def update(self, dt): if not self.cutscene_controlling: self.update_timer += 1 #pick random direction (currently only one of 8 directions, but at a random speed) if not self.held_by is None: held_o = self.game_class.objects[self.held_by] self.current_speed = 0 self.coord = held_o.coord[0] + self.centre_offset[0], held_o.coord[1] + self.centre_offset[1] elif self.update_timer >= 50 and not self.fear_timer: self.update_timer = 0 self.move_down = False self.move_up = False self.move_left = False self.move_right = False for i in self.idle_functions: i() if self.possessed_by: for p in self.possessed_by: p.coord = self.coord GameObject.update(self, dt)
def update(self, dt): if not self.cutscene_controlling: self.update_timer += 1 #pick random direction (currently only one of 8 directions, but at a random speed) if not self.held_by is None: held_o = self.game_class.objects[self.held_by] self.current_speed = 0 self.coord = held_o.coord[0] + self.centre_offset[ 0], held_o.coord[1] + self.centre_offset[1] elif self.update_timer >= 50 and not self.fear_timer: self.update_timer = 0 self.move_down = False self.move_up = False self.move_left = False self.move_right = False for i in self.idle_functions: i() if self.possessed_by: for p in self.possessed_by: p.coord = self.coord GameObject.update(self, dt)
def update(self, dt): if not self.cutscene_controlling: if self.possessed_by: self.update_while_possessed(dt) else: self.update_idle_or_feared(dt) if not self.can_walk or self.held_by: # check this after, things other than walking may occur in above functions self.move_down = False self.move_up = False self.move_left = False self.move_right = False GameObject.update(self, dt) for o in self.held_objects: o.coord = self.coord[0] + self.held_offset[0], self.coord[1] + self.held_offset[1]