Exemplo n.º 1
0
 def tick(self, time_elapsed):
     Object.tick(self, time_elapsed)
     
     self.elapsed += time_elapsed
     
     if (self.elapsed >= self.duration):
         self.lvl.remove_object(self)
Exemplo n.º 2
0
    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)

        self.elapsed += time_elapsed

        if (self.elapsed >= self.duration):
            self.lvl.remove_object(self)
Exemplo n.º 3
0
 def tick(self, time_elapsed):
     if (hasattr(self.target, 'destroyed') and self.target.destroyed):
         self.lvl.remove_object(self)
         return
     
     self.dir = (self.target.shape.position - self.shape.position).normalizing()
     
     v = self.dir.scalar(self.velocity)
     
     self.shape.velocity = v
     
     Object.tick(self, time_elapsed)
Exemplo n.º 4
0
    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)

        self.update_mouse_track(time_elapsed)
        self.update_spinning(time_elapsed)
        self.update_strafe(time_elapsed)

        self.simple_gun.tick(time_elapsed)
        self.simple_missile.tick(time_elapsed)

        self.collision_set = self.keep_colliding
        self.keep_colliding = set()
Exemplo n.º 5
0
 def tick(self, time_elapsed):       
     Object.tick(self, time_elapsed)
             
     self.update_mouse_track(time_elapsed)
     self.update_spinning(time_elapsed)
     self.update_strafe(time_elapsed)
     
     self.simple_gun.tick(time_elapsed)
     self.simple_missile.tick(time_elapsed)
     
     self.collision_set = self.keep_colliding
     self.keep_colliding = set()
Exemplo n.º 6
0
    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)
        
        self.elapsed += time_elapsed
        
        if (self.elapsed >= self.time_interval_shot):
	    self.elapsed = 0.
	    _info = {
	    'destructible'    : False,
	    'destroys_player' : False,
	    'target'          : False
	    }
	    vec_dir = (self.level.ship.shape.position - self.shape.position -  self.gun_pos).normalizing().scalar(70.)
	    bullet_pos = self.shape.position + self.gun_pos
	    shape_bull = Shape(0.01, bullet_pos)
	    shape_bull.velocity = vec_dir
	    #
	    #(self, model, shape, element, lvl, duration, damage)
	    obj_sh = SimpleShootInvasor(self.level.models['InvasorSimpleGun'][0], shape_bull, _info, self.level, 20, 5)
	    self.level.add_object(obj_sh)
	    #
	       
Exemplo n.º 7
0
    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)

        self.elapsed += time_elapsed

        if (self.elapsed >= self.time_interval_shot):
            self.elapsed = 0.
            _info = {
                'destructible': False,
                'destroys_player': False,
                'target': False
            }
            vec_dir = (self.level.ship.shape.position - self.shape.position -
                       self.gun_pos).normalizing().scalar(70.)
            bullet_pos = self.shape.position + self.gun_pos
            shape_bull = Shape(0.01, bullet_pos)
            shape_bull.velocity = vec_dir
            #
            #(self, model, shape, element, lvl, duration, damage)
            obj_sh = SimpleShootInvasor(
                self.level.models['InvasorSimpleGun'][0], shape_bull, _info,
                self.level, 20, 5)
            self.level.add_object(obj_sh)
Exemplo n.º 8
0
    def tick(self, time_elapsed):
        Object.tick(self, time_elapsed)
	if (self.asteroid_type == 'artificial'):
		self.shot_tick_counter = (self.shot_tick_counter + 1) % self.shot_tick_interval
		if (self.shot_tick_counter == 0):
			self.shot = True