def update(self): global g_bullet,full_list,bad_list if self. timer > 0: self.timer -= 1 if self.target != None: if self.target.alive(): new_rect = self.rect if (self.target.rect.centery - 3) > new_rect.centery: new_rect.y += 3 elif (self.target.rect.centery + 3) < new_rect.centery: new_rect.y -= 3 else: new_rect.centery = self.target.rect.centery if new_rect.top > 0 and new_rect.bottom < 300: self.rect = new_rect if self.timer == 0: if self.target.rect.centery == self.rect.centery: bullet = MagBall.bullet(self.rect.centerx,self.rect.centery) bullet.add(g_bullet,full_list) self.timer = 30 else: self.target = None else: for b in bad_list: if b.rect.x > 200 and b.rect.right < 800: self.target = b break
if event.key == pygame.K_e: time_run = False if event.type == pygame.KEYUP: if event.key == pygame.K_SPACE: jump_bar1.stop_move(player) if event.key == pygame.K_e: time_run = True if event.type == pygame.MOUSEBUTTONUP: if event.button == 3: bullet_bar1.reload_bullet() if bullet_bar1.shoot(): bullet = MagBall.bullet(player.rect.centerx +40,player.rect.centery) bullet.add(g_bullet,full_list) if done: break mX = (pygame.mouse.get_pos())[0] mY = (pygame.mouse.get_pos())[1] frames = 60 #logic #coll_mouse_list = atom_list.get_sprites_at((mX,mY)) if usc != None: usc.update()