Esempio n. 1
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  def resolve_mines_and_bullet(self, bullet):
    for mine in self.level.mines:
      if cd.sprite_collide(mine, bullet):
        self.level.play_sound("tank_explode")
        self.bullet_explode(bullet)
        self.mine_explode(mine)

        break
Esempio n. 2
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 def resolve_powerups(self):
   for powerup in self.level.powerups:
     for player in self.level.player_tanks:
       if not powerup.taken:
         if powerup.can_take(player) and cd.sprite_collide(player, powerup):
           self.level.play_sound("pickup", 0.2)
           powerup.take(player)
           player.taking.add(powerup)
Esempio n. 3
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  def resolve_explosions(self):
    for explosion in self.level.explosions:
      for mine in self.level.mines:
        if not mine.expired() and explosion.damages and cd.sprite_collide(explosion, mine):
          self.level.play_sound("tank_explode")
          self.mine_explode(mine)

      for shield in self.level.shields:
        if shield.active and explosion.damages and cd.sprite_collide(shield, explosion):
          self.level.play_sound("shield_die")
          shield.die()
          explosion.damaged.add(shield.tank)

      for tank in self.level.all_tanks():
        if explosion.damages and not tank in explosion.damaged and cd.sprite_collide(tank, explosion):
          #self.level.stats.bullet_hit(explosion.bullet, tank)
          if self.tank_damage(tank):
            self.level.play_sound("tank_explode")
            # TODO, add a bullet origin to explosions so they can be
            # credited to the correct player.
            #self.level.stats.kill(explosion.bullet, tank)
          explosion.damaged.add(tank)
Esempio n. 4
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  def left_click(self, position, pressed):
    for toolbar in self.toolbars:
      rect = pygame.Rect(toolbar.position, (toolbar.width, toolbar.height))
      if rect.collidepoint(position):
        toolbar.left_click(position, pressed)

    if self.mode == MODE_ADD:
      entity = self.get_entity(position)
      # make sure the entity doesn't intersect any others
      for other_entity in self.entities:
        if cd.sprite_collide(entity, other_entity):
          return
      # make sure the entity creation is in bounds
      if not sphere_in_bounds(position, entity.data.ratio / 2, editor_constants.EDITOR_AREA_BOUNDS):
        return
      if entity.name != "PLAYER" or not self.player_exists:
        self.add_action(AddEntityAction, entity)
    elif self.mode == MODE_SELECT:
      for entity in self.entities:
        if entity.contains_point(position):
          ctrl = (pressed[pygame.K_LCTRL] or pressed[pygame.K_RCTRL])
          self.selection_click(entity, ctrl)
          break
    elif self.mode == MODE_TILE:
      for tile in self.tiles:
        if cd.sprite_contains(tile, position.scale(constants.TILE_SIZE)):
          tile.toggle_type()
    elif self.mode == MODE_WAYPOINT:
      ctrl = (pressed[pygame.K_LCTRL] or pressed[pygame.K_RCTRL])
      if ctrl:
        if self.waypoint_entity_selected is not None:
          self.add_action(AddWaypointAction, self.waypoint_entity_selected, Entity("WAYPOINT", editor_constants.WAYPOINT_DATA, position, self.font_manager))
      else:
        for entity in self.entities:
          if entity.name == "ENEMY" and entity.contains_point(position):
            if self.waypoint_entity_selected is not None:
              self.waypoint_entity_selected.select(False)
            self.waypoint_entity_selected = entity
            entity.select(True)
Esempio n. 5
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 def resolve_tanks_and_mine(self, mine):
   for tank in self.level.all_tanks():
     if not mine.exploding and not mine.expired() and not tank.dead and mine.active() and cd.sprite_collide(tank, mine.collision_circle):
       self.level.play_sound("tank_explode")
       self.mine_attack(mine, tank)