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- def handleinto(self, entry):
- fromNode = entry.getFromNode().getName()
- intoNode = entry.getIntoNode().getName()
- timeEntry = entry.getT
- tempStr = fromNode.split('-')
- shooterID = tempStr[0]
- tempStr = intoNode.split('-')
- victimID = tempStr[0]
- def handleagain(self, entry):
- fromNode = entry.getFromNode().getName()
- intoNode = entry.getIntoNode().getName()
- print (fromNode)
- print (intoNode)
- def firing(self):
- shipPosVec = self.ship.getPos(self.origin)
- hudPosVec = self.hud.getPos(self.origin)
- fsolution = hudPosVec - shipPosVec
- fsolution.normalize()
- fsolution = (fsolution * 1000) + hudPosVec
- duration = 2
- self.cntMissiles += 1
- basename = 'missile'
- idTag = "missile-" + str(self.cntMissiles)
- # Check for the completion of the Interval task, which means no
- # collisions were encountered.
- self.FireModels[idTag] = loader.loadModel('./Phaser/phaser.x')
- self.FireModels[idTag].setScale(.6)
- self.FireModels[idTag].setPos(hudPosVec)
- self.FireModels[idTag].reparentTo(render)
- self.CSP[idTag] = CollisionSphere(0, 0, 0, 0.5)
- self.Cnodes[idTag] = self.FireModels[idTag].attachNewNode(CollisionNode(idTag))
- self.Cnodes[idTag].node().addSolid(self.CSP[idTag])
- self.traverser.addCollider(self.Cnodes[idTag], self.handler)
- self.Intervals[idTag] = LerpPosInterval(self.FireModels[idTag], duration,
- Vec3(fsolution), Vec3(hudPosVec), fluid = 1)
- self.Intervals[idTag].start()
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