/usr/share/games/balazar_brothers/camera.py is in balazarbrothers 1.0~rc1-4.2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 | # Balazar Brothers
# Copyright (C) 2006-2007 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
import math
import soya, soya.tofu as tofu
from balazar_brothers.platform import BumpablePlatform
class Traveling(soya.Traveling):
def __init__(self, characters = None):
soya.Traveling.__init__(self)
self.characters = characters or []
self.incline_as = None
self.smooth_move = 1
self.smooth_rotation = 0
self.position = soya.Point()
self.direction = soya.Point()
self.step = soya.Vector()
self.v = soya.Vector()
self.p = soya.Point()
self.custom_distance = 0.0
self.custom_angle = 0.0
self.last_step = None
def add_character(self, character, index = -1): self.characters.insert(index, character)
def best_position(self, camera):
v = self.v
p = self.p
step = self.step
for character in self.characters:
if character.level:
level = character.level
break
else: return self.position # All characters are dead
self.direction.parent = camera.parent
self.direction.set_xyz(0.0, 0.0, 0.0)
nb = 0
for character in self.characters:
if not character.platform:
if not character.next_platform:
nb += 1
#p.clone(character.jump_start_position)
p.clone(character)
p.convert_to(self.direction.parent)
self.direction.add_xyz(p.x, p.y, p.z)
else:
nb += 1
v.set_start_end(character.jump_start_position, character.next_platform.platform_position)
p.clone(character.jump_start_position)
p.add_mul_vector(character.jump_proportion, v)
p.convert_to(self.direction.parent)
self.direction.add_xyz(p.x, p.y, p.z)
elif not character.platform in self.characters:
nb += 1
p.clone(character)
p.convert_to(self.direction.parent)
self.direction.add_xyz(p.x, p.y, p.z)
if isinstance(character.platform, BumpablePlatform): self.direction.y -= character.platform.bumped_y
if nb == 0: return self.position # All characters are dead
self.direction.x /= nb
self.direction.y /= nb
self.direction.z /= nb
self.direction.y += 2.0
self.position.clone(self.direction)
v.set_start_end(self.characters[-1], self.characters[0])
v.convert_to(camera.parent)
if v.length() < abs(v.y) + 0.01:
#step.set_start_end(level.center, self.characters[0])
if not self.last_step:
self.last_step = level.center >> camera
self.last_step.convert_to(camera.parent)
#step.set_start_end(level.center, camera)
step.clone(self.last_step)
step.convert_to(camera.parent)
else:
self.last_step = None
soya.Vector(None, 0.0, 1.0, 0.0).cross_product(v, step)
step.convert_to(camera.parent)
step.set_length(2.0)
step.y = 0.4
if self.custom_angle:
x = step.x
z = step.z
cos = math.cos(self.custom_angle)
sin = math.sin(self.custom_angle)
step.x = cos * x + sin * z
step.z = -sin * x + cos * z
min_dist = 15.0
for i in range(50):
for character in self.characters:
v.set_start_end(character, self.position)
if v.length() < min_dist: break
if v.angle_to(step) > 25.0: break
else: break
self.position.add_vector(step)
if self.custom_distance:
self.position.add_mul_vector(self.custom_distance, step)
return self.position
def best_direction(self, camera):
return self.direction
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