2014-08-31 03:39:02 +02:00
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#!/usr/bin/env python3
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import os, pygame
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class Generate:
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def __init__(self, screen):
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self.inFlight = False
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2014-08-31 03:41:08 +02:00
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self.vx = 40
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self.vy = 40
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2014-08-31 03:39:02 +02:00
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self.screen = screen
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screen_width, screen_height = screen.get_size()
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self.pos = (screen_width / 2, screen_height)
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self.image = pygame.image.load(os.path.join('img','pin.png')).convert_alpha()
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def throwAt(self, target):
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self.inFlight = True
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self.target = target
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def isStuck(self):
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if self.pos == self.target:
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2014-08-31 10:06:22 +02:00
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# print('Pin stuck!')
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2014-08-31 03:39:02 +02:00
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return True
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def blitme(self):
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self.screen.blit(self.image, self.pos)
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def moveTowardsTarget(self):
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2014-08-31 03:44:49 +02:00
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##############################
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#
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# Late-Night-Comments:
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#
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2014-08-31 03:39:02 +02:00
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# OK, this works, but honestly,
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# it would probably be much more effective
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# to just be more lenient on isStuck
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# e.g. accept approximate positions.
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2014-08-31 03:44:49 +02:00
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###############################
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2014-08-31 03:39:02 +02:00
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x, y = self.pos
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tx, ty = self.target
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xToCover = tx - x;
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yToCover = ty - y;
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# Please someone turn this into python ;)
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if abs(xToCover) < self.vx:
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self.vx = self.vx/2
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if abs(yToCover) < self.vy:
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self.vy = self.vy/2
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if xToCover < 0:
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xstep = -1 * self.vx
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elif xToCover == 0:
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xstep = 0
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else:
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xstep = 1* self.vx
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newx = x + xstep
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if yToCover < 0:
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ystep = -1 * self.vy # = d * v (direction * speed)
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elif yToCover == 0:
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ystep = 0
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else:
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ystep = 1 * self.vy
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newy = y + ystep
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2014-08-31 10:06:22 +02:00
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# print('DEBUG :: pin target: ' + str(tx) + ',' + str(ty))
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# print('DEBUG :: pin position: ' + str(newx) + ',' + str(newy))
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# print('DEBUG :: pin distance: ' + str(xToCover) + ',' + str(yToCover))
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# print('DEBUG :: pin speed: ' + str(self.vx) + ',' + str(self.vy))
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# print('')
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2014-08-31 03:39:02 +02:00
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self.pos = (newx, newy)
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