Mercurial > fife-parpg
diff demos/shooter/scripts/scene.py @ 451:f463ab431cc0
Movement shouldn't be dependent on framerate anymore.
Some minor tweaks.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Thu, 01 Apr 2010 21:14:23 +0000 |
parents | ba6817013343 |
children | f07d779362da |
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--- a/demos/shooter/scripts/scene.py Thu Apr 01 19:26:56 2010 +0000 +++ b/demos/shooter/scripts/scene.py Thu Apr 01 21:14:23 2010 +0000 @@ -50,6 +50,8 @@ self._nodes = list() self._player = Player(self._model, 'player', self._layer) + self._player.width = 0.075 + self._player.height = 0.075 self._player.start() self._projectiles = list() @@ -68,23 +70,22 @@ self._nodes.append(SceneNode()) for instance in enemies: - loc = instance.getLocation().getExactLayerCoordinates() - objectName = instance.getObject().getId() print objectName enemy = Ship(self._model, 'enemy', self._layer, False) enemy.instance = instance - enemy.width = 0.5 - enemy.height = 0.5 - enemy.velocity.x = -0.013 + enemy.width = 0.075 + enemy.height = 0.075 + enemy.velocity.x = -0.13 enemy.start() - + + loc = instance.getLocation().getExactLayerCoordinates() nodeindex = int(loc.x * xscale) self._nodes[nodeindex].spaceobjects.append(enemy) - def getObjectsInNode(self, node): - return self._nodes[node].instances + def getObjectsInNode(self, nodeindex): + return self._nodes[nodeindex].instances def getObjectsInRange(self, rangeL, rangeR): objects = list()