def update(dt): global hit, hit_data, _hit, _hit_data hit = _hit hit_data = _hit_data _hit = set() _hit_data = collections.Counter() for entity_id, data in missiles.iteritems(): speed, owner = data distance = speed * dt spatial.move_forward(entity_id, distance)
def update(dt): for entity_id, state in enemies.iteritems(): timeout = state.timeout - dt current_state = state.state if timeout < 0: if current_state == IDLE: player_id = player.player_id target_pos = spatial.get_position_vec(player_id) timeout = state.cooldown position = spatial.get_position_vec(entity_id) angle = SHIP_FACE.angle_to(target_pos - position) current_state = ATTACKING spatial.set_angle(entity_id, -angle) state.state = current_state if current_state == ATTACKING: spatial.move_forward(entity_id, SPEED * dt) state.timeout = timeout
def update(dt): for entity_id, data in bullets.iteritems(): speed, owner = data distance = speed * dt spatial.move_forward(entity_id, distance)