def __init__(self, pos = (0,0), **images) : Projectile.__init__ (self, pos, **images) Weapon.__init__ (self, pos, **images) self._has_been_launched = False self.set_knockback_factor (5) self._damage = 5 self._name = "Bomb"
def __init__(self, watcher_pmx_name, watcher_vmd_name): Projectile.__init__(self, watcher_pmx_name, watcher_vmd_name) self.set_overwrite_bones([ '左上主砲X', 'PU主砲_砲身_U', 'PU主砲_砲身_U先', 'PU主砲_砲身_L', 'PU主砲_砲身_L先', '右上主砲X', 'SU主砲_砲身_U', 'SU主砲_砲身_U先', 'SU主砲_砲身_L', 'SU主砲_砲身_L先' ]) self.set_point_mode('ARM')
def __init__(self, game = None, parent = None, vel = Vec3()): models = MODELS_PATH + "Bullet" anims = {} vel.normalize() vel *= random.randint(15, 20) Projectile.__init__(self, models, anims, "**/CollisionSphere", game, parent, parent.getPos(), vel)
def __init__(self, width, height, x, y, owner=None): Projectile.__init__(self, 25, 25, x, y) self.owner = owner self.speed = 5 # initialize sprite lists ss = SpriteSheet(path.join(get_art_dir(), 'Monkey', 'Banana_spritesheet.png'), 8) self.sprites_throw_right = ss.get_sprites(size=(25, 25)) self.sprites_throw_left = [pygame.transform.flip(s, True, False) for s in self.sprites_throw_right]
def __init__(self, x, y, xvel, yvel, image): Projectile.__init__(self, x, y, image) self.rect = self.image.get_rect() self.rect.width = 3 self.rect.height = 3 self.xvel = xvel self.yvel = yvel self.rect.x = x self.rect.y = y
def __init__(self, character): Projectile.__init__(self, self) self.initial_x_coordinate = character.x_coordinate self.initial_y_coordinate = character.y_coordinate self.x_coordinate = character.x_coordinate self.y_coordinate = character.y_coordinate self.old_x_coordinate = self.x_coordinate self.old_y_coordinate = self.y_coordinate self.direction = character.direction Projectile.projectile_count += 1 Projectile.piercing_projectile_list.append(self)
def __init__ (self, pos = (0,0), **images) : Projectile.__init__ (self, pos, **images) self._spread = .10 self._name = "Shotgun Shell"
def __init__(self, position, vecteur): Projectile.__init__(self, position, vecteur) self.posx, self.posy = (float(position[0]), float(position[1]))
def __init__(self): Base.__init__(self) self.visual = VisualObject(os.path.join("data", "banana.png"))
def __init__ (self, pos = (0,0), **images) : Projectile.__init__ (self, pos,**images) self.set_gravity (0) self.set_knockback_factor (5) self.set_damage (5) self._name = "Bullet"
def __init__(self, pos, target, image, speed, damage): Projectile.__init__(self, pos, target, image, speed, damage) self.radius = 50
def __init__(self, position, direction, speed, color): Projectile.__init__(self, 1, position, direction) Collideable.__init__(self, Settings.BULLET_SIZE) self.speed = speed self.color = color
def __init__(self, position, vecteur): Projectile.__init__(self, position, vecteur) self.posx, self.posy = (float(position[0]), float(position[1]))
def __init__(self, pos, target, image, speed, damage): Projectile.__init__(self, pos, target, image, speed, damage) self.radius = 50
def __init__(self, x,y, angle, color): Projectile.__init__(self, x, y, angle, 2.5, color)
def __init__(self, x,y): Projectile.__init__(self, x, y, math.pi/2, 10, "gray")