def move(self): self.x += self.vector.x self.y += self.vector.y if (self.x < 0 - self.diameter or self.x > width + self.diameter or self.y < 0 - self.diameter or self.y > height + self.diameter): SpriteManager.destroy(self)
def handleCollisions(self, other): player = SpriteManager.getPlayer() r1 = self.diameter / 2 r2 = self.diameter / 2 if r1 + r2 > dist(self.x, self.y, player.x, player.y): println("BANG") SpriteManager.destroy(self)
def move(self): self.pos.add(self.velocity) if (self.pos.x < 0 - self.diameter or self.pos.x > width + self.diameter or self.pos.y < 0 - self.diameter or self.pos.y > height + self.diameter): SpriteManager.destroy(self)
def explode(self): self.w = 2 self.diameterX += 10 self.diameterY += 10 self.xSpeed = 0 self.ySpeed = 0 self.c = color(255, 165, 0) if self.diameterX < 200: pass else: SpriteManager.destroy(self)
def move(self): self.x += self.vector.x self.y += self.vector.y self.x += self.speed if self.x < 0 or self.x > width: self.speed *= -1 if (self.x < 0 - self.diameter or self.x > width + self.diameter or self.y < 0 - self.diameter or self.y > height + self.diameter): SpriteManager.destroy(self) self.x += self.speed if self.x < 0 or self.x > width: self.speed *= -1
def handleCollisions(self, other): if(Player.collison(Pwr)): pass else: SpriteManager.destroy(self)
def handleCollision(self): self.w -= 2 if self.w < 2: SpriteManager.destroy(self)
def handleCollision(self): global stork stork -= 1 if stork == 0: SpriteManager.destroy(self)
def handleCollision(self): if self.Armor > 0: self.Armor -= 2 else: SpriteManager.destroy(self)
def handleCollision(self, other): self.sw -= 1 if self.sw < 1: SpriteManager.destroy(self)
def handleCollision(self, other): other.effect(self) self.hp -= other.damage if self.hp < 1: SpriteManager.destroy(self)
def handleCollision(self, other): super(Armored, self).handleCollision(other) self.armor -= 1 if self.armor < 1: SpriteManager.destroy(self)
def handleCollision(self): self.armour -= 1 if self.armour < 1: SpriteManager.destroy(self)
def handleCollision(self): #if(self.team != other.team): SpriteManager.destroy(self)
def handleCollision(self): self.weight -= 1 if weight < 1: SpriteManager.destroy(self)
def handleCollision(self): SpriteManager.destroy(self)
def handleCollision(self): self.armor -= .5 if self.armor < 0: SpriteManager.destroy(self)
def handleCollision(self): SpriteManager.destroy(self) for i in range(0,4): pos = self.posRandomizer(self.x, self.y) SpriteManager.spawn(SlimeBaby(pos.x, pos.y, 2))