def generate_obstacle(self): direction = rand(0, 1) < 0.5 obstacle_width = 0.45 * Constants.screen_width obstacle_height = 0.06 * Constants.screen_height rect1 = Rectangle( Vector2(direction * 0.5 * Constants.screen_width + 12, -obstacle_height), Vector2(obstacle_width, obstacle_height), Material((255, 255, 255))) rect2_x = rect1.transform.position.x - 12 if rect2_x == 0: rect2_x = 0.5 * Constants.screen_width + 12 else: rect2_x = 0.0 + 12 rect2 = Rectangle(Vector2(rect2_x, rect1.transform.position.y), Vector2(obstacle_width, obstacle_height), Material((255, 255, 255))) rect1.animation = ObstaclePulsingAnimation(rect1) rect1.animator = Animator(rect1, [rect1.animation]) rect1.animator.play() rect2.animation = ObstaclePulsingAnimation(rect2) rect2.animator = Animator(rect2, [rect2.animation]) rect2.animator.play() self.game_object_list.append([rect1, rect2])
def generate_obstacle(self): direction = rand(0, 1) < 0.5 rect = Rectangle(Vector2(direction * 0.5 * Constants.screen_width + 12, - 0.06 * Constants.screen_height), Vector2(0.45 * Constants.screen_width,0.06 * Constants.screen_height), Material((255, 255, 255))) rect.animation = ObstaclePulsingAnimation(rect) rect.animator = Animator(rect, [rect.animation]) rect.animator.play() self.game_object_list.append(rect)
def generate_obstacle(self): self.obstacle_width = 0.3 * Constants.screen_width self.obstacle_height = 0.06 * Constants.screen_height rect = Rectangle(Vector2(0.5 * Constants.screen_width - 0.5 * self.obstacle_width, - 3*self.obstacle_height), Vector2(self.obstacle_width, self.obstacle_height), Material((255, 255, 255))) rect.animation = ObstaclePulsingAnimation(rect) rect.animator = Animator(rect, [rect.animation]) rect.animator.play() self.game_object_list.append(rect)
def generate_obstacle(self): random_pos = int(randfloat(self.size / 2 + Constants.circCenter_x - Constants.circRadius, Constants.screen_width - (self.size / 2 + Constants.circCenter_x - Constants.circRadius))) rect = Rectangle(Vector2(random_pos, -self.size), Vector2(self.size, self.size), Material((255, 255, 255))) rect.animation = ObstaclePulsingAnimation(rect) rect.animator = Animator(rect, [rect.animation]) rect.animator.play() direction = randint(0, 1) if direction == 0: direction = -1 rect.vel = direction # Checks if going left or right. Can be 1 for right or -1 for left self.game_object_list.append(rect)
def generate_obstacle(self): side = randint(0, 1) rect = Rectangle(Vector2(-self.obstacle_width/2 + Constants.screen_width*side, - self.obstacle_height), Vector2(self.obstacle_width, self.obstacle_height), Material((255, 255, 255))) rect.animation = ObstaclePulsingAnimation(rect) rect.animator = Animator(rect, [rect.animation]) rect.animator.play() if side == 1: rect.side = -1 else: rect.side = 1 self.game_object_list.append(rect)
def generate_obstacle(self): self.obstacle_width = 0.45 * Constants.screen_width self.obstacle_height = 0.06 * Constants.screen_height rect = Rectangle( Vector2(0.5 * Constants.screen_width - 0.5 * self.obstacle_width, -self.obstacle_height), Vector2(self.obstacle_width, self.obstacle_height), Material((255, 255, 255))) direction = rand(0, 1) < 0.5 if direction == 0: direction = -1 rect.direction = direction rect.transform.rotate(0) rect.animation = ObstaclePulsingAnimation(rect) rect.animator = Animator(rect, [rect.animation]) rect.animator.play() self.game_object_list.append(rect)