Beispiel #1
0
 def hitShips(self, ship1, ship2):
         
     if OdeUtil.areConnected(ship1.body, self.body):
         self.setPos( Vec3(random.randrange(30), random.randrange(40), 0))
         self.PowerUpEffect(ship1)
 
         #self.body.disable()
         #self.visualNode.hide()
             
     elif OdeUtil.areConnected(ship2.body, self.body):
         self.setPos( Vec3(random.randrange(30), random.randrange(40), 0))
         self.PowerUpEffect(ship2)
Beispiel #2
0
 def hitShips(self, shipList):
     
     for ship in shipList:
      #get boundaries from somewhere and put the randrange to those
         if OdeUtil.areConnected(ship.body, self.body):
         
             self.setPos( Vec3(random.randrange(30), random.randrange(40), 0))
             self.PowerUpEffect(ship)
Beispiel #3
0
 def hitShips(self, shipList):
     
     for ship in shipList:
      #get boundaries from somewhere and put the randrange to those
         if OdeUtil.areConnected(ship.body, self.body) and not ship.hasBall():
         
             
             self.PowerUpEffect(ship)
Beispiel #4
0
 def shipsCollide(self, enemy):
     if OdeUtil.areConnected(self.body, enemy.body):
         highest = max(self.getVelocity())
         eneHighest = max(enemy.getVelocity())
         if highest > eneHighest:
             enemy.releaseBall()
         else:
             self.releaseBall()
             self.game.shakeCam()
         self.game.collisionSfx.play()
Beispiel #5
0
 def hitShips(self, shipList):
     
     for ship in shipList:
         if OdeUtil.areConnected(ship.body, self.body) and not ship.hasBall():
             self.PowerUpEffect(ship)