Esempio n. 1
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    def __init__(self, id, x, y, speed_x, speed_y, angle, faction: (None, Faction), radius,
                 type: (None, ProjectileType), owner_unit_id, owner_player_id):
        CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius)

        self.type = type
        self.owner_unit_id = owner_unit_id
        self.owner_player_id = owner_player_id
Esempio n. 2
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    def __init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius, car_id, player_id,
                 type: (None, ProjectileType)):
        CircularUnit.__init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius)

        self.car_id = car_id
        self.player_id = player_id
        self.type = type
Esempio n. 3
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    def __init__(self, id, x, y, radius, player_id, durability, max_durability,
                 max_speed, vision_range, squared_vision_range,
                 ground_attack_range, squared_ground_attack_range,
                 aerial_attack_range, squared_aerial_attack_range,
                 ground_damage, aerial_damage, ground_defence, aerial_defence,
                 attack_cooldown_ticks, remaining_attack_cooldown_ticks,
                 type: (None, VehicleType), aerial, selected, groups):
        CircularUnit.__init__(self, id, x, y, radius)

        self.player_id = player_id
        self.durability = durability
        self.max_durability = max_durability
        self.max_speed = max_speed
        self.vision_range = vision_range
        self.squared_vision_range = squared_vision_range
        self.ground_attack_range = ground_attack_range
        self.squared_ground_attack_range = squared_ground_attack_range
        self.aerial_attack_range = aerial_attack_range
        self.squared_aerial_attack_range = squared_aerial_attack_range
        self.ground_damage = ground_damage
        self.aerial_damage = aerial_damage
        self.ground_defence = ground_defence
        self.aerial_defence = aerial_defence
        self.attack_cooldown_ticks = attack_cooldown_ticks
        self.remaining_attack_cooldown_ticks = remaining_attack_cooldown_ticks
        self.type = type
        self.aerial = aerial
        self.selected = selected
        self.groups = groups
Esempio n. 4
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    def __init__(self, id, x, y, speed_x, speed_y, angle,
                 faction: (None, Faction), radius, life, max_life, statuses):
        CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction,
                              radius)

        self.life = life
        self.max_life = max_life
        self.statuses = statuses
Esempio n. 5
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    def __init__(self, id, x, y, speed_x, speed_y, angle, faction, radius,
                 type):
        CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction,
                              radius)

        self.type = type
    def __init__(self, id, x, y, speed_x, speed_y, angle, faction, radius, type, owner_unit_id, owner_player_id):
        CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction, radius)

        self.type = type
        self.owner_unit_id = owner_unit_id
        self.owner_player_id = owner_player_id
    def __init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius, remaining_lifetime):
        CircularUnit.__init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius)

        self.remaining_lifetime = remaining_lifetime
Esempio n. 8
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    def __init__(self, id, x, y, speed_x, speed_y, angle,
                 faction: (None, Faction), radius, type: (None, BonusType)):
        CircularUnit.__init__(self, id, x, y, speed_x, speed_y, angle, faction,
                              radius)

        self.type = type
Esempio n. 9
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    def __init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius, remaining_lifetime):
        CircularUnit.__init__(self, id, mass, x, y, speed_x, speed_y, angle, angular_speed, radius)

        self.remaining_lifetime = remaining_lifetime