def update(self, shift=0.0): if self.speed > 0: self.speed -= 0.1 else: self.speed = 0 if -90 < self.angle <= 90: self.angle -= 0.5 else: self.angle += 0.5 Weapon.update(self, shift=shift) self.health -= 1 self.rect.center = self.x, self.y self.pxarray = pygame.PixelArray(self.bitmap) pxa_len_x = len(self.pxarray) pxa_len_y = len(self.pxarray[0]) for x in range(pxa_len_x): for y in range(pxa_len_y): G = self.bitmap.unmap_rgb(self.pxarray[x][y])[1] + 5 if G > 255: G = 0 self.pxarray[x][y] = (255, G, 0, self.bitmap.unmap_rgb(self.pxarray[x][y])[3]) del self.pxarray
def update(self, shift=0.0): if self.fuel > 0: self.speed += self.assel self.fuel -= 1 elif self.fuel == 0: self.fuel -= 1 self.org_bitmap = self.wfire_bitmap self.bitmap = self.wfire_bitmap self.bitmap = pygame.transform.rotate(self.org_bitmap, self.angle) self.rect = self.bitmap.get_rect() self.rect.center = self.x, self.y self.mask = pygame.mask.from_surface(self.bitmap) else: self.g_force += 0.05 self.speed -= self.assel / 10 Weapon.update(self, shift=shift) if self.speed <= 0: self.remove_flag = 1
def update(self, shift=0.0): Weapon.update(self, shift=shift) self.live -= 1 if self.live == 0: self.remove_flag = 1