Example #1
0
def gameLogic():
    global score, GameOver
    # create black screen
    screen.fill((0, 0, 0))
    screen.blit(background_img, (0, 0))
    Inputs()
    Player.Update(screen, player_img)
    Enemy.Update(screen, enemy_img)
    Bullet.Update(screen, bullet_img)
    for i in range(num_of_enemy):
        for j in range(Bullet.MaxSize):
            on_EnemyCollision = Collision(Bullet.bullet_x[j],
                                          Bullet.bullet_y[j], Enemy.enemy_x[i],
                                          Enemy.enemy_y[i])
            if (on_EnemyCollision):
                collided_Enemy = i
                explosion_Sound.play()
                Bullet.Reset(j)
                score += 100
                Enemy.Reset(collided_Enemy)
        on_collisionWithPlayer = Collision(Player.pos_X, Player.pos_Y,
                                           Enemy.enemy_x[i], Enemy.enemy_y[i])
        if (on_collisionWithPlayer):
            GameOver = True
            explosion_Sound.play()
Example #2
0
def update(frameTime):
    global jimmy
    if (frameTime < 0.1):
        Bullet.Update(frameTime)
        StageManager.Update(frameTime)
        jimmy.Update(frameTime)
        for i in Bullet.BulletList:
            jimmy.CollisionCheck_Bullet(i)
        for i in StageManager.MonsterList[StageManager.curStage]:
            jimmy.CollisionCheck_Character(i)
        for i in Bullet.BulletList:
            for j in StageManager.MonsterList[StageManager.curStage]:
                j.CollisionCheck_Bullet(i)
        EffectManager.Update(frameTime)
        CoinManager.Update(frameTime, jimmy)
        #수정해주기
        if not jimmy.alive:
            delay(0.2)
            game_framework.change_state(bad_end_state)
        if StageManager.happy_end:
            delay(0.2)
            game_framework.change_state(happy_end_state)
    delay(0.01)