def createBackFire(priority): offset = Std.Vector2DF() offset.setUnitVector(self.locator.speed.getAngle() - 180) offset *= self.SIZE.y / 2 Misc.createExplosion( priority, 1, self.locator.position + offset, 32, 0.5 )
def onErase(self): Misc.createExplosion( Ctrl.DrawPriority.enemy4, 4, self.locator.position, 150, 1, Std.Vector2DF(32, 32), 0.5 ) self.se_Explode.play()
def onDestruction(self): Misc.createExplosion( Ctrl.DrawPriority.myShip, 5, self.locator.position, self.SHIP_SIZE.getAbs() * 2, 1.5, Std.Vector2DF(16, 16) ) self.resource.se_Destruction.play() if self.power <= 2: itemNum = 2 elif self.power <= 4: itemNum = self.power angleList = NWay.getAngleList(-90, 20, itemNum) for angle in angleList: item = Auxs.Item.PowerUp(self.position, angle) Ctrl.Actor.registerItem(item) self.power = 0
def onErase(self): Misc.createExplosion(Ctrl.DrawPriority.enemy, 5, self.locator.position, 200, 1, Std.Vector2DF(48, 48)) self.se_Explode.play()