def __init__(self, hours=0, minutes=0, seconds=0): Entity.__init__(self, 0) # For this demo, the clock need not have mass. Intervaled.__init__(self, Clock.INTERVAL, Milli()) self.hours = hours self.minutes = minutes self.seconds = seconds
def __init__(self, scene, pos, dest, router): Entity.__init__(self) self._destroyed = False self._closing = False self._target_reached = False self._scene = scene self._map = scene.getMap() self._path = None self._dying_t = 0 self._spin = 0 self.moveTo(pos) self._scale = 1.0 self._graphics = R.loadObject("enemy.obj","diffuse") self._orient_m= T.identity_matrix() self._xform_m = N.dot(T.rotation_matrix(math.pi/2,(0,0,1)),T.scale_matrix(self._scale)) bounds = self._graphics.getObj().getBounds() router.requestJob(pos, dest, Enemy.OnRouteObtained, self) Entity.setBounds(self,bounds * self._scale) self._destroyed = False self._old_time = 0 self._old_pos = None # At t-1 self._old_pos2 = None # At t-2 self._hc = HeadingController()
def __init__(self, map, position): print "New player" Entity.__init__(self) self._lock = None self._phys = Verlet(position) self._phys.setDamping((0.02, 0.02, 0.0002)) self._phys.setGravity((0, 0, -0.00006)) self._on_floor = False self._speed = 0 self._map = map self._heading = 0 self.reset() r = self._radius = 0.1 self.setBounds(((-r, -r, -r), (r, r, r))) # entity stuff Entity.moveTo(self, position) # keep the entity updated self._scaling = T.scale_matrix(self._radius) self._last_pos = N.array((0, 0, 0), dtype="f") self._graphics = R.loadObject("sphere.obj", "diffuse")
def __init__(self, x, y, name, color="#000000", image_file=None, flip=False, force_background=False, jump_sound=None): Entity.__init__(self) self.name = name self.color = color self.xvel = 0 self.yvel = 0 self.onGround = False self.onStairs = False self.onBar = False self.on_goal = False self.image = draw_player(self.color, image_file, flip, force_background) self.rect = Rect(x, y, constants.TILE_X - 2, constants.TILE_Y) if jump_sound is None: self.jump_sound = None else: self.jump_sound = pygame.mixer.Sound(jump_sound) self.jump_sound.set_volume(1.0)
def __init__(self, pos=Vector(0, 0), rot=0.0): """Creates a new Ship Args: pos: the position of the ship rot: the rotation of the ship Returns: a new Ship instance """ # Get the initial direction of the ship using the rotation direction = Vector(cos(radians(rot)), sin(radians(rot))) # Initially, the ship isn't moving self._movement = Vector.zero() # Initialize bullet list self.bullets = [] self._last_shoot = self._shoot_delay self._last_teleport = self._teleport_delay self.teleport_up = True self.effect_player = EffectPlayer.instance() Entity.__init__(self, (20, 0, -30, 20, -30, -20), direction, lin_speed=1.0, rot_speed=2.0, pos=pos, rot=rot, scale=0.5)
def __init__(self, scene, pos): Entity.__init__(self) self._destroyed = False self._closing = False self._scene = scene self.moveTo(pos) self._graphics = R.loadObject("targetpt.obj","diffuse") self._beacon = R.loadObject("beacon.obj","glow") self._anim_m = T.identity_matrix() self._rot= T.quaternion_about_axis(0, (0,0,1)) self._rot_speed = T.quaternion_about_axis(0.01, (0,0,1)) self._scale = 0.15 self.moveTo(self.getPosition() + (0,0,-0.3)) self._scale_m = T.scale_matrix(self._scale) bounds = self._graphics.getObj().getBounds() * self._scale Entity.setBounds(self,bounds)
def __init__(self, poi_type, red, black): Entity.__init__(self, poi_type, red, black) self.width = 90 self.height = 90 self.offsetRed = self.height / 2 self.offsetBlack = self.width / 2 self.conceal()
def __init__(self, poi_type, red, black): Entity.__init__(self, poi_type, red, black) self.width = 90 self.height = 90 self.offsetRed = self.height/2 self.offsetBlack = self.width/2 self.conceal()
def __init__(self, mass, position, velocity): Entity.__init__(self, mass) Positioned.__init__(self, position) Moving.__init__(self, velocity) self.radius = mass / 2 self.color = (127, 127, 0) self.accumulatedTime = 0 self.environment = None self.halt = False
def __init__(self, door_type, red, black, red_link, black_link): Entity.__init__(self, door_type, red, black) self.red_link = red_link self.black_link = black_link self.key = "door-{}-{}-{}-{}".format(red, black, red_link, black_link) self.width = 100 self.height = 100 self.set_offset() self.close()
def __init__(self, door_type, red, black, red_link, black_link): Entity.__init__(self, door_type, red, black) self.red_link = red_link self.black_link = black_link self.key = "door-{}-{}-{}-{}".format(red, black, red_link, black_link) self.width = 100 self.height = 100 self.set_offset() self.close()
def __init__( self, level_loaded: Level, x, y, name, key_up, key_down, key_right, key_left, bg_color="#000000", image_file=None, image_transform=None, flip=False, force_background=False, jump_sound=None, ): Entity.__init__(self) self.collides = True self.has_grip = False self.item = False self.collectable = False self.transformed = False self.fly = False self.target_player = None self.path = None self.path_last_calc = pygame.time.get_ticks() self.name = name self.level_loaded = level_loaded self.key_up = key_up self.key_down = key_down self.key_right = key_right self.key_left = key_left self.key_pressed_up = False self.key_pressed_down = False self.key_pressed_left = False self.key_pressed_right = False self.bg_color = bg_color self.vel_x = 0 self.vel_y = 0 self.onGround = False self.onStairs = False self.onBar = False self.on_goal = False self.image = draw_player(level_loaded, self.bg_color, image_file, flip, force_background) self.image_transform = image_transform self.rect = Rect(x, y, level_loaded.TILE_X-2, level_loaded.TILE_Y) if jump_sound is None: self.jump_sound = None else: self.jump_sound = pygame.mixer.Sound(jump_sound) self.jump_sound.set_volume(1.0)
def __init__(self, name, password=None): Entity.__init__(self) self.create_ts = datetime.now() self.name = name self.seed = sum([ord(i) for i in self.id]) self.password = password self.history = [] self.current = None self.locked = False self.players_auth_ids = [] self.stunned = False self.result = None
def __init__(self, timer, frameRate=FRAME_RATE, mass=0): Entity.__init__(self, mass) resolution = Milli() Intervaled.__init__(self, 1 / (resolution.scalor * frameRate), resolution) self.viewer = None self.overlay = None self.sensor = None self.mount = None self.lens = None # The camera should always start living. self.birth() # TODO: Or maybe wait when it's added to the environment?
def __init__(self, pos, particles): Entity.__init__(self) self._particles = particles self.moveTo(pos) self._graphics = R.loadObject("base.obj","diffuse") self._anim_m = T.identity_matrix() bounds = self._graphics.getObj().getBounds() Entity.setBounds(self,bounds)
def __init__(self, position, velocity, rayColor=None): Entity.__init__(self, 0) # Light rays have 0 mass. For now. Positioned.__init__(self, position) Moving.__init__(self, velocity) self.velocityModifier = None self.rayColor = rayColor if rayColor else (int(random() * 255), int(random() * 255), int(random() * 255)) self.segment = None self.bounces = RAY_BOUNCES self.timeResolution = Milli() self.accumulatedTime = 0 self.environment = None
def __init__( self, level_loaded: Level, x, y, name, bg_color="#000000", image_file=None, image_transform=None, flip=False, force_background=False, jump_sound=None ): Entity.__init__(self) self.collides = False self.has_grip = False self.item = False self.collectable = False self.transformed = False self.fly = False self.level_loaded = level_loaded self.name = name self.bg_color = bg_color self.xvel = 0 self.yvel = 0 self.onGround = False self.onStairs = False self.onBar = False self.on_goal = False self.image_file = image_file self.image_right = draw_player( level_loaded.TILE_X, level_loaded.TILE_Y, self.bg_color, image_file, True ) self.image_left = draw_player( level_loaded.TILE_X, level_loaded.TILE_Y, self.bg_color, image_file, False ) self.image = self.image_right self.image_transform = image_transform self.rect = Rect(x, y, level_loaded.TILE_X-2, level_loaded.TILE_Y) if jump_sound is None: self.jump_sound = None else: self.jump_sound = pygame.mixer.Sound(jump_sound) self.jump_sound.set_volume(1.0)
def __init__(self, texture = None, position = Point2(0, 0), depth = 55, scale = 1, transparency = True): Entity.__init__(self, "shapes/plane") self.prime.reparentTo(base.camera) self.prime.setPos(Point3(position.getX(), depth, position.getY())) self.prime.setScale(scale) # tells panda3d to not care about what order to draw the sprite in, prevents # z-fighting self.prime.setBin("unsorted", 0) # tells panda3d not to check if something has been drawn in front of it self.prime.setDepthTest(False) if transparency: self.prime.setTransparency(1) if texture: self.texture = base.loader.loadTexture(APP_PATH + "media/textures/" + texture + ".png") self.prime.setTexture(self.texture, 1)
def __init__(self, role, player, red, black): Entity.__init__(self, role, red, black) self.set_player(player) self.role = role self.image_name = "assets/firefighters/{}_{}.png".format(self.role, self.player.color)
def __init__(self, title, publication_date): Entity.__init__(self) self.title = title self.publication_date = publication_date
def __init__(self, hazard_type, red, black): Entity.__init__(self, hazard_type, red, black) self.image_name = "assets/tokens/{}.png".format(self.entity_type)
def __init__(self, hazard_type, red, black): Entity.__init__(self, hazard_type, red, black) self.image_name = "assets/tokens/{}.png".format(self.entity_type)
def __init__(self, text, id_book, id_user): Entity.__init__(self) self.text = text self.id_book = id_book self.id_user = id_user
def __init__(self, game, pos): self.inventory = [] self.quest_list = [] self.registered_actions = [] # use for buf and debuf # Rolling base stats self.base_strength = ut.roll(6, 3) self.base_dexterity = ut.roll(6, 3) self.base_mind = ut.roll(6, 3) self.base_charisma = ut.roll(6, 3) # As a human, adding +1 to 2 random Characteristics characteristics = [c.CHAR_NAME, c.STR_NAME, c.DEX_NAME, c.MIND_NAME] rd.shuffle(characteristics) setattr(self, 'base_' + characteristics[0], getattr(self, characteristics[0]) + 1) setattr(self, 'base_' + characteristics[1], getattr(self, characteristics[1]) + 1) # Now starting as an adventurer self.base_hit_points = ut.roll(8) + self.strength self.base_body_points = 20 self.saving_throw = 14 self.experience = 0 self.level = 1 Entity.__init__(self, game, MName.name(), pos, "PLAYER", vision=4, fighter=PlayerFighter( hit_points=self.base_hit_points, body_points=self.base_body_points, physical_combat_bonus=1, magical_combat_bonus=0)) self.inventory_max = 100 self.base_speed = 10 self.wealth = 0 self.invalidate_fog_of_war = True # Player needs to heal from exploration self.time_before_next_heal = 10 # in 10 turn, recover strength bonus health game.bus.register(self, main_category=c.P_CAT_ENV, sub_category=c.AC_ENV_MOVE, function_to_call=self.exploration_heal) # TODO Remove the following tests in real life self.quest_list.append( KillQuest(self, game.bus, "BAT", 2, "kill at least 2 bats", rewards={ "target": self, "wealth": 20, "xp": 10 })) self.quest_list.append( KillQuest(self, game.bus, "ANY", 5, "kill five enemies", rewards={ "target": self, "wealth": 15, "xp": 20 })) self.quest_list.append( KillQuest(self, game.bus, "ANY", 1, "kill whatever creature", rewards={ "target": self, "wealth": 10, "xp": 15 })) self.quest_list.append( KillAllQuest(self, game.bus, game.objects, rewards={ "target": self, "wealth": 100, "xp": 150 }))
def __init__(self, username, password, first_name, last_name, **kwargs): Entity.__init__(self) self.username = username self.password = password self.first_name = first_name self.last_name = last_name
def __init__(self, mass, position): Entity.__init__(self, mass) Positioned.__init__(self, position)
def __init__(self, model): Entity.__init__(self, model) self.create_collisions()
def __init__(self, scene, pos, direction, missile_type, follow): Entity.__init__(self) self._t0 = None self._follow = follow self._scene = scene self._map = scene.getMap() self.moveTo(pos) self._thrust = 0.01 self._speed = 0.1 self._destroyed = False self._graphics = R.loadObject(missile_type+".obj","diffuse") self._pos_m = T.translation_matrix(pos) axis = T.random_vector(3) self._d_rotation = T.quaternion_about_axis(0.01, axis) self._rotation = T.random_quaternion() self._dir = direction scale = 0.05 self._scaling_m = T.scale_matrix(scale) bounds = self._graphics.getObj().getBounds() * scale Entity.setBounds(self,bounds) self._trail= ParticleGenerator("billboard","puff.jpg") self._trail.setEvolveTime(0.5) self._trail.setAcceleration(0) self._trail.setEasing(0.5, 0.5, 0.0, 0.05, 0.2) self._trail.setBrightness(0.5) pg = scene.getParticleManager() def em(t): while True: dx = 2.*random.random()-1. dy = 2.*random.random()-1. dz = 2.*random.random()-1. r = dx*dx+dy*dy+dz*dz if r < 1.0: break return self._pos,(dx*0.2,dy*0.2,dz*0.2) self._trail.setEmitter(em) self._trail.setMode("DYNAMIC") pg.manageGenerator(self._trail) self._last_z = 0
def __init__(self, unique_id, entity_type=EntityType.find(100), name='Unnamed entity', state=STATE_UNKNOWN, state_value=None, last_checkin=0): Entity.__init__(self, unique_id, entity_type, name=name, state=state, state_value=state_value, last_checkin=last_checkin)
def __init__(self, position): Entity.__init__(self, 0) # For this demo, the radar need not have mass. Positioned.__init__(self, position) self.angle = -0.25 * tau # Start at midnight instead of 3 o'clock. self.environment = None self.drawing = False