def update(self): gameObjects = set() gameObjects.add(shared.hero) gameObjects = gameObjects.union(shared.projectiles) for ennemy in shared.ennemies: if (not ennemy.alive): continue gameObjects.add(ennemy) self.damageList = [] for obj in gameObjects: self.damageList.extend(obj.emmitDamage()) for damage in self.damageList: for obj in gameObjects: if (obj == damage.source): continue if (shared.distance(damage.position, obj.position()) < damage.radius): obj.receiveDamage(damage) damage.source.dealtDamage(obj)
def update(self): if not self.active: return if (self.ongoing): id_ = self.properties["triggerInitId"] for obj in shared.searchObjectsByProperty( "triggerGroup", self.properties["triggerInitId"]): if (not obj.isCompleted()): return for obj in shared.searchObjectsByProperty("triggerGroup", self.properties["id"]): obj.trigger(self) self.active = False return if (shared.distance(self.position(), shared.hero.position()) < shared.tileSize / 2): self.ongoing = True for obj in shared.searchObjectsByProperty( "triggerGroup", self.properties["triggerInitId"]): obj.trigger(self)
def update(self) : if not self.active : return if (shared.distance(self.position(), shared.hero.position()) < shared.tileSize/2) : self.active = False for obj in shared.searchObjectsByProperty("triggerGroup", self.properties["id"]) : obj.trigger(self)
def update(self): if not self.active: return if (shared.distance(self.position(), shared.hero.position()) < shared.tileSize / 2): out = shared.searchObjectsByName(self.properties["nameOut"]) if (len(out) != 1): print("Error ! Cannot teleport ! Multiple or none out found !") x, y = out[0].position() shared.hero.x, shared.hero.y = x, y
def isNeebCloseToBufford(self, neeb): distance = shared.distance(self.buford.x, self.buford.y, neeb.x, neeb.y) return ( distance < self.neebScareDistance )
def isNeebNearGirl(self, neeb): distance = shared.distance(self.girl.x, self.girl.y, neeb.x, neeb.y) #print("Current Distance: ", distance) return ( distance < self.girlScareDistance )