예제 #1
0
		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
				)
예제 #2
0
	def onErase(self):
		Misc.createExplosion(
			Ctrl.DrawPriority.enemy4, 
			4, 
			self.locator.position, 
			150, 
			1, 
			Std.Vector2DF(32, 32), 
			0.5
			)
		self.se_Explode.play()
예제 #3
0
	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
예제 #4
0
 def onErase(self):
     Misc.createExplosion(Ctrl.DrawPriority.enemy, 5, self.locator.position, 200, 1, Std.Vector2DF(48, 48))
     self.se_Explode.play()