def use(self): if (self.block_fire < 0.0): self.block_fire = self.delay body_tmp = self.body.get_body() if (self.type_id == 1 or self.type_id == 2 or self.type_id == 3): clases.audio.efectSound(26) self.bullet.append(disparos(self.world.CreateDynamicBody( position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.22),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.22)), bullet=True, angle = body_tmp.angle, angularDamping=0.0, linearDamping= 5.0, fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)),isSensor= False, density=self.damage), linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0,self.global_DL) ) if (self.type_id == 3): body_tmp.angle += 0.2 self.bullet.append(disparos(self.world.CreateDynamicBody( position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.22),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.22)), bullet=True, angle = body_tmp.angle, angularDamping=0.0, linearDamping= 5.0, fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)),isSensor= False, density=self.damage), linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0,self.global_DL) ) body_tmp.angle -= 0.4 self.bullet.append(disparos(self.world.CreateDynamicBody( position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.22),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.22)), bullet=True, angle = body_tmp.angle, angularDamping=0.0, linearDamping= 5.0, fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)),isSensor= False, density=self.damage), linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0,self.global_DL) ) body_tmp.angle += 0.2
def open_fire(self, body_tmp): if(self.block_fire < 0.0): self.block_fire = 600.0 self.bullet.append(disparos(self.world.CreateDynamicBody( position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.3),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.3)), bullet=True,angle = body_tmp.angle, angularDamping=0.0, linearDamping= 5.0, fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)), density=60), linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0) )
def use(self): if (self.block_fire < 0.0): self.block_fire = self.delay body_tmp = self.body.get_body() if (self.type_id == 1 or self.type_id == 2 or self.type_id == 3): clases.audio.efectSound(26) self.bullet.append( disparos( self.world.CreateDynamicBody( position=(body_tmp.position[0] + (math.cos(body_tmp.angle) * 0.22), body_tmp.position[1] + (math.sin(body_tmp.angle) * 0.22)), bullet=True, angle=body_tmp.angle, angularDamping=0.0, linearDamping=5.0, fixtures=b2FixtureDef( shape=b2CircleShape(radius=(size_tile / 8.0)), isSensor=False, density=self.damage), linearVelocity=(50 * math.cos(body_tmp.angle), 50 * math.sin(body_tmp.angle))), 0, self.global_DL)) if (self.type_id == 3): body_tmp.angle += 0.2 self.bullet.append( disparos( self.world.CreateDynamicBody( position=(body_tmp.position[0] + (math.cos(body_tmp.angle) * 0.22), body_tmp.position[1] + (math.sin(body_tmp.angle) * 0.22)), bullet=True, angle=body_tmp.angle, angularDamping=0.0, linearDamping=5.0, fixtures=b2FixtureDef( shape=b2CircleShape(radius=(size_tile / 8.0)), isSensor=False, density=self.damage), linearVelocity=(50 * math.cos(body_tmp.angle), 50 * math.sin(body_tmp.angle))), 0, self.global_DL)) body_tmp.angle -= 0.4 self.bullet.append( disparos( self.world.CreateDynamicBody( position=(body_tmp.position[0] + (math.cos(body_tmp.angle) * 0.22), body_tmp.position[1] + (math.sin(body_tmp.angle) * 0.22)), bullet=True, angle=body_tmp.angle, angularDamping=0.0, linearDamping=5.0, fixtures=b2FixtureDef( shape=b2CircleShape(radius=(size_tile / 8.0)), isSensor=False, density=self.damage), linearVelocity=(50 * math.cos(body_tmp.angle), 50 * math.sin(body_tmp.angle))), 0, self.global_DL)) body_tmp.angle += 0.2