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The pygame stardog space shooter trader and all the improvements that can be done.
in the past every class was dependent on the game class this has improved but there is still to much hard coupled code, this need to be refactored in a lot of classes
often classes have global variables, there is a lot of the classes cleaned up now, it is workable now but there is still alot of classes to clean up.
we could use a power management system to have the possibility to overpower the weapons in a fight or overpower the engines in a flight.
Also shields, sensors etc
transfters via gateway in the same starsystem will work but will, will this also work for gateways in different starsystems have not yet been tested.
There is a beginning of facility's for planets and structures, this has to be enhanced and extended.
Facility's like: bars, trading hubs, shop, re-fitter, smelter, etc.
All these need Agent logic to buy sell set prices plan etc.
the collision checking structure could use some refactoring.
there is still to much of the collision checking in starsystem.py, more splitting out over the responsible classes.
Hi, the game doesn't start on my system:
$ python2 stardog.py No module named pympler Traceback (most recent call last): File "stardog.py", line 63, in game = code.game.Game(screen) TypeError: __init__() takes exactly 3 arguments (2 given)
If I give it 3 parameters (w 1280 720) the same thing happens)
A quad tree for collision checking would speed up things alot.
when ship contacts a planet:
File "/home/human/Downloads/stardog-master/code/spaceship.py", line 620, in update
nearest[0].floaters.add(self)
AttributeError: 'list' object has no attribute 'add'
Same for next line.
So I substituted add with append
File "/home/human/Downloads/stardog-master/code/spaceship.py", line 623, in update
self.universe.curSystem.ships.remove(self)
ValueError: list.remove(x): x not in list
Same for next line.
So I added an if x in list test
When ship contacts a part:
File "/home/human/Downloads/stardog-master/code/parts.py", line 163, in attach
self.ship.mass += self.mass
AttributeError: 'NoneType' object has no attribute 'mass'
Also, planets only appear on the radar when it's center is in the radar's range. You should subtract the planet's radius from the in-view check.
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