def update(self): if self.pos_x > self.display.get_width(): surface_manager.remove(self) self.pos_x += self.velocity self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def update(self): self.check_if_tocada() if self.is_tocada: surface_manager.remove(self) self.rect.topleft = (self.pos_x, self.pos_y)
def update(self): if self.pos_x+100 > self.display.get_width(): surface_manager.remove(self) self.pos_x += self.velocity self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def update(self): if self.pos_x > self.display.get_width(): surface_manager.remove(self) self.pos_x += math.cos(self.angle)*self.velocity self.pos_y += math.sin(self.angle)*self.velocity self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def self_hit(self): collidelist = pygame.sprite.spritecollide(self, surface_manager.surface_list, False) for item in collidelist: if type(item) is player.Player: surface_manager.remove(self) if game.Game.player.bullets<=0: return; game.Game.player.bullets-=5
def update(self): if self.pos_x < 0 - self.rect.width: surface_manager.remove(self) return else: self.pos_x -= 12 self.rect.topleft = (self.pos_x, self.pos_y)
def check_if_hit(self): if self.is_hit: return collidelist = pygame.sprite.spritecollide(self, surface_manager.surface_list, False) for item in collidelist: if type(item) is projectile.Projectile: surface_manager.remove(item) self.is_hit = True self.image = pygame.transform.flip(self.image, False, True) self.hit_sound.play()
def update(self): if self.pos_x < 0 - self.rect.width and self.has_shown: surface_manager.remove(self) elif not self.has_shown and self.pos_x < 0: self.pos_x += 12 elif self.pos_x >= 0 - self.rect.width and time.clock() > self.delay + 3: self.has_shown = True self.pos_x -= 12 self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def check_if_hit(self): if self.is_hit: return collidelist = pygame.sprite.spritecollide(self, surface_manager.surface_list, False) for item in collidelist: if type(item) is arma.Arma: surface_manager.remove(item) self.is_hit = True self.image = pygame.transform.flip(self.image, False, True) self.hit_sound.play()
def check_if_hit(self): if self.is_hit: return collidelist = pygame.sprite.spritecollide(self, surface_manager.surface_list, False) for item in collidelist: if type(item) is projectile.Projectile: surface_manager.remove(item) self.is_hit = True self.image = pygame.transform.flip(self.image, False, True) game.update_score()
def update(self): if self.pos_x < 0 - self.rect.width: surface_manager.remove(self) if self.is_consumed(): self.add_bonus() surface_manager.remove(self) self.pos_x -= 12 self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def update(self): if self.pos_x < 0 - self.rect.width and self.has_shown: surface_manager.remove(self) elif not self.has_shown and self.pos_x < 0: self.pos_x += 12 elif self.pos_x >= 0 - self.rect.width and time.clock( ) > self.delay + 3: self.has_shown = True self.pos_x -= 12 self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def update(self): self.check_if_hit() if self.is_hit: surface_manager.remove(self) if self.on_platform_L2(): self.is_falling = False if self.pos_x < self.anc_plat and self.is_mov_der: self.pos_x += 1 try: self.timer.tick(50) self.current_frame += 1 self.image = self.frame_set_der[self.current_frame] except IndexError: self.timer.tick(50) self.current_frame = 0 self.image = self.frame_set_der[self.current_frame] if self.pos_x >= self.anc_plat: self.timer.tick(50) self.is_mov_der = False self.current_frame = 0 self.image = self.frame_set_der[self.current_frame] if self.pos_x > self.posx_plat and not self.is_mov_der: self.pos_x -= 1 try: self.timer.tick(50) self.current_frame += 1 self.image = self.frame_set_izq[self.current_frame] except IndexError: self.timer.tick(50) self.current_frame = 0 self.image = self.frame_set_izq[self.current_frame] if self.pos_x <= self.posx_plat: self.timer.tick(50) self.is_mov_der = True self.current_frame = 0 self.image = self.frame_set_izq[self.current_frame] if self.is_falling: self.pos_y += 8 self.dirty = 1 self.rect.topleft = (self.pos_x, self.pos_y)
def update(self): if self.pos_x < 0 - self.rect.width: surface_manager.remove(self) self.check_if_hit() if self.is_hit: self.pos_y += 10 if self.pos_y >= self.display.get_height(): surface_manager.remove(self) if not self.is_hit: self.pos_x += self.velx self.pos_y += self.vely self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def update(self): if self.pos_x < 0 - self.rect.width: surface_manager.remove(self) return else: if self.nivel==1: self.pos_x -= 1 elif self.nivel==2: self.pos_x -= 3 elif self.nivel==3: self.pos_x -=4 #if self.pos_x < 150 - self.rect.width: #self.saltar.play() self.rect.topleft = (self.pos_x, self.pos_y)
def update(self): #if enemy is past left side of screen , remove from game if self.pos_x < 0 - self.rect.width: surface_manager.remove(self) self.check_if_hit() self.check_if_hit2() if self.is_hit: self.pos_y += 10 if self.pos_y >= self.display.get_height(): surface_manager.remove(self) if not self.is_hit: self.pos_x += self.velx self.pos_y += self.vely self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def update(self): ## INFO : an enemy will always come from two directions ## the shuriken of the player is only able to throw in one direction ## TODO : the enemy, ennemy can arrive from many directions if self.pos_x < 0 - self.rect.width: surface_manager.remove(self) self.check_if_hit() if self.is_hit: self.pos_y += 10 if self.pos_y >= self.display.get_height(): surface_manager.remove(self) else: self.pos_x += self.velx self.pos_y += self.vely self.rect.topleft = (self.pos_x, self.pos_y) self.dirty = 1
def remove_existing(self): for surface in surface_manager.surface_list: if type(surface) is ComboElement: surface_manager.remove(surface) return
def remove_existing(self): #This set removes the combo statement from the display for surface in surface_manager.surface_list: if type(surface) is ComboElement: surface_manager.remove(surface) return