def update(self): Link.update(self) if self.good.owner != self.owner: self.updateOwner() for packet in [packet for packet in self.packets if packet.owner != self.owner and self.rect.colliderect(packet.rect)]: self.packets.remove(packet)
def __init__ (self, screen, d1, d2, speed=5): Link.__init__(self, screen, d1, d2) self.good = self.d1 self.bad = self.d2 self.image = pygame.Surface((35, 35)) self.imagePos = ((self.good.pos[0] + self.bad.pos[0])//2 -16, (self.good.pos[1] + self.bad.pos[1])//2 -19) self.theta = degrees(atan2(-self.toPos2[1], self.toPos2[0])) self.rect = pygame.Rect(self.imagePos, (33, 33)) self.updateOwner()
def draw(self): if self.active: self.screen.blit(pygame.transform.rotate(self.image, self.theta), self.imagePos) Link.draw(self)