Exemple #1
0
 def loop(self):
     if self.timer.is_time():
         self.destroy()
         return
     # all collision logic of the bullet is here
     if self.update_position():
         return
     collide_object = collision_tools.is_colliding(self.collision_obj,
                                                   self.position,
                                                   self.collision_obj)
     if collide_object is not None:
         if isinstance(collide_object.get_parent(), wall_obj.Wall):
             self.position = self.collision_obj.move_to_edge(
                 collide_object, self.direction)
             self.set_direction(
                 reflect(
                     self.direction,
                     collide_object.get_colliding_surface_angle(
                         self.collision_obj)))
             # print(self.direction, collide_object.get_colliding_surface_angle(self.collision_obj))
             # print(self.direction)
         elif isinstance(collide_object.get_parent(), panzer_obj.Panzer):
             tank = collide_object.get_parent()
             if tank is not self.player.get_panzer():
                 self.player.add_score(1)
             tank.destroy()
             self.destroy()
         elif collide_object.is_solid():
             self.destroy()
Exemple #2
0
 def update(self):
     self.collision_object.set_position(self.fire_position)
     self.break_points = [self.fire_position]
     l = 1
     d = 10
     while l < self.length:
         self.collision_object.set_position(
             calculate_directional_position(
                 self.direction, self.collision_object.get_position(), d))
         collide_obj = collision_tools.is_colliding(
             self.collision_object, self.collision_object.get_position(),
             self.collision_object)
         if collide_obj is not None and isinstance(
                 collide_obj, collision_tools.CollisionFixRectangle):
             pos = position_class.Position(
                 self.collision_object.move_to_edge(collide_obj,
                                                    self.direction))
             self.break_points.append(pos)
             self.direction = reflect(
                 self.direction,
                 collide_obj.get_colliding_surface_angle(
                     self.collision_object))
         l += d
     self.break_points.append(
         position_class.Position(self.collision_object.get_position()))
Exemple #3
0
 def update_position(self):
     if self.speed == 0:
         return
     new_pos = self.calculate_directional_position(self.position,
                                                   self.speed)
     collide_object = collision_tools.is_colliding(self.collision_obj,
                                                   new_pos,
                                                   self.collision_obj)
     if collide_object is not None:
         if collide_object.is_solid():
             self.set_acceleration(0)
             self.set_speed(0)
             return  # Done updating position
         elif isinstance(collide_object.get_parent(),
                         collectable_object.CollectableObject):
             collide_object.get_parent().collided_with(self)
     self.position = new_pos
     self.collision_obj.set_position(self.position)
Exemple #4
0
    def loop(self):
        if self.timer.is_time():
            self.destroy()
            return
        if self.update_position():
            return
        collide_object = collision_tools.is_colliding(self.collision_obj,
                                                      self.position,
                                                      self.collision_obj)
        if collide_object is not None:
            if isinstance(collide_object.get_parent(), wall_obj.Wall):
                self.position = self.collision_obj.move_to_edge(
                    collide_object, self.direction)
                self.set_direction(
                    reflect(
                        self.direction,
                        collide_object.get_colliding_surface_angle(
                            self.collision_obj)))
                self.flag_lock = False
                self.choose_timer.set_duration(1)
                self.choose_timer.set_timer()

            elif isinstance(collide_object.get_parent(), panzer_obj.Panzer):
                tank = collide_object.get_parent()
                if tank is not self.player.get_panzer():
                    self.player.add_score(1)
                tank.destroy()
                self.destroy()
                return
            elif collide_object.is_solid():
                self.destroy()
        if self.choose_timer.is_time():
            self.chosen_player = self.choice()
            self.flag_lock = True
        if self.flag_lock:
            if not self.chosen_player.killed:
                self.set_direction(
                    get_direction(
                        self.position,
                        self.chosen_player.get_panzer().get_position()))
            else:
                self.chosen_player = None
                self.flag_lock = False
                self.choose_timer.set_timer()
Exemple #5
0
 def loop(self):
     if self.timer.is_time():
         self.destroy()
         return
     # all collision logic of the bullet is here
     if self.update_position():
         return
     collide_object = collision_tools.is_colliding(self.collision_obj,
                                                   self.position,
                                                   self.collision_obj)
     if collide_object is not None:
         if isinstance(collide_object.get_parent(), panzer_obj.Panzer):
             tank = collide_object.get_parent()
             if tank is not self.player.get_panzer():
                 self.player.add_score(1)
             tank.destroy()
             self.destroy()
         elif collide_object.is_solid():
             self.destroy()
Exemple #6
0
 def loop(self):
     if self.timer.is_time():
         self.destroy()
         return
     # all collision logic of the bdistance(p, list_temp[0])ullet is here
     if self.update_position():
         return
     collide_object = collision_tools.is_colliding(self.collision_obj,
                                                   self.position,
                                                   self.collision_obj)
     if collide_object is not None:
         if isinstance(collide_object.get_parent(), wall_obj.Wall):
             self.position = self.collision_obj.move_to_edge(
                 collide_object, self.direction)
             self.set_direction(
                 reflect(
                     self.direction,
                     collide_object.get_colliding_surface_angle(
                         self.collision_obj)))
             self.add_collision_point(self.position)
         elif collide_object.is_solid():
             self.destroy()