Beispiel #1
0
                quit = True
            # Key Event for move
            if event.key == K_DOWN:
                moveY = 5
            if event.key == K_UP:
                moveY = -5
            if event.key == K_LEFT:
                moveX = -5
            if event.key == K_RIGHT:
                moveX = 5

            # Key Event for fire
            if event.key == K_SPACE:
                if len(bullets) <= 8:
                    bullets.append(
                        Item([(Player.getObjectX() +
                               int(Player.getObjectHeight() / 2)),
                              Player.getObjectY()], [4, 4], [0, bulletSpeed]))
        elif event.type == KEYUP:
            if event.key == K_DOWN or event.key == K_UP:
                moveY = 0
            if event.key == K_LEFT or event.key == K_RIGHT:
                moveX = 0
        elif event.type == MOUSEMOTION:
            (x, y) = event.pos
    # Perform calculation

    for other in others:
        other.movObjectCoordination()
        if other.getObjectY() > HEIGHT:
            others = [
Beispiel #2
0
                    quit = True
                # Key Event for move
                if event.key == K_DOWN:
                    moveY = 5
                if event.key == K_UP:
                    moveY = -5
                if event.key == K_LEFT:
                    moveX = -5
                if event.key == K_RIGHT:
                    moveX = 5

                # Key Event for fire
                if event.key == K_SPACE:
                    if len(bullets) <= 8:
                        # Item( Coordination, Size, Speed, spr, player, moveArea, time_to_die)
                        bullets.append( Item( [(Player.getObjectX() + int(Player.getObjectHeight() / 2)), Player.getObjectY()], [4,4], [0,bulletSpeed], None, False, [0,0,0,0], 50))
                        bullet_count += 1
            elif event.type == KEYUP:
                if event.key == K_DOWN or event.key == K_UP:
                    moveY = 0
                if event.key == K_LEFT or event.key == K_RIGHT:
                    moveX = 0
            elif event.type == MOUSEMOTION:
                (x,y) = event.pos
        # Perform calculation
        window.fill( BACKGROUND_COLOR )

        bullets, others, shoot_down_plus = collision_check(bullets, others)
    
        if shoot_down_plus:
            shoot_down_count += 1
Beispiel #3
0
            # Key Event for move
            if event.key == K_DOWN:
                moveY = 5
            if event.key == K_UP:
                moveY = -5
            if event.key == K_LEFT:
                moveX = -5
            if event.key == K_RIGHT:
                moveX = 5

            # Key Event for fire
            if event.key == K_SPACE:
                if len(bullets) <= 8:
                    # Item( Coordination, Size, Speed, spr, player, moveArea, time_to_die)
                    bullets.append(
                        Item([(Player.getObjectX() +
                               int(Player.getObjectHeight() / 2)),
                              Player.getObjectY()], [4, 4], [0, bulletSpeed],
                             None, False, [0, 0, 0, 0], 50))
                    bullet_count += 1
        elif event.type == KEYUP:
            if event.key == K_DOWN or event.key == K_UP:
                moveY = 0
            if event.key == K_LEFT or event.key == K_RIGHT:
                moveX = 0
        elif event.type == MOUSEMOTION:
            (x, y) = event.pos
    # Perform calculation

    bullets, others, shoot_down_plus = collision_check(bullets, others)