Esempio n. 1
0
def game_map_bump_correct( arrow, play_map ):
	# Is arrow near grid center that need to check current grid bound
	arrow_grid = play_map.detect_grid( arrow.position )
	grid_position = play_map.grid_center( arrow_grid )
	if ( cal.unit( cal.vector( grid_position, arrow.position ) ) == arrow.direction ):
		# convert vector to wall definition
		arrow_bump_wall = game_map.direction_to_wall( arrow.direction )

		# arrow bumps wall
		if ( arrow_bump_wall & 
			play_map.grids[arrow_grid[1]*play_map.map_size[0]+arrow_grid[0]] != 0 ):
			arrow.set_position( grid_position )
Esempio n. 2
0
def game_arrow_encounter(arrow_p1, arrow_p2):
	# arrow encounter detect and handle
	if( cal.distance(arrow_p1.position, arrow_p2.position) < res.distance_collision):
		# pygame.draw.rect(gameDisplay, res.color_obj, [0,0,30,30], 5)
		if(arrow_p1.direction == arrow_p2.direction):
			return res.game_brokeback
		elif(arrow_p1.direction == cal.reverse(arrow_p2.direction)):
			arrow_p1.set_direction( cal.reverse(arrow_p1.direction) )
			arrow_p1.position = (arrow_p1.position[0]+arrow_p1.direction[0]*res.distance_collision, 	
								arrow_p1.position[1]+arrow_p1.direction[1]*res.distance_collision)
			arrow_p2.set_direction( cal.reverse(arrow_p2.direction) )
			arrow_p2.position = (arrow_p2.position[0] + arrow_p2.direction[0]*res.distance_collision,
								arrow_p2.position[1] + arrow_p2.direction[1]*res.distance_collision)
			return res.game_collision
		else:
			# if p1 bumps p2
			if ( arrow_p1.direction == cal.unit( cal.vector(arrow_p1.position, arrow_p2.position) ) ):
				arrow_p1.set_direction( cal.reverse(arrow_p1.direction) )
			else:
				arrow_p2.set_direction( cal.reverse(arrow_p2.direction) )
				
			return res.game_side_collision