MOVE_TYPE = 0 FLAG = 0 if SYNCHRONOUS == 1: SYNCHRONOUS = 0 NEXTINPUT = time.time() + 1 if ACTIVE == 1: FLAG = 0 DETONATION += 1 BOX = MAN.active[0].check_if_time(GRID, DETONATION, [ENEMIES, 1], SCORE) GRID = BOX[0] SCORE = BOX[5] if BOX[3] == []: MAN.active[0].set_detonation( MAN.active[0].get_detonation() - 1) MAN.set_detonation(MAN.get_detonation() - 1) if MOVE_TYPE != 1: GRID = MAN.active[0].clear_grid_of_person(GRID, 1) if BOX[3]: ACTIVE = -1 if BOX[2] == 0: FLAG = 1 for num in BOX[4]: BOARD.remove_enemy_from_list(num[0], num[1]) SCORE += 100 ENEMIES -= 1 if check_to_end(MAX_LIFES, ENEMIES) == 1: break SYNCHRONOUS = 0 RESETFLAG = 0
blasted and we need to clear the blast area ''' if Synchronous == 1: Synchronous = 0 NextInput = time.time() + 1 if Active == 1: flag = 0 detonation += 1 Box = man.activeBombs[0].CheckIfTime(b, detonation, enemies, 1, score) b = Box[0] score = Box[5] if len(Box[3]) == 0: man.activeBombs[0].set_detonation( man.activeBombs[0].get_detonation() - 1) man.set_detonation(man.get_detonation() - 1) if move_type != 1: b = man.activeBombs[0].ClearGridOfPerson(b, 1) if len(Box[3]) != 0: Active = -1 if Box[2] == 0: flag = 1 for num in Box[4]: a.RemoveEnemyFromList(num[0], num[1]) score += 100 enemies -= 1 if CheckToEnd(max_lifes, enemies) == 1: break # INPUTPART Synchronous = 0