def __init__(self,pos,aim,force): pygame.sprite.DirtySprite.__init__(self) shoot_vec = gravity.scale(aim,5*force) self.layer=2 self.dirty=1 self.physics=gravity.small_body(pos,shoot_vec) self.image_orig=arrow_png self.physics.orient="speed" self.image=self.image_orig self.rect=self.image.get_rect() self.rect.center=pos self.name="arrow" self.dmg=45 self.hit=True
def __init__(self,pos,aim,force): pygame.sprite.DirtySprite.__init__(self) shoot_vec = gravity.scale(aim,10*force) self.layer=2 self.dirty=1 self.physics=gravity.small_body(pos,shoot_vec) self.image_orig=rocket_png self.physics.orient="speed" self.image=self.image_orig self.rect=self.image.get_rect() self.rect.center=pos self.name="rocket" self.dmg=50 self.explode=True
keys = pygame.key.get_pressed() if keys[pygame.K_n] and mode=="over": newgame=True break if keys[pygame.K_q] and mode=="over": newgame=False break if keys[pygame.K_r] and mode=="over": webbrowser.open("http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7968") if mode == "walk": if keys[pygame.K_UP] and currentplayer.physics.rest==True: up=gravity.rot(gravity.orient(currentplayer.physics),180) currentplayer.physics.pos = gravity.add(currentplayer.physics.pos,gravity.scale(up,2)) currentplayer.physics.speed = gravity.scale(up,150) currentplayer.physics.rest=False currentplayer.dirty=1 if keys[pygame.K_RETURN] and currentplayer.physics.rest==True: up=gravity.rot(gravity.orient(currentplayer.physics),180) currentplayer.physics.pos = gravity.add(currentplayer.physics.pos,gravity.scale(up,2)) if currentplayer.direction==0: left=gravity.rot(gravity.orient(currentplayer.physics),135) currentplayer.physics.speed=gravity.scale(left,80) elif currentplayer.direction==1: right=gravity.rot(gravity.orient(currentplayer.physics),-135) currentplayer.physics.speed=gravity.scale(right,80) currentplayer.physics.rest=False currentplayer.dirty=1 if keys[pygame.K_LEFT] and currentplayer.physics.rest==True: