コード例 #1
0
 def flip(self, flip_direction = CLOCKWISE):
   if flip_direction == CLOCKWISE:
     self.attached = cycle_clockwise(self.attached)
   else:
     self.attached = cycle_counter_clockwise(self.attached)
   DynamicObject.flip(self, flip_direction)
   return
コード例 #2
0
 def flip(self, flip_direction = CLOCKWISE):
   if flip_direction == CLOCKWISE:
     self.saveddx = -self.dy
     self.saveddy = self.dx
   else:
     self.saveddx = self.dy
     self.saveddy = -self.dx
   DynamicObject.flip(self, flip_direction)
   return
コード例 #3
0
  def flip(self, flip_direction = CLOCKWISE):
    #Position correction - Guy's collision shape isn't an exact square,
    #so this is needed to avoid unwanted collisions after flipping
    self.y += 2
    xmod = 20 - self.x % TILE_DIM
    if abs(xmod) < 6:
      #Guy hasn't crossed over to another (empty) tile, but isn't centered
      #- a chance of a post-flip collision
      self.x += xmod

    DynamicObject.flip(self, flip_direction)
    if self.current_animation == "arrow":
      self.current_animation = "default"
    return