def tick(self, time_elapsed): Object.tick(self, time_elapsed) self.elapsed += time_elapsed if (self.elapsed >= self.duration): self.lvl.remove_object(self)
def tick(self, time_elapsed): Object.tick(self, time_elapsed) self.elapsed += time_elapsed if (self.elapsed >= self.duration): self.lvl.remove_object(self)
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)
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()
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()
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) #
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)
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