Example #1
0
 def draw(self):
     if not self.is_ready and self.shoot and self.can_draw:
         rise_event(Events.HIT_ENEMY_CHECK, {
             "pt_from": self.player_position,
             "pt_to": self.pt_to
         })
         self.draw_railgun()
Example #2
0
 def call_shoot_event(self):
     self.pt_to = self.player_position + (
         1260 * (self.mouse_position - self.player_position).norm())
     rise_event(Events.SHOOT, {
         "pt_from": self.player_position,
         "pt_to": self.pt_to
     })
Example #3
0
 def bazooka_shot(self, direction):
     rise_event(
         Events.SHOOT2, {
             "atack_type": "Baz",
             "fro": self.current_position + direction.norm() * 15,
             "direction": direction * self.velocity.len()
         })
     self.ammo_bazooka -= 10
Example #4
0
	def process_event(self,event):

		if event.type == Events.SHOOT:

			point = self.check_intersection(event.pt_from, event.pt_to)

			if point is None:
				point = event.pt_to

			rise_event( Events.INTERSECTION, { "point" : point } )
Example #5
0
 def railgun_shot(self, direction):
     if self.draw_railgun: return
     self.railgun_to = self.current_position + (direction.norm() * 400)
     rise_event(
         Events.SHOOT2, {
             "atack_type": "Rai",
             "enemy_id": self.m_id,
             "fro": self.current_position + direction.norm() * 15,
             "to": self.current_position + (direction.norm() * 400)
         })
     self.ammo_railgun -= 30
     self.railgun_time_to_draw = time.time()
Example #6
0
 def update(self, delta):
     self.delta += 98 * delta
     if self.delta > self.cooldown:
         self.delta = self.cooldown
         rise_event(Events.IS_READY, {})
Example #7
0
	def __send_collision_message(self, unit, unit_2, is_stuck,delta):
		rise_event(Events.COLLIDE, { "who" : unit.id, "hurt": ( False if unit_2.state == "Const" else True), "stuck" : is_stuck, "with" : unit_2.id, "where" : unit.current_position - unit.velocity*delta  } )
Example #8
0
	def __detect_collision_with_wall(self, unit,delta):
		if not self.is_in_square(unit, delta) :
			rise_event(Events.COLLIDE, { "who" : unit.id, "hurt" : False, "stuck" : False, "with" : -1, "where" : unit.current_position - unit.velocity*delta  } )