def checkWaypoints(self): if self.wayPoints is not None: # Compare distance between targetVector and currentPosition targetVector = self.wayPoints[ self.activeWaypointIndex ] distance = Vector2D.fromPoints( self.position, targetVector ) if distance.getVectorLength() < 10: self.activeWaypointIndex = (self.activeWaypointIndex + 1) % len( self.wayPoints ) # Change to new direction targetVector = self.wayPoints[ self.activeWaypointIndex ] # print "moving to next Waypoint " + str( targetVector ) self.direction = Vector2D.fromPoints( self.position, targetVector ) self.direction.normalizeVector()
def setWaypointList(self, wpList): self.wayPoints = wpList # Recalc direction self.activeWaypointIndex = 0 targetVector = self.wayPoints[ self.activeWaypointIndex ] self.direction = Vector2D.fromPoints( self.position, targetVector ) self.direction.normalizeVector()
def handleMouseMovment(self, mousePos): if self.refToPlayer is not None: self.refToPlayer.setCrosshairPos(mousePos) if self.mouseButtonPressed is True: trgtVec = Vector2D(mousePos[0], mousePos[1]) direction = direction = Vector2D.fromPoints(self.refToPlayer.position, trgtVec) direction.normalizeVector() self.refToPlayer.setMovment(direction, 20.0)