def spawn_collider(self): self.collision = dynamic_object.DynamicObject(self.app) self.collision.spawn_collider(self.app, pymunk.Circle(None, self.radius), y=self.pos.y, height=self.height) self.collision.collider.damage_object = self self.collision.spawn(self.pos.xyz)
def __init__(self, app): self.app = app self.collision = dynamic_object.DynamicObject(self.app, self) self.collision.spawn_collider(self.app, pymunk.Circle(None, self.radius), 0, self.height) self.collision.collider.damage_object = self self.graphics = character.Character(self.app) self.collision.spawn((0, 0, 0)) self.set_state(character.JUMPING)
def __init__(self, app): self.app = app self.collision = dynamic_object.DynamicObject(self.app) self.collision.body.velocity_func = self.velocity_func self.collision.spawn_collider(self.app, pymunk.Poly(None, self.vertices), 0, self.height) self.canvas = Canvas() with self.canvas.before: PushMatrix() self.pos = Translate() self.rot = Rotate(0, 0, 1, 0) with self.canvas.after: PopMatrix() self.throttle_up = 0 self.throttle_down = 0 self.input_vector = [0, 0] self.local_vel = pymunk.Vec2d()