Пример #1
0
    def use(self):

        if (self.block_fire < 0.0):
            self.block_fire = self.delay
            body_tmp = self.body.get_body()
            if (self.type_id == 1 or self.type_id == 2 or self.type_id == 3):
                clases.audio.efectSound(26)
                self.bullet.append(disparos(self.world.CreateDynamicBody(
                    position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.22),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.22)),
                    bullet=True, angle = body_tmp.angle,  angularDamping=0.0, linearDamping= 5.0,
                    fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)),isSensor= False, density=self.damage),
                    linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0,self.global_DL)
                )
            if (self.type_id == 3):
                body_tmp.angle += 0.2
                self.bullet.append(disparos(self.world.CreateDynamicBody(
                    position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.22),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.22)),
                    bullet=True, angle = body_tmp.angle,  angularDamping=0.0, linearDamping= 5.0,
                    fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)),isSensor= False, density=self.damage),
                    linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0,self.global_DL)
                )
                body_tmp.angle -= 0.4
                self.bullet.append(disparos(self.world.CreateDynamicBody(
                    position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.22),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.22)),
                    bullet=True, angle = body_tmp.angle,  angularDamping=0.0, linearDamping= 5.0,
                    fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)),isSensor= False, density=self.damage),
                    linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0,self.global_DL)
                )
                body_tmp.angle += 0.2
Пример #2
0
 def open_fire(self, body_tmp):
     if(self.block_fire < 0.0):
         self.block_fire = 600.0
         self.bullet.append(disparos(self.world.CreateDynamicBody(
             position=(body_tmp.position[0]+(math.cos(body_tmp.angle)*0.3),body_tmp.position[1]+(math.sin(body_tmp.angle)*0.3)),
             bullet=True,angle = body_tmp.angle,  angularDamping=0.0, linearDamping= 5.0,
             fixtures=b2FixtureDef(shape=b2CircleShape(radius=(size_tile/8.0)), density=60),
             linearVelocity=(50*math.cos(body_tmp.angle), 50*math.sin(body_tmp.angle))), 0)
         )
Пример #3
0
    def use(self):

        if (self.block_fire < 0.0):
            self.block_fire = self.delay
            body_tmp = self.body.get_body()
            if (self.type_id == 1 or self.type_id == 2 or self.type_id == 3):
                clases.audio.efectSound(26)
                self.bullet.append(
                    disparos(
                        self.world.CreateDynamicBody(
                            position=(body_tmp.position[0] +
                                      (math.cos(body_tmp.angle) * 0.22),
                                      body_tmp.position[1] +
                                      (math.sin(body_tmp.angle) * 0.22)),
                            bullet=True,
                            angle=body_tmp.angle,
                            angularDamping=0.0,
                            linearDamping=5.0,
                            fixtures=b2FixtureDef(
                                shape=b2CircleShape(radius=(size_tile / 8.0)),
                                isSensor=False,
                                density=self.damage),
                            linearVelocity=(50 * math.cos(body_tmp.angle),
                                            50 * math.sin(body_tmp.angle))), 0,
                        self.global_DL))
            if (self.type_id == 3):
                body_tmp.angle += 0.2
                self.bullet.append(
                    disparos(
                        self.world.CreateDynamicBody(
                            position=(body_tmp.position[0] +
                                      (math.cos(body_tmp.angle) * 0.22),
                                      body_tmp.position[1] +
                                      (math.sin(body_tmp.angle) * 0.22)),
                            bullet=True,
                            angle=body_tmp.angle,
                            angularDamping=0.0,
                            linearDamping=5.0,
                            fixtures=b2FixtureDef(
                                shape=b2CircleShape(radius=(size_tile / 8.0)),
                                isSensor=False,
                                density=self.damage),
                            linearVelocity=(50 * math.cos(body_tmp.angle),
                                            50 * math.sin(body_tmp.angle))), 0,
                        self.global_DL))
                body_tmp.angle -= 0.4
                self.bullet.append(
                    disparos(
                        self.world.CreateDynamicBody(
                            position=(body_tmp.position[0] +
                                      (math.cos(body_tmp.angle) * 0.22),
                                      body_tmp.position[1] +
                                      (math.sin(body_tmp.angle) * 0.22)),
                            bullet=True,
                            angle=body_tmp.angle,
                            angularDamping=0.0,
                            linearDamping=5.0,
                            fixtures=b2FixtureDef(
                                shape=b2CircleShape(radius=(size_tile / 8.0)),
                                isSensor=False,
                                density=self.damage),
                            linearVelocity=(50 * math.cos(body_tmp.angle),
                                            50 * math.sin(body_tmp.angle))), 0,
                        self.global_DL))
                body_tmp.angle += 0.2