Author Topic: FUN GOOD GAMES EAGLE AFFORDABLE GRAND REOPEN WITH LOW PRICE  (Read 3214 times)

SHARK CIRCUMCISER!
i think sheep pubic cutter would be a better move as my artist hates sharks

it involves sheepy, shark not.
He has a side job of circumcising sharks.

He has a side job of circumcising sharks.
that sounds arousing.

i think sheep pubic cutter would be a better move as my artist hates sharks
name good.
development continued.
Code: [Select]
sheep-pubic-cutter
do not get kod
#include <iostream>

int main

int sheepyhate = Sheepy 10 pubic hairs regained!

onko
{
die
}

onpubiccut
{
wingame
return 0;
}

onsheepyresist
{
regain10pubichairs
cout << sheepyhate
}
finished almost suggestions needed.

that sounds arousing.
it's T for Teens! It's the only way!

name good.
development continued.
Code: [Select]
sheep-pubic-cutter
do not get kod
#include <iostream>

int main

int sheepyhate = Sheepy 10 pubic hairs regained!

onko
{
die
}

onpubiccut
{
wingame
return 0;
}

onsheepyresist
{
regain10pubichairs
cout << sheepyhate
}
finished almost suggestions needed.

Good script can be run in console by dragging the .eag file from desktop console

DOWNLOAD link ON OP CREDIT TYRMOS SCRPT EMPLOYEE

We make a lot of good progress today.

We make a lot of good progress today.
very progress made <3 team of fun good games eagle affordable

very progress made <3 team of fun good games eagle affordable
Team developer hug



Sigh.
You are no hardcore gamer.
Or a developer.
Post code or leave.
« Last Edit: May 24, 2012, 09:51:20 AM by LawtyLawt »

Sigh.
you port make game now do plz we all did them make gmae

you port make game now do plz we all did them make gmae
Sir Master Developer is correct.

You are no hardcore gamer.
Or a developer.
Post code or leave.

Code: [Select]
class Character(entity.MovingObject):
    # base acceleration amount in pixels per second
    base_acceleration = 0.85*30*30
    # friction factor per second of null movement
    friction = 0.01510305449388463132584804061124
    # acceleration factor, overridden in each class
    run_power = 1.4;

    def __init__(self, game, state, player_id):
        super(Character, self).__init__(game, state)


        self.player_id = player_id

        self.flip = False # are we flipped around?
        self.intel = False # has intel (for drawing purposes)
        self.just_spawned = False # have we just spawned?
        # time tracker for the moving of the character's legs
        self.animoffset = 0.0
        self.hp_offset = -1 # FIXME: REMOVE; THIS ONLY EXISTS FOR HEALTH HUD TESTING

        self.can_doublejump = False
        self.desired_direction = 0

        self.issynced = True

    def step(self, game, state, frametime):
        player = self.get_player(game, state)

        # this is quite important, if hspeed / 20 drops below 1 self.animoffset will rapidly change and cause very fast moving legs (while we are moving very slow)
        if abs(self.hspeed) > 20:
            self.animoffset += frametime * abs(self.hspeed) / 20
            self.animoffset %= 2
        if abs(self.hspeed) == 0:
            self.animoffset = 0

        self.flip = not (player.aimdirection < 90 or player.aimdirection > 270)

        # awesome handy movement code
        # current code essentially goes in the most recent direction pressed,
        # unlike the null movement in Source or the "preferred direction" that's
        # present in a lot of indie games (aigh)
        # rewrite acceptable if it makes it less stuffload of code :[
        old_hspeed = self.hspeed;
                                                    # left movement
        if player.left and not player.last_left:
            self.desired_direction = -1
                                                    # right movement
        elif player.last_left and not player.left:
            if player.right:
                self.desired_direction = 1
                                                    # null movement
            else:
                self.desired_direction = 0
                                                    # right movement
        if player.right and not player.last_right:
            self.desired_direction = 1
                                                    # left movement
        elif player.last_right and not player.right:
            if player.left:
                self.desired_direction = -1
                                                    # null movement
            else:
                self.desired_direction = 0

                                                    # accelerate left
        if self.desired_direction == -1:
            self.hspeed -= self.base_acceleration * self.run_power * frametime
            if self.hspeed > 0:
                self.hspeed *= self.friction ** frametime
                                                    # accelerate right
        if self.desired_direction ==  1:
            self.hspeed += self.base_acceleration * self.run_power * frametime
            if self.hspeed < 0:
                self.hspeed *= self.friction ** frametime
           
        self.hspeed *= self.friction ** frametime
       
        if abs(self.hspeed) < 10 and abs(old_hspeed) > abs(self.hspeed):
            self.hspeed = 0
            #print("broken")

        if player.up and not player.old_up:
            self.jump(game, state)
        player.old_up = player.up

        # gravitational force
        self.vspeed += 700 * frametime

        # TODO: air resistance, not hard limit
        self.vspeed = min(800, self.vspeed)
        # note: air resistance might have awkward side effects if implemented "naturally".
        # Please consider resistance that's amplified at higher speeds & a threshold.

        # hspeed limit
        # self.hspeed = min(self.max_speed, max(-self.max_speed, self.hspeed))

        self.hp+=self.hp_offset # test health change
        if self.hp < 0:
            self.hp_offset = 1
        if self.hp > self.maxhp:
            self.hp_offset = -1

    def endstep(self, game, state, frametime):
       
        player = self.get_player(game, state)
        # check if we are on the ground before moving (for walking over 1 unit walls)
        onground = True

        # first we move, ignoring walls
        self.x += self.hspeed * frametime
        # if we are in a wall now, we must move back

        if game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y))):
            # but if we just walked onto a one-unit wall it's ok
            # but we had to be on the ground
            if onground and not game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y - 6))):
                while game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y))):
                    self.y -= 1
            # but sometimes we are so fast we will need to take two stairs at the same time
            elif onground and not game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y - 12))) and game.map.collision_mask.overlap(self.collision_mask, (int(self.x - 6 * function.sign(self.hspeed)), int(self.y))):
                while game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y))):
                    self.y -= 1
            else:
                self.x = math.floor(self.x) # move back to a whole pixel - TODO math.floor/math.ceil depending on direction

                # and if one pixel wasn't enough
                while game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y))):
                    self.x -= function.sign(self.hspeed)

                self.hspeed = 0
           
           
        #downward stairscript with hspeed checks
        if onground and not game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y + 6))):
            if game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y + 7))):
                self.y += 6
            elif game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y + 13))):
                if (self.hspeed !=0):
                    if game.map.collision_mask.overlap(self.collision_mask, (int(self.x + function.sign(self.hspeed)*-6), int(self.y + 7))) and not game.map.collision_mask.overlap(self.collision_mask, (int(self.x + 6), int(self.y + 1))):
                        self.y += 12

        # same stuff, but now vertically
        self.y += self.vspeed * frametime

        if game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y))):
            self.y = float(int(self.y))

            while game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y))):
                self.y -= function.sign(self.vspeed)

            self.vspeed = 0

        player.last_left = player.left;
        player.last_right = player.right;

    def onground(self, game, state):
        # are we on the ground? About one third of an unit from the ground is enough to qualify for this
        return game.map.collision_mask.overlap(self.collision_mask, (int(self.x), int(self.y + 1)))

    def interpolate(self, prev_obj, next_obj, alpha):
        super(Character, self).interpolate(prev_obj, next_obj, alpha)

        self.animoffset = prev_obj.animoffset + (next_obj.animoffset - prev_obj.animoffset) * alpha

        if alpha > 0.5: refobj = next_obj
        else: refobj = prev_obj

        self.flip = refobj.flip
       
        self.hp =  prev_obj.hp + (next_obj.hp - prev_obj.hp) * alpha

    def jump(self, game, state):
        player = self.get_player(game, state)

        if player.up:
            if self.onground(game, state):
                self.vspeed = -300

    def die(self, game, state):
        # first we must unregister ourselves from our player
        self.get_player(game, state).character_id = None
        self.get_player(game, state).respawntimer = 1# in seconds

        # Then we have to destroy our weapon
        state.entities[self.weapon].destroy(state)
        # TODO: destroy our sentry
        self.destroy(state)

    def get_player(self, game, state):
        return state.players[self.player_id]

    def serialize(self, state):
        packetstr = ""
        packetstr += struct.pack(">IIii", self.x, self.y, round(self.hspeed*10), self.vspeed)

        # Serialize intel, doublejump, etc... in one byte. Should we merge this with the input serialization in Player? Move the input ser. here?
        byte = 0
        byte |= self.intel << 0
        byte |= self.can_doublejump << 1
        #byte |= self.sentry << 2
        packetstr += struct.pack(">B", byte)

        packetstr += state.entities[self.weapon].serialize(state)

        return packetstr

    def deserialize(self, state, packetstr):
        self.x, self.y, self.hspeed, self.vspeed = struct.unpack_from(">IIii", packetstr)
        self.hspeed /= 10;
        packetstr = packetstr[16:]
        byte = struct.unpack_from(">B", packetstr)[0]
        packetstr = packetstr[1:]
        self.intel = byte & (1 << 0)
        self.can_doublejump = byte & (1 << 1)
        #self.sentry = byte & (1 << 2)

        weapon_string_length = state.entities[self.weapon].deserialize(state, packetstr)
        return struct.calcsize(">IIiiB")+weapon_string_length

pls