def update(self, dT): if not self.grabbedBy: self.collide() NPC.update(self, dT) else: self.pos = self.grabbedBy.pos if not self.alive: self.imageIndex += 1 self.image = self.deathAnim[min(self.imageIndex, len(self.deathAnim)-1)]
def update(self, dT): self.collide() #slow die cImg = self.origImage if time.time() - self.birth > Variables.PredatorLS: if self.dieLvl == len(self.dieImg)-1: self.iDied = 1 else: self.dieLvl += 1 cImg = self.dieImg[self.dieLvl] NPC.update(self, dT) old = Vect2(self.image.get_rect().center) rot_image = pygame.transform.rotate(cImg, self.rotate) self.image = rot_image new = Vect2(rot_image.get_rect().center) self.pos = self.pos-(new-old) self.rotate += 7.5 if self.rotate >= 345: self.rotate = 0 #begin death animation x =1 if not self.grabbedBy: NPC.update(self, dT) old = Vect2(self.image.get_rect().center) rot_image = pygame.transform.rotate(cImg, self.rotate) self.image = rot_image new = Vect2(rot_image.get_rect().center) self.pos = self.pos-(new-old) else: self.pos = self.grabbedBy.pos