def shoot(self, FrameRate): self.shoot_cooldown -= FrameRate if self.shoot_cooldown < 0.0: self.shoot_cooldown = 0.0 if self.shoot_cooldown == 0.0: if not self.dragon: new_bullet = bullet(self.rect.left+16, self.rect.bottom, -math.pi/2) self.bad_projectiles.append(new_bullet) self.shoot_cooldown = 6.0 else: new_fireball = fireball(self.rect.left+16, self.rect.bottom, -math.pi/2) self.bad_projectiles.append(new_fireball) self.shoot_cooldown = 4.0
def handle_shoot(self, FrameRate): self.shoot_cooldown -= FrameRate if self.shoot_cooldown < 0.0: self.shoot_cooldown = 0.0 if self.shoot == True and self.shoot_cooldown == 0.0: self.energy +=1 if not self.dragon: new_bullet = bullet(self.rect.left+16, self.rect.top, math.pi/2) self.projectiles.append(new_bullet) self.shoot_cooldown = 2.0 else: new_fireball = fireball(self.rect.left+16, self.rect.top, math.pi/2) self.projectiles.append(new_fireball) self.shoot_cooldown = 1.5 for i, projectile in enumerate(self.projectiles): if not projectile.update(FrameRate): self.projectiles.pop(i)