def __init__(self, parameters, x_pos, y_pos, factor, direction, speed=0.0, angle=0.0, member='airdefence', weapon_group=None): Machine.__init__(self, parameters, x_pos, y_pos, factor, direction, speed=speed, angle=angle, member=member, weapon_group=weapon_group) self.base_img = pygame.image.load(self.param['base']).convert_alpha() self.base_rect = self.base_img.get_rect() dx, self.dy = self.org_bitmap.get_size() self.mask = pygame.mask.from_surface(self.base_img) self.step = 0
def __init__(self, parameters, x_pos, y_pos, factor, direction, speed=0.0, angle=0.0, member='airplane', weapon_group=None): Machine.__init__(self, parameters, x_pos, y_pos, factor, direction, speed=speed, angle=angle, member=member, weapon_group=weapon_group) self.max_speed = self.param['max_speed'] * self.factor self.count_step = 10 # number of gears self.step_func = lambda step: self.max_speed * step / self.count_step self.step = int(self.speed / (float(self.max_speed) / self.count_step)) self.assel_func = lambda step: math.sqrt(step / 10000.0) self.sh_step = lambda y: y if self.count_step > y else self.count_step self.sh_step0 = lambda x: 0 if x <= 0 else x self.up_force_val = lambda speed: speed * self.max_speed / self.g_force self.up_force = 0