Exemple #1
0
 def move(self, proj):
     speed = [movement.getSpeedState(proj.getDirection()) * self.projectile_speed[i] \
         for i in range(0, len(self.projectile_speed))]
     proposed_pos = map(operator.mul, movement.dirToVec(proj.getDirection()), speed)
     timediff = (self.game.time.time() - self.game.time.lastTime())
     proposed_pos = map(operator.mul, proposed_pos, (timediff,timediff))
     proposed_pos = map(operator.add, proposed_pos, proj.getPos())
     proj.setPos(proposed_pos[0],proposed_pos[1])
Exemple #2
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 def move(self, proj):
     speed = [movement.getSpeedState(proj.getDirection()) * self.projectile_speed[i] \
         for i in range(0, len(self.projectile_speed))]
     proposed_pos = map(operator.mul,
                        movement.dirToVec(proj.getDirection()), speed)
     timediff = (self.game.time.time() - self.game.time.lastTime())
     proposed_pos = map(operator.mul, proposed_pos, (timediff, timediff))
     proposed_pos = map(operator.add, proposed_pos, proj.getPos())
     proj.setPos(proposed_pos[0], proposed_pos[1])
Exemple #3
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 def updateChar(self):
     #self.moveDirection()
     interactions.tiglet_onmove(self)
     properDir = movement.vecToDir(self.direction)
     self.move.moveState[0] = properDir
     self.move.moveState[1] = movement.getSpeedState(properDir)
     if properDir != -1:
         self.setDirection((movement.vecToDir(self.direction) * 0.5) * 2)
     self.move.moveChar()
Exemple #4
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 def updateChar(self):
     #self.moveDirection()
     interactions.tiglet_onmove(self)
     properDir = movement.vecToDir(self.direction)
     self.move.moveState[0] = properDir
     self.move.moveState[1] = movement.getSpeedState(properDir)
     if properDir != -1:
         self.setDirection((movement.vecToDir(self.direction) * 0.5) * 2)
     self.move.moveChar()