def tick(self, dt): ''' Update Function. ''' if self.player: self.player.tick(dt) for eid, ent in self.enemies.iteritems(): ent.tick(dt) for eid, ent in self.missiles.iteritems(): ent.tick(dt) self.cleanup()
def tick(self, dt): # for eid, ent in self.ents.iteritems(): # ent.tick(dt) if self.player: self.player.tick(dt) for eid, ent in self.enemies.iteritems(): ent.tick(dt) for eid, ent in self.missiles.iteritems(): ent.tick(dt) # Cleanup self.Cleanup()
def tick(self, dt): for eid, ent in self.ents.iteritems(): ent.tick(dt)
def tick(self, dt): if self.player!= None: self.player.tick(dt) if self.player2!=None: self.player2.tick(dt) for bullet in self.bullets2: bullet.tick(dt) for enem in self.enems: enem.tick(dt) for ent in self.ents: ent.tick(dt) for shield in self.shields: if self.player.score >= 2000: shield.shieldsOn = False print "shield off" shield.tick(dt) for bullet in self.bullets: bullet.tick(dt) for items in self.pickups: items.tick(dt) # pop out hit bullets from bullets temp = [] for bullet in self.bullets: if bullet.isGone == False: temp.append(bullet) self.bullets = temp # pop out hit bullets from bullets2 if self.player2!=None: temp = [] for bullet in self.bullets2: if bullet.isGone == False: temp.append(bullet) self.bullets2 = temp # pop out dead enemies from enems temp = [] for enem in self.enems: if enem.death == False: temp.append(enem) self.enems = temp # pop out shields temp = [] for shield in self.shields: if shield.shieldsOn == True: temp.append(shield) self.shields = temp temp = [] for items in self.pickups: if items.death == False: temp.append(items) self.pickups = temp
def tick(self, dt): for eid, ent in self.ents.iteritems(): ent.tick(dt) for eid, proj in self.projectiles.iteritems(): proj.tick(dt)
def tick(self, dt): for uid, ent in self.ents.items(): ent.tick(dt) if ent.pos.y < -2000: ent.destroy()
def tick(self, dt): for ent in self.entList: ent.tick(dt) for ent in self.weaponList: ent.tick(dt)
def tick(self, dt): for eid, ent in self.ents.iteritems(): ent.tick(dt) pass