm((sprite._velocity()[0] - partner._velocity()[0], sprite._velocity()[1] - partner._velocity()[1])) if relspeed < limitspeed: killSprite(sprite, partner, game)
def wallStop(sprite, partner, game, friction=0): # FLAG """ Stop just in front of the wall, removing that velocity component, but possibly sliding along it. """ if not oncePerStep(sprite, game, 'laststop'): return stepBack(sprite, partner, game) if abs(sprite.rect.centerx - partner.rect.centerx) > abs(sprite.rect.centery - partner.rect.centery): sprite.orientation = (0, sprite.orientation[1] * (1. - friction)) else: sprite.orientation = (sprite.orientation[0] * (1. - friction), 0) sprite.speed = vectNorm(sprite.orientation) * sprite.speed sprite.orientation = unitVector(sprite.orientation)
def wallStop(sprite, partner, game, friction=0): """ Stop just in front of the wall, removing that velocity component, but possibly sliding along it. """ if not oncePerStep(sprite, game, 'laststop'): return stepBack(sprite, partner, game) if abs(sprite.rect.centerx - partner.rect.centerx) > abs(sprite.rect.centery - partner.rect.centery): sprite.orientation = (0, sprite.orientation[1] * (1. - friction)) else: sprite.orientation = (sprite.orientation[0] * (1. - friction), 0) sprite.speed = vectNorm(sprite.orientation) * sprite.speed sprite.orientation = unitVector(sprite.orientation)