def update(self): if not self.alive and self.alive_locally: jukebox.play_sound('missile_boom') entity_container.append( LOCAL, Explosion((self.x, self.y), spritemaps['missile_explosion'], 4)) self.alive_locally = False
def update(self): if not self.alive and self.alive_locally: jukebox.play_sound('missile_boom') entity_container.append( LOCAL, Explosion((self.x, self.y), spritemaps['missile_explosion'], 4)) self.alive_locally = False self.x += self.vel * sin(radians(self.rot)) self.y += self.vel * cos(radians(self.rot)) self.sprite.set_direction(self.rot)
def update(self): if not self.alive and self.alive_locally: jukebox.play_sound('vehicle_boom') self.logger.info("%s died!" % self.player) self.health = 0 entity_container.append(LOCAL, Explosion((self.x, self.y), spritemaps['vehicle_explosion'], 10)) self.alive_locally = False #self.rot += self.torque / 4.0 while self.rot < 0.0: self.rot += 360.0 while self.rot >= 360.0: self.rot -= 360.0 # self.x += (self.vel * sin(radians(self.rot))) / 2.0 # self.y += (self.vel * cos(radians(self.rot))) / 2.0 # self.x += (self.strafe_vel * sin(radians(self.rot + 90.0))) / 2.0 # self.y += (self.strafe_vel * cos(radians(self.rot + 90.0))) / 2.0 self.turret.update() self.sprite.set_direction(self.rot)