Exemple #1
0
 def __init__(self, player):
     AbilityInstance.__init__(self, player)
     self.type = "WaterPrimaryInstance"
     self.projectile = objects.ProjectileObject(self.player, self.projectile_radius, self.duration)
     self.projectile.position = self.player.position
     self.projectile.collided += self.on_collided
     self.projectile.rotate(player.rotation)
Exemple #2
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 def __init__(self, player):
     AbilityInstance.__init__(self, player)
     self.type = "FireRingOfFireInstance"
     self.time_to_live = self.duration
     self.ring_of_fire = objects.ProjectileObject(self.player, self.radius,
                                                  self.duration)
     self.ring_of_fire.position = self.player.position
     self.ring_of_fire.bounding_shape = collision.BoundingCircle(self.radius, True)
     self.ring_of_fire.outer_bounding_circle = collision.BoundingCircle(self.radius + self.ring_thickness, True)
     self.ring_of_fire.inner_bounding_circle = collision.BoundingCircle(self.radius - self.ring_thickness, True)
     self.ring_of_fire.move_speed = 0
     self.ring_of_fire.is_moving = False
Exemple #3
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 def run(self):
     AbilityInstance.run(self)
     
     #make the projectile's projectileobject
     self.hook_projectile = objects.ProjectileObject(self.player,
         self.projectile_radius, self.projectile_duration)
     self.hook_projectile.position = self.start_position
     self.hook_projectile.bounding_shape = collision.BoundingCircle(self.projectile_radius)
     self.hook_projectile.rotation = self.start_rotation
     self.hook_projectile.move_speed = self.projectile_velocity
     self.hook_projectile.is_moving = True
     self.player.world.add_object(self.hook_projectile)
     self.hook_projectile.collided += self.on_collided
     
     # throw event
     self.hook_projectile_created(self.hook_projectile)