def update(self):
     self.spawn_counter.run()
     if self.spawn_counter.expired:
         ran_y = random.randint(200, 600)
         # print(warning_sign.x)
         game_object.recycle(WarningSign, 1200, ran_y)
         game_object.recycle(Carrot, 1365, ran_y)
         self.spawn_counter.reset()
Example #2
0
    def shoot(self):
        if self.input_manager.x_pressed and not self.shoot_lock:
            game_object.recycle(PlayerBullet, self.x, self.y - 40)
            self.shoot_lock = True

        if self.shoot_lock:
            self.counter.run()
            if self.counter.expired:
                self.shoot_lock = False
                self.counter.reset()
    def spawn(self):
        platform_speed = 6
        end_index = random.randint(4, 6)
        ran_y = random.randint(200, 570)

        for i in range(end_index):
            if i == 0:
                spike = game_object.recycle(SpikeLeft, 1343 + i * 64 - 64 + 27,
                                            ran_y)
                spike.v_x = platform_speed
            if i == end_index - 1:
                spike = game_object.recycle(SpikeRight, 1343 + i * 64 - 27,
                                            ran_y)
                spike.v_x = platform_speed
            else:
                platform = game_object.recycle(Platform, 1343 + i * 64, ran_y)
                platform.v_x = platform_speed
Example #4
0
 def shoot_left(self):
     if self.input_manager.left_mouse_clicked and self.has_shoot1:
         self.has_shoot1 = False
         # print('left hitu')
         # game_object.recycle(Shot1)
         try:
             distance = (get_distance(
                 (self.x, self.y),
                 (self.input_manager.mouse_x, self.input_manager.mouse_y)))
             shot1 = game_object.recycle(Shot1, self.x, self.y)
             shot1.velocity = ((self.input_manager.mouse_x - self.x) /
                               distance * 5,
                               (self.input_manager.mouse_y - self.y) /
                               distance * 5)
             shot1.counter.reset()
         except ZeroDivisionError:
             # game_object.add(shot1)
             pass
Example #5
0
    def shoot_right(self):
        if self.input_manager.right_mouse_clicked and self.has_shoot2:
            self.has_shoot2 = False

            try:
                distance = (get_distance(
                    (self.x, self.y),
                    (self.input_manager.mouse_x, self.input_manager.mouse_y)))
                shot2 = game_object.recycle(Shot2, self.x, self.y - 10)
                shot2.velocity = ((self.input_manager.mouse_x - self.x) /
                                  distance * 10,
                                  (self.input_manager.mouse_y - self.y) /
                                  distance * 10)
                shot2.time_before_disappear.reset()
            except ZeroDivisionError:
                # game_object.add(shot1)
                pass
        if self.has_shoot2 == False:
            self.counter2.run()
            if self.counter2.expired:
                self.has_shoot2 = True
                self.counter2.reset()
 def spawn(self):
     platform = game_object.recycle(Platform, 1343, 650)
     platform.v_x = 3
Example #7
0
 def spawn(self):
     return game_object.recycle(Enemy, 300, 100)
Example #8
0
 def spawn(self):
     ran_y = random.randint(100, 600)
     game_object.recycle(Items, 1343, ran_y)
Example #9
0
 def spawn(self):
     return game_object.recycle(Enemy, self.spawn_x, self.spawn_y)
 def spawn(self):
   return game_object.recycle(Dog, self.x, self.y)