def broken(self): for feeler in self.feelers: feeler.remove() for feelerShot in self.feelerShots: feelerShot.remove() for cell in self.bossCells: if cell.removeFlag == False: cell.remove() self.remove() enemy.removeEnemyShot() ObjMgr.objs.append( boss.BossExplosion(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)) GameSession.addScore(self.score) BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY) if self.isBossRush: gcommon.debugPrint("Boss2 call NextEvent") if self.timerObj != None: self.timerObj.stop() self.timerObj = None ObjMgr.objs.append(enemy.NextEvent([0, None, 240])) else: ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
def updateMode2(self): if self.state == 0: if self.cnt > 120: self.nextState() elif self.state == 1: # 右の画面外に移動 if self.cnt == 1: obj = enemy.Splash.appendDr(self.coreX, self.coreY -8, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20) obj.ground = True obj = enemy.Splash.appendDr(self.coreX -16, self.coreY, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20) obj.ground = True obj = enemy.Splash.appendDr(self.coreX, self.coreY +8, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20) obj.ground = True if self.coreX < 300: self.coreX += 4 if self.cnt == 120: gcommon.scroll_flag = True # ボスコアを生成 ObjMgr.addObj(BossLast1Core(self.coreX, self.coreY, self.isBossRush)) if self.isBossRush == False: ObjMgr.addObj(enemy.Delay(BossLastBaseExplosion, [], 240)) BGM.play(BGM.BOSS_LAST) if self.x <= -160: self.remove() self.rad = (self.rad + math.pi/30) % (math.pi * 2)
def broken(self): gcommon.breakObjects(self.bat1List) gcommon.breakObjects(self.worm4List) self.setState(100) self.shotHitCheck = False self.hitCheck = False enemy.removeEnemyShot() GameSession.addScore(self.score) BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(self.x + 59, self.y + 64, gcommon.C_LAYER_EXP_SKY) ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 200))
def broken(self): self.remove() enemy.removeEnemyShot() ObjMgr.objs.append(boss.BossExplosion(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)) GameSession.addScore(self.score) BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY) if self.isBossRush: if self.timerObj != None: self.timerObj.stop() self.timerObj = None ObjMgr.objs.append(enemy.NextEvent([0, None, 120])) else: ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
def broken(self): GameSession.addScore(self.score) enemy.create_explosion2(self.x + (self.right + self.left + 1) / 2, self.y + (self.bottom + self.top + 1) / 2, self.layer, self.exptype, self.expsound) self.remove() self.doExplosion() enemy.removeEnemyShot() if self.isBossRush: if self.timerObj != None: self.timerObj.stop() self.timerObj = None ObjMgr.objs.append(enemy.NextEvent([0, None, 120])) else: ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 180))