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- class Minigun(Weapon):
- name = "Minigun"
- cooldown = 0 # microseconds
- force = 100.0 # N
- mass = 19.0 # kg
- max_ammunition = 500
- shortcut = 2 # pod ktorym numerkiem
- def __init__(self, xml, parent, sceneFactory, levelFactory, parser):
- self.ammo = 0
- parentEntity = parent
- Weapon.counter = Weapon.counter + 1
- obj = parser.elementFactory.makeNode("Minigun"+str(Weapon.counter), parentEntity)
- levelFactory.registerSceneActor(obj, self)
- self.node = obj
- self.levelFactory = levelFactory
- self.parser = parser
- self.sceneFactory = sceneFactory
- self.xml = xml
- def activate(self, target):
- print "ammo: " + str(self.ammo)
- if True:#self.is_usable() :
- self.use()
- node = self.getNode()
- print "trololo"+str(node)
- bullet = B_308Winchester(self.xml, self.node, self.sceneFactory, self.levelFactory, self.parser)
- phys = self.levelFactory.getLevel().getWorld()
- bulletShape = phys.buildShape(bullet.getEntity(), "sphere")
- bullet.getNode().setPosition(0,5,0)
- phys.buildRigidBody(bullet.getNode(), bulletShape, bullet.mass)
- # stworz pocisk i go poslij
- class B_308Winchester(Bullet):
- name = ".308 Winchester"
- damage = 1.0
- mass = 0.1 # kg
- def __init__(self, xml, parent, sceneFactory, levelFactory, parser):
- parentEntity = parent
- Bullet.counter = Bullet.counter + 1
- obj = parser.elementFactory.makeNode(self.name+str(Bullet.counter), parentEntity)
- levelFactory.registerSceneActor(obj, self)
- self.node = obj
- self.levelFactory = levelFactory
- self.parser = parser
- self.sceneFactory = sceneFactory
- self.xml = xml
- self.entity = self.parser.elementFactory.createEntity(Ogre.SceneManager.PT_SPHERE)
- self.node.attachObject(self.entity)
- #self.node.setPosition(location)
- self.node.setScale(0.1, 0.1, 0.1)
- def getEntity(self):
- return self.entity
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