def __init__(self, *args, **kwargs): super(BouncySphere, self).__init__(*args, **kwargs) self.radius = 20 self.slices = 12 x = y = z = self.radius self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up)
def __init__(self, *args, **kwargs): super(CubeTest, self).__init__(*args, **kwargs) self.side = 20 self.slices = 1 x = y = z = self.side / 2 self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up)
def __init__(self, team=None, **kwargs): super(SpawnPoint, self).__init__(**kwargs) x = y = z = 10 self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up) self.team = team self.spawnable = True self.alive = True
def __init__(self, *args, **kwargs): super(Cliff, self).__init__(*args, **kwargs) self.side = 25 self.oobb = collision.BoundingBox(-self.side / 2, self.side / 2, -self.side / 2, self.side / 2, -self.side / 2, self.side / 2) self.aabb = self.oobb.transformed(self.forward, self.up) self.color = (0.0, 0.5, 0.06)
def __init__(self, *args, **kwargs): super(PowerUp, self).__init__(*args, **kwargs) self.radius = 20 self.slices = 12 self.color = (0.0, 1.0, 0.0, 0.5) x = y = z = self.radius self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up)
def __init__(self, *args, **kwargs): super(Rocket, self).__init__(*args, **kwargs) #self.velocity = (0,0,0) self.radius = 1 self.slices = 12 x = y = z = self.radius self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up)
def __init__(self, *args, **kwargs): super(XWing, self).__init__(*args, **kwargs) self.side = 25 self.oobb = collision.BoundingBox(-self.side / 2, self.side / 2, -self.side / 2, self.side / 2, -self.side / 2, self.side / 2) self.aabb = self.oobb.transformed(self.forward, self.up) self.color = (1.0, 1.0, 1.0) self.texture = pyglet.image.load('../models/xwing.jpg').get_texture()
def __init__(self, gate, position, forward, up, color): self.gate = gate self.health = 100 self.side = 5 super(SpawnTarget, self).__init__(position, forward, up) self.color = color self.oobb = collision.BoundingBox(-self.side / 2, self.side / 2, -self.side / 2, self.side / 2, -self.side / 2, self.side / 2) self.aabb = self.oobb.transformed(self.forward, self.up)
def __init__(self, *args, **kwargs): super(TorusTest, self).__init__(*args, **kwargs) self.radius = 5 self.inner_radius = 0.5 self.slices = 100 self.inner_slices = 50 x = y = self.radius + self.inner_radius z = self.inner_radius self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up)
def __init__(self, *args, **kwargs): super(Wall, self).__init__(*args, **kwargs) self.size = 500 x = y = self.size / 2 self.oobb = collision.BoundingBox(-x - 50, x + 50, -y - 50, y + 50, 0, -100) self.aabb = self.oobb.transformed(self.forward, self.up) self.color = (0.1, 0, 0.06) texture_image = pyglet.image.load('../images/star_background.jpg') # self.texture = texture_image.get_texture() self.texture = pyglet.image.TileableTexture.create_for_image( texture_image)
def __init__(self, **kwargs): super(SpawnGate, self).__init__(**kwargs) self.health = 100 self.radius = 5 self.inner_radius = 0.5 self.slices = 5 self.inner_slices = 8 x = y = self.radius + self.inner_radius z = self.inner_radius self.oobb = collision.BoundingBox(-x, x, -y, y, -z, z) self.aabb = self.oobb.transformed(self.forward, self.up) self.target_points = None self.down_gates = 0
def __init__(self, team, name, pos = Vector3(0,0,0), forward = Vector3(0,0,0), up = Vector3(0,0,0)): super(Player, self).__init__(pos, forward, up) self.team, self.name = team, name self.health = settings.MAX_HEALTH self.kills, self.deaths = 0, 0 self.dead = False self.oobb = collision.BoundingBox(-2.5, 2.5, -2.5, 2.5, -2.5, 2.5) self.aabb = self.oobb.transformed(self.forward, self.up) self.collision_reaction_default = self.collision_reaction self.laser_mana = 100 self.laser_fire = False self.maxed_laser = False self.is_firing = False # because the server is stupid self.l_t = time() self.last_time = time() # hit detector self.hit_by = 0 self.last_health = self.health