def do(self): # TODO: Make sure target is still in range from_coords = Point3(*board_coordinates(self.attacker.x, self.attacker.y, self.attacker.height)) to_coords = Point3(*board_coordinates(self.target.x, self.target.y, self.target.height)) i_move_to = LerpPosInterval(self.attacker.nodePath, 0.1, to_coords, blendType='easeIn') i_move_from = LerpPosInterval(self.attacker.nodePath, 0.1, from_coords, blendType='easeOut') i_finish = Func(self.post_do) i_sequence = Sequence(i_move_to, i_move_from, i_finish) i_sequence.start()
def do(self): inhabitants = self.tile.get_inhabitants() if inhabitants: # TODO: Maybe move somewhere else? app.state.demand('Charge') else: to_coords = Point3(*board_coordinates(self.tile.x, self.tile.y, self.tile.height)) i_move = LerpPosInterval(self.mover.nodePath, 0.5, to_coords) i_finish = Func(self.post_do) i_sequence = Sequence(i_move, i_finish) i_sequence.start()