def update(self): # print(self.y) if not self.Alive: return None self.update_animator() self.box_collider.x = self.x self.box_collider.y = self.y self.resetLock() self.collider() collide_list = collide_with(self.box_collider, Spike) for object in collide_list: self.deactivate() death = PlayerDeath(self.x, self.y) game_objectS2.add(death) collide_list = collide_with(self.box_collider, Spike1) for object in collide_list: self.deactivate() death = PlayerDeath(self.x, self.y) game_objectS2.add(death) collide_list = collide_with(self.box_collider, Spike2) for object in collide_list: self.deactivate() death = PlayerDeath(self.x, self.y) game_objectS2.add(death) collide_list = collide_with(self.box_collider, Spike3) for object in collide_list: self.deactivate() death = PlayerDeath(self.x, self.y) game_objectS2.add(death) collide_list = collide_with(self.box_collider, EndDoor) if len(collide_list) > 0: self.win = True return None collide_list = collide_with(self.box_collider, HiddenSpike) for object in collide_list: object.renderer = ImageRenderer( "Scene2/assets/images/sprite/spike0001.png") death = PlayerDeath(self.x, self.y) game_objectS2.add(death) # gravity if self.isJump == False: if not self.lockDown: self.y += self.jumpHight # print(self.jumpHight) else: # self.dy = 0 self.counter.count = self.counter.count_max if self.jumpHight > 32: self.jumpHight = 32 self.move() if self.y > 680: self.Alive = False
def __init__(self, x, y): GameObject.__init__(self, x, y) self.renderer = ImageRenderer( "Scene2/assets/images/sprite/hiddenspike0000.png") self.box_collider = BoxCollider(28, 28)
def __init__(self, x, y): GameObject.__init__(self, x, y) self.renderer = ImageRenderer( "Scene2/assets/images/sprite/platform0000.png") self.box_collider = BoxCollider(32, 32)