Beispiel #1
0
 def update(self):
     if not self.alive and self.alive_locally:
         jukebox.play_sound('missile_boom')
         entity_container.append(
                 LOCAL,
                 Explosion((self.x, self.y),
                     spritemaps['missile_explosion'], 4))
         self.alive_locally = False
Beispiel #2
0
    def update(self):
        if not self.alive and self.alive_locally:
            jukebox.play_sound('missile_boom')
            entity_container.append(
                    LOCAL,
                    Explosion((self.x, self.y),
                        spritemaps['missile_explosion'], 4))
            self.alive_locally = False

        self.x += self.vel * sin(radians(self.rot))
        self.y += self.vel * cos(radians(self.rot))
        self.sprite.set_direction(self.rot)
Beispiel #3
0
    def update(self):
        if not self.alive and self.alive_locally:
            jukebox.play_sound('vehicle_boom')
            self.logger.info("%s died!" % self.player)
            self.health = 0
            entity_container.append(LOCAL,
                    Explosion((self.x, self.y),
                              spritemaps['vehicle_explosion'], 10))
            self.alive_locally = False

        #self.rot += self.torque / 4.0

        while self.rot < 0.0:
            self.rot += 360.0
        while self.rot >= 360.0:
            self.rot -= 360.0

#        self.x += (self.vel * sin(radians(self.rot))) / 2.0
#        self.y += (self.vel * cos(radians(self.rot))) / 2.0
#        self.x += (self.strafe_vel * sin(radians(self.rot + 90.0))) / 2.0
#        self.y += (self.strafe_vel * cos(radians(self.rot + 90.0))) / 2.0

        self.turret.update()
        self.sprite.set_direction(self.rot)