spaceblaster: Don't pass initial beam positions
The initial beam positions are set in the fire function based on beam size and the ship position. This currently isn't know when beams are constructed.
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@ -15,5 +15,5 @@ class Beam(GO):
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self.move_y(1)
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class CSEBeam(Beam):
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def __init__(self, GAME, pos):
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Beam.__init__(self, GAME, "blue", pos, (0, -1.4))
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def __init__(self, GAME):
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Beam.__init__(self, GAME, "blue", (0,0), (0, -1.4))
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@ -22,25 +22,25 @@ class CSE1670(ArcadeShip):
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def fire(self):
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beams = []
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if self.weapon_level % 2 == 0:
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b = CSEBeam(self.game, (0, 0))
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b = CSEBeam(self.game)
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b.x = self.x + (0.5 * (self.w - b.w))
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b.y = self.y - b.w
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beams.append(b)
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if self.weapon_level != 0:
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b = CSEBeam(self.game, (0, 0))
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b = CSEBeam(self.game)
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b.x = self.x + (0.5 * (self.w - b.w)) + 15
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b.y = self.y - b.w + 10
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beams.append(b)
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b = CSEBeam(self.game, (0, 0))
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b = CSEBeam(self.game)
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b.x = self.x + (0.5 * (self.w - b.w)) - 15
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b.y = self.y - b.w + 10
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beams.append(b)
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if self.weapon_level >= 3:
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b = CSEBeam(self.game, (0, 0))
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b = CSEBeam(self.game)
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b.x = self.x + (0.5 * (self.w - b.w)) + 30
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b.y = self.y - b.w + 20
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beams.append(b)
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b = CSEBeam(self.game, (0, 0))
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b = CSEBeam(self.game)
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b.x = self.x + (0.5 * (self.w - b.w)) - 30
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b.y = self.y - b.w + 20
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beams.append(b)
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