def shootBullet(self): if gVariables.g_IS_FX: SFX(self.R._SFX[0]) bullet = Sprite(self.R._BULLET[gVariables.g_PlayerIndex]) bullet.position = (self.PLAYER.position[0] + bullet.width / 2, self.PLAYER.position[1]) bullet.cshape = CollisionModel.AARectShape(bullet.position, bullet.width / 2, bullet.height / 2) bullet.scale = 0.8 bullet.velocity = (self.bullet_speed, 0) bullet.do(Move()) self.bullet_Lists.add(bullet) self.collisionManager.add(bullet) self.batch.add(bullet, self.bulletZ)
def addBrick(self, x, y, spriteBlock): x = x // blockSize * blockSize y = y // blockSize * blockSize if isinstance(spriteBlock, str): spriteObj = Sprite(spriteBlock) else: spriteObj = copy(spriteBlock) spriteObj.position = (x, y) spriteObj.cshape = cm.AARectShape(spriteObj.position, spriteObj.width // 2, spriteObj.height // 2) if self.collisions.objs_colliding(spriteObj): return self.collisions.add(spriteObj) self.add(spriteObj, z=2)