def move(self, proj): speed = [movement.getSpeedState(proj.getDirection()) * self.projectile_speed[i] \ for i in range(0, len(self.projectile_speed))] proposed_pos = map(operator.mul, movement.dirToVec(proj.getDirection()), speed) timediff = (self.game.time.time() - self.game.time.lastTime()) proposed_pos = map(operator.mul, proposed_pos, (timediff,timediff)) proposed_pos = map(operator.add, proposed_pos, proj.getPos()) proj.setPos(proposed_pos[0],proposed_pos[1])
def move(self, proj): speed = [movement.getSpeedState(proj.getDirection()) * self.projectile_speed[i] \ for i in range(0, len(self.projectile_speed))] proposed_pos = map(operator.mul, movement.dirToVec(proj.getDirection()), speed) timediff = (self.game.time.time() - self.game.time.lastTime()) proposed_pos = map(operator.mul, proposed_pos, (timediff, timediff)) proposed_pos = map(operator.add, proposed_pos, proj.getPos()) proj.setPos(proposed_pos[0], proposed_pos[1])
def updateChar(self): #self.moveDirection() interactions.tiglet_onmove(self) properDir = movement.vecToDir(self.direction) self.move.moveState[0] = properDir self.move.moveState[1] = movement.getSpeedState(properDir) if properDir != -1: self.setDirection((movement.vecToDir(self.direction) * 0.5) * 2) self.move.moveChar()