def __init__(self, trajectory, pos): BaseObject.__init__(self, "Bullet.png", pos, SPRITE_MANAGER.instance) self.trajectory = trajectory self.delete = False self.redius = self.rect.centerx - self.rect.centery BULLET_MANAGER.instance.add(self) self.speed = 5 self.collided = False
def __init__(self, sprite_name, controller, pos, planet): BaseObject.__init__(self, sprite_name, pos, SPRITE_MANAGER.instance) self.joystick = controller self.speed = 0 self.planet = planet self.landed = False self.got_angle = False self.radius = self.rect.centerx - self.rect.x self.old_image = self.image self.taking_off = False
def __init__(self, angle, pos): BaseObject.__init__(self, "pink_bullet.png", pos, SPRITE_MANAGER.instance) rads = radians(angle) self.direction = Vector(sin(rads), cos(rads)).normal() self.delete = False BULLET_MANAGER.instance.add(self) self.speed = 30 self.collided = False self._rotate(angle)
def __init__(self, sprite_name, controller, pos): BaseObject.__init__(self, sprite_name, pos, SPRITE_MANAGER.instance) # assumes an already initialized controller # TODO: Create virtual controller - currently we rely on PS3 controller self.joystick = controller self.land = False self.can_shoot = 1 self.can_move = 1 self.trajectory = Vector(0, 0) self.begun_movement = False # Could eliminate this by having the player already moving at start... # TODO: get rid of this line of code, since we will be using a rect mask for collisions... self.radius = self.rect.centerx - self.rect.x self.old_hspeed, self.old_vspeed = 0, 0 self.hspeed, self.vspeed = 0, 0 self.fire_sound = load_sound("321102__nsstudios__laser1.wav") self.health = HEALTH self.bullet_group = GroupWithOwner(owner=self.name, group_manager=BULLET_GROUP_MANAGER)
def __init__(self, sprite_name, pos, debug=None): BaseObject.__init__(self, sprite_name, pos, SPRITE_MANAGER.instance) self.radius = self.rect.centerx - self.rect.x PLANET_MANAGER.instance.add(self)
def __init__(self, sprite_name, target): BaseObject.__init__(self, sprite_name, (target.pos.x, target.pos.y), SPRITE_MANAGER.instance) self.target = target self.pos = self.target.pos self._update_pos()