def hit_dmg(g, a, b, top=1, right=1, bottom=1, left=1): r, cur, prev = a.rect, b.rect, b.prev got_hit = False if top and prev.bottom <= r.top and cur.bottom > r.top: got_hit = True cur.bottom = r.top if hasattr(b, 'standing'): b.standing = a if right and prev.left >= r.right and cur.left < r.right: got_hit = True cur.left = r.right if bottom and prev.top >= r.bottom and cur.top < r.bottom: got_hit = True cur.top = r.bottom # if hasattr(b,'vy'): b.vy = 0 if hasattr(b, 'standing') and b.standing != None: import sprite sprite.stop_standing(g, b) if left and prev.right <= r.left and cur.right > r.left: got_hit = True cur.right = r.left # if got_hit and 'shoot' in b.groups: # b.active = False # # if got_hit and 'laser' in b.groups: # b.active = False player.damage(g, b, a)
def hit(g, a, b): player.damage(g, b, a) # a.active = False b.strength -= a.strength if b.strength <= 0: # b.active = False code = None if hasattr(b, '_code'): code = b._code delattr(b, '_code') explode(g, b)
def hit(g, a, b): player.damage(g, b, a) a.active = False
def hit(g, a, b): player.damage(g, b, a)
def hit(self, a, b): player.damage(self.game, b)
def hit(g,a,b): player.damage(g,b) #print 'youve been spikeys!' pass
def hit(g,a,b): player.damage(g,b)
def hit(g, a, b): player.damage(g, b) #print 'youve been spikeys!' pass