def shoot_lasers(self): left_laser = Laser(Side.LEFT, self.player) right_laser = Laser(Side.RIGHT, self.player) self.lasers.append(left_laser) self.lasers.append(right_laser) self.all_sprites.append(left_laser) self.all_sprites.append(right_laser)
def r_shoot(self): if self.cool_down == 0: rlaser = Laser(self.get_x() - 35, (self.get_y() - 20), self.r_laser_img) self.r_rlasers.append(rlaser) llaser = Laser(self.get_x() + 5, (self.get_y() - 20), self.r_laser_img) self.r_rlasers.append(llaser) self.cool_down = 1 self.cooldown()
def g_shoot(self): if self.cool_down == 0: rlaser = Laser(self.get_x() - 10, (self.get_y() - 0), self.g_laser_img) self.g_rlasers.append(rlaser) llaser = Laser(self.get_x() + 30, (self.get_y() - 0), self.g_laser_img) self.g_rlasers.append(llaser) self.cool_down = 1 self.cooldown()
def shoot_lasers(self): laser1 = Laser(self.x + self.ship_img.get_width() // 2 - self.laser_img.get_width() // 2 - 30, self.y + self.ship_img.get_height() - self.laser_img.get_width() // 2 - 15, self.laser_img) laser2 = Laser(self.x + self.ship_img.get_width() // 2 - self.laser_img.get_width() // 2 + 60, self.y + self.ship_img.get_height() - self.laser_img.get_width() // 2 - 15, self.laser_img) self.lasers.append(laser1) self.lasers.append(laser2)
def createLaser(self): if (self.lastlaser + 1 < time.time() and self._laser): threading.Thread(target=playsound, args=('laser.wav', ), daemon=True).start() pos = self._paddle.getPosition() size = self._paddle.getSize() temp = Laser(np.array([pos[0], pos[1] + 1])) self.laserbeams.append(temp) temp = Laser(np.array([pos[0], pos[1] + size[1] - 1])) self.laserbeams.append(temp) self.lastlaser = time.time()
def shoot_lasers(self): laser = Laser( self.x + self.ship_img.get_width() // 2 - self.laser_img.get_width() // 2 - 45, self.y + self.ship_img.get_height(), self.laser_img) self.lasers.append(laser) laser = Laser( self.x + self.ship_img.get_width() // 2 - self.laser_img.get_width() // 2 + 45, self.y + self.ship_img.get_height(), self.laser_img) self.lasers.append(laser)
def __init__(self, name, rate_limiter): super(Leader, self).__init__(name, rate_limiter=rate_limiter, laser_range=[np.pi / 3.5, np.pi / 3.5], laser_dist=2) self._epsilon = 0.1 self.leg_pub = rospy.Publisher('/' + name + '/legs', Marker, queue_size=5) self.centroid_pub = rospy.Publisher('/' + name + '/centroids', Marker, queue_size=5) self.v_pub = rospy.Publisher('/' + name + '/vel', Marker, queue_size=5) self.follow = None self._tf = TransformListener() self.last_vel = np.array([0., 0.]) self.all_around_laser = Laser(name=name, laser_range=[np.pi, np.pi]) self.last_legs = None def f(state, noise): pass def g(state, noise): pass self.ukf = UnscentedKalmanFilter(f, g) self.kf = None
def fire(self, angle_degrees): if self.cooldown_timer == 0: l = Laser(heading=angle_degrees, sourcebot=self.source, color=self.color) self.laser_cb(l) self.cooldown_timer = self.cooldown
def fire(self, sprite): '''Fires laser if can''' if self.last_fire > LASER_CADENCE: self.last_fire = 0 self.fire_sound.play() return Laser(self.x, self.y, self.rotation, sprite, self.x_speed, self.y_speed, self.space_width, self.space_height)
def reset(self): self.laser = Laser() self.ufo = Ufo() self.alpha = 0 #angle between laserbeam and ufo self.gamma = 0 #angle between center and left/right end of ufo circle self.hit = False
def battle(self): if self.music_playing == False: pygame.mixer.music.load("screammachine.wav") pygame.mixer.music.play(-1) self.music_playing = True laser = Laser(self.angle, self.rect.center, self.gs) self.gs.laser_list.append(laser)
def run(self): # Get all boards print("Generating all the boards..."), sys.stdout.flush() boards = self.generate_boards() print("Done") sys.stdout.flush() print("Playing boards...") sys.stdout.flush() # Loop through all boards, and "play" them for b_index, board in enumerate(boards): board_checking = self.set_board(board) Test_1 = Laser(board_checking, self.points) laser_solved = Test_1.laser_run(self.laser) #laser object returns a boolean after checking if all points are met if laser_solved: print('solved') self.solution = board self.save_board() break
def fire_laser(self): laser = Laser(self.batch, self.objects) laser.x = self.x + self.sprite.width // 2 * math.cos(self.rotation) laser.y = self.y + self.sprite.height // 2 * math.sin(self.rotation) laser.x_speed = self.x_speed + LASER_SPEED * math.cos(self.rotation) laser.y_speed = self.y_speed + LASER_SPEED * math.sin(self.rotation) laser.rotation = self.rotation
def fire_laser(ai_settings, screen, aliens, lasers): shooting_alien = random.choice(aliens.sprites()) if len(lasers) < ai_settings.lasers_allowed and \ (ai_settings.laser_stamp is None or (abs(pygame.time.get_ticks() - ai_settings.laser_stamp) > ai_settings.laser_time)): laser = Laser(ai_settings, screen, shooting_alien) lasers.add(laser)
def logic(self): """Do player game logic.""" # Can't jump forever. if self.jumping and self.pos_y < self.ground_y - self.jump_max + self.size_x: self.jumping = 0 self.falling = 1 if self.falling and self.pos_y > self.ground_y - self.size_y: self.falling = 0 if self.jumping: self.pos_y -= self.move_amt if self.falling: self.jumping = 0 # Supports voluntary fall. self.pos_y += self.move_amt if self.launched: self.pos_y -= 1.5 * (self.move_amt) # Can't Launch forever if self.launched and self.pos_y < self.ground_y - 3 * (self.jump_max): self.launched = 0 self.falling = 1 if self.lasering > 0: self.lasering -= 1 if self.laser is None: self.laser = Laser(size_y=self.ground_y, pos_y=0) self.laser.pos_x = self.pos_x + self.size_x / 2 self.laser.size_y = self.pos_y else: self.laser = None
def fire_laser(settings, screen, alien, lasers): """Fire a bullet if limit not reached yet""" shoot_sound = pygame.mixer.Sound('sounds/shoot.wav') # Create a new bullet and add it to the bullets group. if len(lasers) < settings.lasers_allowed: new_laser = Laser(settings, screen, alien) lasers.add(new_laser) shoot_sound.play()
def fire(self): # assume we have a class called Laser that handles... # ...what the laser looks like, its move method, its draw method, and its display method laser = Laser(game=self.game) # create a new laser object every time the user hits the key in the play loop that # will call this method (self.ship.fire()) # add the newly created laser to the lasers group that is defined in this class's __init__ method self.lasers.add(laser)
def initialise(): GpioInterface.initialise() Peripherals.motion_sensor = MotionSensor(14) Peripherals.laser = Laser(4) Peripherals.laser.turnOff() Peripherals.gimbal = Gimbal(3, 2) Peripherals.audio = AudioInterface() Peripherals.button = Button(15)
def __init__(self, memap): self.move = rospy.Publisher("/cmd_vel", Twist, queue_size=1) #entender bem esta linha self.speed = Twist(Vector3(0.5, 0, 0), Vector3(0, 0, 0)) self.angular = Twist(Vector3(0, 0, 0), Vector3(0, 0, 0.5)) self.memap = memap self.laser = Laser()
def test_first_thing_laser_shoots_is_correct(): amap, laser_pos = laser_test() laser = Laser(amap, laser_pos) asteroid_hit = laser.fire() assert asteroid_hit == Coord(8, 1)
def fire_laser(ai_settings, screen, aliens, lasers): """Random laser fired from random alien.""" alien_fired = random.choice(aliens.sprites()) if len(lasers) < ai_settings.lasers_allowed and (ai_settings.laser_stamp is None or (abs(pygame.time.get_ticks() - ai_settings.laser_stamp) > ai_settings.laser_time)): new_laser = Laser(ai_settings, screen, alien_fired) alien_fired.invader_shoot() lasers.add(new_laser)
def shoot2(self): """ Creates a laser :return: None """ laser = Laser(self.x + self.BOSS_ATTACK_1[0].get_width() // 2 - 70, self.y + self.BOSS_SHIP[0].get_height() - 50, self.laser_img) self.lasers.append(laser)
def process_laser(self, agent, command): agent.last_laser_world_tick = self.world_tick name = 'laser{0}'.format(len(self.lasers) + 1) start_pos = self.relative_position( agent, Point(agent.position.x, (agent.position.y - 20))) laser = Laser(agent.team, name, agent.name, start_pos, agent.bearing) self.lasers.append(laser) agent.command_finished()
def shoot(self): """ Creates a laser :return: None """ laser = Laser( int(self.x + self.ship_img.get_width() / 2 + self.shoot_x), self.y + self.ship_img.get_height() + self.shoot_y, self.laser_img) self.lasers.append(laser)
def create_bullet(self): """ Creates an instance of laser and appends it to the bullets sprite list """ if self.ammo > 0: laser = Laser(self.ship.center_x, self.ship.center_y) self.bullets.append(laser) arcade.sound.play_sound(self.gun_sound) self.ammo -= 1
def fire_random_laser(ai_settings, screen, aliens, lasers): # random laser from random alien firing_alien = random.choice(aliens.sprites()) if len(lasers) < ai_settings.lasers_allowed and \ (ai_settings.laser_stamp is None or (abs(pygame.time.get_ticks() - ai_settings.laser_stamp) > ai_settings.beam_time)): new_laser = Laser(ai_settings, screen, firing_alien) firing_alien.fire_laser() lasers.add(new_laser)
def create_laser(self): """Checks to see if enough time has elapsed since the last Laser has been fired. If so, creates a new Laser object. """ if self.clock > self.last_fire + self.laser_buffer: new_laser_position = (self.ship_rect.centerx - self.laser_offset, self.ship_height - self.laser_offset) new_laser = Laser(self.laser_size, new_laser_position, self.laser_speed) self.laser_list.append(new_laser) self.last_fire = self.clock
def update(self): ''' Update movement based on server ''' data = self.s.recv(BUFFER_SIZE).decode() data = eval(data) self.player1.setxRect(data['xpos']) self.player1.setyRect(data['ypos']) self.objects.update(self.screen_rect) if data['fire']: self.objects.add(Laser(data['center'], data['angle']))
def update(self): ''' Update movement based on server ''' data = self.s.recv(BUFFER_SIZE).decode() data = eval(data) self.player1.setxRect(data['xpos']) self.player1.setyRect(data['ypos']) self.objects.update(self.screen_rect) self.player2.setxRect(data['xposP2']) self.player2.setyRect(data['yposP2']) self.player2.set_angle(data['angleP2']) self.objectsP2.update(self.screen_rect) if data['fire']: self.objects.add(Laser(data['center'], data['angle'], True)) if data['fireP2']: self.objectsP2.add(Laser(data['centerP2'], data['angleP2'], False)) self.FPS = data['FPS']
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int): # Fire! # grabs the current angle between the ship and mouse angle = self.get_angle_degrees(x, y) + 90 # creates a laser object using information from the ship laser = Laser(angle, self.ship.center.x, self.ship.center.y, self.ship.velocity.dx, self.ship.velocity.dy) # adds it to the list self.lasers.append(laser)