def checkHit(self): hitbox = (self.pos[0]+(self.dir*(_g['scale']*6)),self.pos[1]+_g['scale']) #We only use a point for arrows, because only the point is fatal if (self.team == 0): #If the enemies shot it, only check to see if it hit the player by referencing it. if (gfuncs.isWithin(hitbox, _g['player'].pos)): _g['player'].alive = False self.alive = False else: #Otherwise, go through every object. for obj in _g['game'].objects: #Note: Player shot projectiles can stop enemy ones! if (obj != _g['player'] and obj != self): if (gfuncs.isWithin(hitbox, obj.pos)): obj.hp -= 1 if (obj.hp <= 1): obj.alive = False self.alive = False break
def checkHit(self): #Check to see if we're colliding with the player. if (gfuncs.isWithin(self.pos, _g['player'].pos) or gfuncs.isWithin((self.pos[0]+self.pos[2],self.pos[1]), _g['player'].pos) or gfuncs.isWithin((self.pos[0]+self.pos[2],self.pos[1]+self.pos[3]), _g['player'].pos) or gfuncs.isWithin((self.pos[0],self.pos[1]+self.pos[3]), _g['player'].pos)): _g['player'].alive = False #If so, kill him, because he only has 1 life.