Created
April 19, 2013 19:56
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class Game(object): | |
def __init__(self): | |
self.time = 0.0 | |
self.director = Director(self) | |
self.players = [] | |
for i in range(4): | |
self.players.append(Player(self)) | |
def on_damaged(self, x, y): | |
if not (x.friendly and y.friendly): | |
if x.friendly: | |
x.increase_intensity(0.025) | |
if y.friendly: | |
y.increase_intensity(0.025) | |
self.director.last_combat_time = self.time | |
class Player(object): | |
friendly = True | |
def __init__(self, game): | |
self.game = game | |
self.intensity = 0 | |
def increase_intesity(self, amount): | |
self.intensity = max(0, min(1, self.intensity + amount)) | |
BUILD_UP = 0 | |
SUSTAIN_PEAK = 1 | |
PEAK_FADE = 2 | |
RELAX = 3 | |
STATE_MODULO = 4 | |
class Director(object): | |
intensity_peak = 0.75 | |
combat_duration = 3 | |
def __init__(self, game): | |
self.game = game | |
self.state = BUILD_UP | |
self.last_combat_time = -self.combat_duration | |
def next_state(self): | |
self.state += 1 | |
self.state %= STATE_MODULO | |
@property | |
def in_combat(self): | |
delay = self.game.time - self.last_combat_time | |
return delay < self.combat_duration |
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