# Boyd parameters
-SPAWN_RATE = 10
-MAX_AGE = 60
+SPAWN_RATE = 5
+MAX_AGE = 30
MAX_ELEMENTS = 400
MAX_HEALTH = 100
HEAL_FACTOR = 1
-MOULD_STAGES = [15, 25]
+MOULD_STAGES = [7, 13]
+
+MOULD_RADIUS = 16
def calc_colour_transform(resistances):
def __init__(self, gamestate, space, pos, resistances, transform):
super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
self.position = pos
- self._shape = pymunk.Circle(self, 16)
+ self._shape = pymunk.Circle(self, MOULD_RADIUS)
space.add(self, self._shape)
self._shape.filter = MOULD_FILTER
self._age = 0
our position is the centre of the image."""
# The odd sign combination is because of the pymunk / pygame
# transform, but we do it this way to exploit Vec2d math magic
- return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface)
+ return pymunk.pygame_util.to_pygame(
+ self.position + (-MOULD_RADIUS, MOULD_RADIUS), surface)
def get_image(self):
if not self._img:
name = random.choice(
('eyeballA.png', 'eyeballB.png', 'eyeballC.png'))
self._eyeball = loader.load_image("32", name)
+ eyelid = loader.load_image("32", "eyelid.png", transform=self._transform)
+ self._eyeball.blit(eyelid, (0, 0), None)
return self._eyeball
def set_health(self, new_health):
child._health = self._health
moulds.append(child)
refresh = True
- if random.randint(0, 10) < 2:
- sound.play_sound("mouth_pop_2a.ogg")
if self._age in MOULD_STAGES:
# We grow in size
if self._age > MOULD_STAGES[1] and random.randint(0, 500) < 1:
# Maybe we grow an eyeball
self.has_eyeball = True
+ sound.play_sound("mouth_pop_2a.ogg")
if self._age > MAX_AGE:
# We die of old age
else:
# Check for turnips we can eat
# Note that we can only eat a tick after we spawn
- query = space.point_query(self.position, 16, EAT_TURNIP_FILTER)
+ query = space.point_query(self.position, MOULD_RADIUS,
+ EAT_TURNIP_FILTER)
if query:
query[0].shape.body.turnip.eaten = True
return refresh
if mould.tick(gamestate, space, self._moulds):
redraw = True
# Check for damage
- lit_by = lights.light_query(mould._shape)
+ lit_by = lights.lit_by(mould.position, MOULD_RADIUS)
for light in lit_by:
self._seen_colours.add(light.colour)
if mould.damage(light, space, self._moulds):