Ejemplo n.º 1
0
	def destroy(self):
		for dir in ['north','northwest','northeast','east','west','southwest','southeast','south']:
			debris.debris(dir,x=self.pos[0],y=self.pos[1],owner=self)
		
		if not self.player and not var.cleaning: var.score+=self.score
		
		var.ships.remove(self)
Ejemplo n.º 2
0
	def destroy(self):
		ship.destroy(self)
		
		_c = shapes.draw_circle(self.pos,10)
		
		if self.life<=0:
			for _s in var.ships:
				for pos in _c:
					pos = list(pos)
					if _s.pos == pos:
						_s.life = 0
			
			for pos in _c:
				debris.debris('',x=pos[0],y=pos[1],owner=self)
Ejemplo n.º 3
0
 def update(self):
     FrameRate = float(self.clock.tick(60))
     self.player.update(FrameRate)
     self.evil_koi.update(FrameRate)
     if self.debris == True:
         new_debris = debris(random.randrange(0, 600), -math.pi/2)
         self.debris_list.append(new_debris)
     for thing in self.debris_list:
         thing.update(FrameRate)
Ejemplo n.º 4
0
 def update(self):
     """Update every frame"""
     self.distance += self.time_since_last_frame * self.worldspeed
     projectiles = self.player.update(self.time_since_last_frame)
     #If player is dead, deal with lives
     if self.player_killed == True:
         if self.distance > self.last_death + self.immortal_time:
             self.last_death = self.distance
             self.lives -= 1
             self.music.play_hit()
             self.player_killed = False
             if self.lives < 0:
                 txtsurf = self.font32.render("GAME OVER", 1, (0,0,0))
                 txtrect = txtsurf.get_rect()
                 txtrect.center = (300, self.windowy/2)
                 self.screen.blit(txtsurf, txtrect)
                 pygame.display.flip()
                 pygame.time.wait(2000)
                 self.exit_game()
         else:
             self.player_killed = False
     #After updating the player, let's deal with enemies
     #1. Check for enemies we need to add
     for enemy in self.enemy_data:
         if self.distance > enemy[0]:
             #Create the enemy, add it to self.enemies
             #print "It's been %i ms, time to spawn an enemy!"%self.distance
             if enemy[1] == "debris":
                 rdyenemy = debris(enemy[2],-math.pi/2)
                 self.debris_list.append(rdyenemy)
             elif enemy[1] == "rock":
                 rdyenemy = rock(enemy[2],-math.pi/2)
                 self.rock_list.append(rdyenemy)
             elif enemy[1] == "side_bear":
                 rdyenemy = side_bear(self.player,enemy[2],enemy[3])
                 self.sbear_list.append(rdyenemy)
             elif enemy[1] == "water_bear":
                 rdyenemy = water_bear(self.player,enemy[2],enemy[3])
                 self.wbear_list.append(rdyenemy)
             elif enemy[1] == "evil_koi":
                 self.boss = evil_koi(self.windowx)
             else:
                 print "INVALID ENEMY!"
                 self.exit_game()
             #Remove from data
             self.enemy_data.remove(enemy)
     #2. Update Enemies
     for en in self.debris_list:
         en.update(self.time_since_last_frame)
     for rc in self.rock_list:
         rc.update(self.time_since_last_frame)
     for sbr in self.sbear_list:
         sbr.update(self.time_since_last_frame)
     for wbr in self.wbear_list:
         wbr.update(self.time_since_last_frame)
     if self.boss != None:
         self.bad_projectiles = self.boss.update(self.time_since_last_frame)
     #3. Remove Enemies that are off screen
     for en in self.debris_list:
         if not(self.screen_rect.colliderect(en.rect)):
             self.debris_list.remove(en)
     for rc in self.rock_list:
         if not(self.screen_rect.colliderect(rc.rect)):
             self.rock_list.remove(rc)
     for sbr in self.sbear_list:
         if not(self.screen_rect.colliderect(sbr.rect)):
             self.sbear_list.remove(sbr)
     for wbr in self.wbear_list:
         if not(self.screen_rect.colliderect(wbr.rect)):
             self.wbear_list.remove(wbr)
     #Text Engine
     #1. Look for adding texts
     for txt in self.text_data:
         if self.distance > txt[0]:
             #Add the text into our list
             self.text_list.append([txt[1], txt[0] + txt[2]])
             self.text_data.remove(txt)
     #2. Display the texts (SEE DRAW)
     #3. Remove Out of date texts
     for i, txt in enumerate(self.text_list):
         if self.distance > txt[1]:
             #print "removing %s at time %i"%(txt[0], txt[1])
             self.text_list.pop(i)
     #COLLISION
     self.handle_collision(projectiles)