def create_bullet(x, y, direction, speed, sprite_name, owner_id, damage=3, life=3000, scale=.2, radius=50): _bullet = create(x, y, direction, speed, sprite_name, owner_id, damage=damage, life=life) _owner = entities.get_entity(_bullet['owner_id']) _bullet['sprite'].anchor_x = 0 _bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2 entities.trigger_event(_bullet, 'set_scale', scale=scale) entities.trigger_event(_bullet, 'set_rotation', degrees=_bullet['direction']) return _bullet
def create_missile(x, y, direction, speed, sprite_name, owner_id, life=3000, scale=.2, turn_rate=.15, tracking=True, drunk=True, radius=50): _bullet = create(x, y, direction, speed, sprite_name, owner_id, life=life, turn_rate=turn_rate, radius=radius) _owner = entities.get_entity(_bullet['owner_id']) _bullet['sprite'].anchor_x = 0 _bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2 entities.trigger_event(_bullet, 'set_scale', scale=scale) entities.register_event(_bullet, 'tick', tick_missile) entities.register_event(_bullet, 'hit', hit_missile) if drunk: entities.register_event(_bullet, 'tick', tick_drunk) if tracking: _bullet['target_id'] = ai.find_target(_owner, max_distance=1600) if _bullet['target_id']: _target = entities.get_entity(_bullet['target_id']) entities.register_event(_bullet, 'tick', tick_track) entities.register_event(_target, 'delete', lambda target: _bullet['_id'] in entities.ENTITIES and entities.unregister_event(_bullet, 'tick', tick_track)) if 'player' in _owner and _owner['player']: effects.create_particle(_target['position'][0], _target['position'][1], 'crosshair.png', background=False, scale_rate=.95, fade_rate=.98, spin=random.choice([-3, -6, 3, 6])) else: _bullet['target_id'] = None _bullet['engine_power'] = 100 return _bullet