Beispiel #1
0
    def fire(self):
        if self.stun_timer:
            self.animation_list.play('HurtFire',
                                     self.animation_list.current_frame)
        else:
            self.animation_list.play('Fire')

        if self.fire_timer <= 0:
            utility.play_sound(self.fire_sound[random.randint(0, 2)],
                               PLAYER_CHANNEL)
            if self.velocity[:] != vector.Vector2d.zero:
                bullet_velocity = vector.Vector2d(self.velocity)
                bullet_velocity.set_magnitude(self.bullet_speed)

                new_bullet = bullet.Bullet(self.position, bullet_velocity,
                                           self.effects_group,
                                           self.bullet_damage,
                                           self.bullet_bound_style,
                                           self.bullet_collide_style)
                new_bullet.set_owner(self)

                if self.reflect_bonus and self.damage_bonus:
                    new_bullet.animation_list.play('DamageReflect')

                elif self.bullet_collide_style == COLLIDE_STYLE_REFLECT:
                    new_bullet.animation_list.play('Reflect')

                elif self.bullet_damage > 1:
                    new_bullet.animation_list.play('Damage')

                self.bullet_group.add(new_bullet)
                self.fire_timer = self.reset_fire_timer

            if self.dual_shot:
                if self.velocity:
                    bullet_velocity = vector.Vector2d(self.velocity * -1)
                    bullet_velocity.set_magnitude(self.bullet_speed)

                    new_bullet = bullet.Bullet(
                        (self.position), (bullet_velocity), self.effects_group,
                        self.bullet_damage, self.bullet_bound_style,
                        self.bullet_collide_style)
                    new_bullet.set_owner(self)

                    if self.reflect_bonus and self.damage_bonus:
                        new_bullet.animation_list.play('DamageReflect')

                    elif self.bullet_collide_style == COLLIDE_STYLE_REFLECT:
                        new_bullet.animation_list.play('Reflect')
                    elif self.bullet_damage > 1:
                        new_bullet.animation_list.play('Damage')

                    self.bullet_group.add(new_bullet)
Beispiel #2
0
    def fire(self):
        '''
        player shooting. including bullets and bomb
        as power increases, the bullets from player will enhances. 
        max enhences will applies when power = 4
        '''
        if not self.fire_cold_down:
            if 0 <= self.power:
                b = bullet.Bullet(self.parent, 'flow1')
                b.position = self.position
                b.damage = 2
                b.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)

                self.parent.bullet_group.add(b)

            if 1 <= self.power:
                b1 = bullet.Bullet(self.parent, 'track1')
                b1.position = self.position + vector.objVector(-30, 100)
                b1.damage = 0.2
                b1.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)
                b2 = bullet.Bullet(self.parent, 'track1')
                b2.position = self.position + vector.objVector(20, 100)
                b2.damage = 0.2
                b2.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)
                self.parent.bullet_group.add(b1)
                self.parent.bullet_group.add(b2)

            if 2 <= self.power:
                b1 = bullet.Bullet(self.parent, 'track2')
                b1.position = self.position + vector.objVector(-50, 100)
                b1.damage = 0.3
                b1.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)
                b2 = bullet.Bullet(self.parent, 'track2')
                b2.position = self.position + vector.objVector(40, 100)
                b2.damage = 0.3
                b2.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)
                self.parent.bullet_group.add(b1)
                self.parent.bullet_group.add(b2)

            if 3 <= self.power:
                b1 = bullet.Bullet(self.parent, 'flow1')
                b1.position = self.position + vector.objVector(20, 0)
                b1.damage = 1
                b1.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)
                b2 = bullet.Bullet(self.parent, 'flow1')
                b2.position = self.position + vector.objVector(-20, 0)
                b2.damage = 1
                b2.velocity = vector.objVector(0, -2000 * MEASURE_UNIT)
                self.parent.bullet_group.add(b1)
                self.parent.bullet_group.add(b2)

            if 4 <= self.power:
                b = bullet.Bullet(self.parent, 'flow2')
                b.position = self.position + vector.objVector(0, -30)
                b.damage = 0.5
                b.velocity = vector.objVector(0, -3000 * MEASURE_UNIT)
                self.parent.bullet_group.add(b)

            self.fire_cold_down = FRAME_PER_SECOND / 15
Beispiel #3
0
    def event_handler(self):
        for event in pygame.event.get():
            if event.type == 12:
                pygame.quit()
                sys.exit()
            elif event.type == settings.ENEMY1_CREAT_EVENT:
                enemy1 = enemy.EnemySmall()
                self.enemy_group.add(enemy1)
            elif event.type == settings.ENEMY2_CREAT_EVENT:
                enemy2 = enemy.EnemyMid()
                self.enemy_group2.add(enemy2)
            elif event.type == settings.HERO_FIRE_EVENT:
                bullet1 = bullet.Bullet(self.my_plane.rect.centerx,self.my_plane.rect.top)
                settings.music_event(r'%s\material\sound\bullet.wav'% settings.BASE_DIR)
                self.bullet_group.add(bullet1)

        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP] :
            self.my_plane.move_up()
        if key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]:
            self.my_plane.move_down()
        if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
            self.my_plane.move_left()
        if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
            self.my_plane.move_right()
Beispiel #4
0
    def give_bonus(self):
        stars_to_create = 15

        while stars_to_create:
            stars_to_create -= 1

            temp_bullet = bullet.Bullet(self.position, (BULLET_SPEED, 0),
                                        self.effects_group, 0,
                                        BOUND_STYLE_KILL, COLLIDE_STYLE_NOVA)

            temp_bullet.set_life_timer(13)
            temp_bullet.animation_list.play('Nova')
            temp_bullet.velocity.set_angle(stars_to_create * 24)

            # Bullet damage doesn't matter since these bullets automatically
            # kill whatever they touch
            temp_bullet.set_owner(self.object_collided_with)
            self.object_collided_with.bullet_group.add(temp_bullet)
Beispiel #5
0
    def fire(self):

        for i in range(4):
            bullet1 = bullet.Bullet()
            bullet1.rect.centerx = self.rect.centerx
            bullet1.rect.bottom = self.rect.top - 20