/usr/share/games/slingshot/planet.py is in slingshot 0.9-1.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 | # This file is part of Slingshot.
#
# Slingshot is a two-dimensional strategy game where two players attempt to shoot one
# another through a section of space populated by planets. The main feature of the
# game is that the shots, once fired, are affected by the gravity of the planets.
# Slingshot is Copyright 2007 Jonathan Musther and Bart Mak. It is released under the
# terms of the GNU General Public License version 2, or later if applicable.
# Slingshot 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 any later version.
# Slingshot 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 Slingshot;
# if not, write to
# the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
# Copyright (C) 2009 Marcus Dreier <m-rei@gmx.net>
# Copyright (C) 2010 Ryan Kavanagh <ryanakca@kubuntu.org>
import pygame
import math
from random import randint
from math import sqrt
from slingshot.settings import *
from slingshot.general import *
class Planet(pygame.sprite.Sprite):
""" A planet sprite """
def __init__(self, planets, background, n=None, radius=None, mass=None, pos=None):
"""
Initialize a Planet.
@param planets: list of Planets
@type planets: list
@param background: ?
@param n: planet number
@type n: int
@param radius: the radius of this planet
@type radius: float
@param mass: mass of this planet
@type mass: float
@param pos: (x, y) position
@type pos: tuple(float, float)
@return: none
"""
pygame.sprite.Sprite.__init__(self)
self.type = "Planet"
if n == None and planets != None:
unique = False
while not unique:
unique = True
self.n = randint(1, 8)
for p in planets:
if self.n == p.get_n():
unique = False
else:
self.n = n
filename = get_data_path("planet_%d.png" % (self.n))
self.orig, self.rect = load_image(filename, (0,0,0))
self.image = self.orig
if radius == None or mass == None or pos == None:
positioned = False
while not positioned:
self.mass = randint(8,512)
# radius is between 25 and 100 when mass is
# between 8 and 512
self.r = self.mass**(1.0/3.0) * 12.5
self.pos = (randint(Settings.PLANET_SHIP_DISTANCE + round(self.r), 800 - Settings.PLANET_SHIP_DISTANCE - round(self.r)), randint(Settings.PLANET_EDGE_DISTANCE + round(self.r), 600 - Settings.PLANET_EDGE_DISTANCE - round(self.r)))
positioned = True
for p in planets:
d = math.sqrt((self.pos[0] - p.get_pos()[0])**2 + (self.pos[1] - p.get_pos()[1])**2)
if d < (self.r + p.get_radius()) * 1.5 + 0.1 * (self.mass + p.get_mass()):
positioned = False
else:
self.mass = mass
self.r = radius
self.pos = pos
s = int(round(2 * self.r / 0.96))
self.orig = pygame.transform.scale(self.image, (s, s))
self.image = self.orig
self.rect = self.orig.get_rect()
self.rect.center = self.pos
tmp = pygame.Surface(background.get_size())
tmp.blit(background, (0,0))
rect = tmp.blit(self.orig, self.rect.topleft)
self.fade_image = pygame.Surface(self.orig.get_size())
self.fade_image.blit(tmp, (0,0), rect)
self.fade_image.set_alpha(255)
self.fade_image.convert()
def get_n(self):
return self.n
def get_radius(self):
return self.r
def get_mass(self):
return self.mass
def get_pos(self):
return self.pos
def fade(self, f):
self.image = self.fade_image
self.image.set_alpha(255 - round(f * 2.55))
# def fade(self):
# self.image = self.fade_image
# self.image.blit(self.orig, (0,0))
# for i in range(1, f):
# r = round(self.r / 10)
# pygame.draw.circle(self.image, (0,0,0,0), (randint(r, round(2 * self.r) - r), randint(r, round(2 * self.r) - r)), r)
# for j in range(0, self.r):
# self.image.set_at((randint(0, round(self.r * 2)), randint(0, round(self.r * 2))), (0,0,0,0))
class Blackhole(Planet):
def __init__(self, planets, background, n=None, radius=None, mass=None, pos=None):
pygame.sprite.Sprite.__init__(self)
self.type = "Blackhole"
self.image = pygame.surface.Surface((2, 2))
self.image.fill((0,0,0))
self.image.set_alpha(0)
self.rect = self.image.get_rect()
if n == None and planets != None:
unique = False
while not unique:
unique = True
self.n = randint(Settings.MAX_PLANETS + 1, Settings.MAX_PLANETS + Settings.MAX_BLACKHOLES + 1)
for p in planets:
if self.n == p.get_n():
unique = False
else:
self.n = n
if radius == None or mass == None or pos == None:
positioned = False
while not positioned:
# We can't accurately represent blackholes in
# this game. According to my (feeble)
# understanding of the Schwarzschild radius, to
# have a radius of 1m and be a black hole, we'd
# have to have a mass of 6.73*10^26kg. At least
# 600 is still 6 times larger than the size of
# our largest planet.
self.mass = randint(600, 700)
self.r = 1 # radius
# Slightly more distance from the sides than
# planets because of our massive gravit.
# field.
self.pos = (randint(3 * Settings.PLANET_SHIP_DISTANCE + round(self.r),
800 - 3 * Settings.PLANET_SHIP_DISTANCE - round(self.r)),
randint(3 * Settings.PLANET_EDGE_DISTANCE + round(self.r),
600 - 3 * Settings.PLANET_EDGE_DISTANCE - round(self.r)))
positioned = True
for p in planets:
d = math.sqrt((self.pos[0] - p.get_pos()[0])**2 + (self.pos[1] - p.get_pos()[1])**2)
if d < (self.r + p.get_radius()) * 1.5 + 0.1 * (self.mass + p.get_mass()):
positioned = False
else:
self.mass = mass
self.r = radius
self.pos = pos
self.orig = self.image
self.rect = self.orig.get_rect()
self.rect.center = self.pos
def fade(self, f):
""" Don't mess with our alpha, we're invilible! """
pass
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