def check_collision_playerskill(s): # 충돌 player skill with enemy for e in gfw.world.objects_at(gfw.layer.enemy): if collision.collides_box(s, e): e.explosion() music_explosion.play(1) return # 충돌 player skill with enemy_bullet for eb in gfw.world.objects_at(gfw.layer.enemy_bullet): if collision.collides_box(s, eb): eb.remove() return
def check_collision_enemybullet(eb): # 충돌 enemy_bullet with player global player if not player.returninfo(): if collision.collides_box(player, eb): player.explosion() music_explosion.play(1) return
def check_collision_enemy(e): # 충돌 enemy with player global player if not player.returninfo(): if collision.collides_box(player, e): e.explosion() player.explosion() music_explosion.play(1) return # 충돌 enemy with player bullet for b in gfw.world.objects_at(gfw.layer.bullet): if collision.collides_box(b, e): e.explosion() music_explosion.play(1) b.remove() return
def check_collision_item(): # 충돌 player with item for i in gfw.world.objects_at(gfw.layer.item): if collision.collides_box(player, i): if player.upgrade < 4: player.upgrade += 1 i.remove() music_item.play(1) return
def check_collision_boss(): # 충돌 player with boss if collision.collides_box(player, boss): player.explosion() music_explosion.play(1) boss.hit = True # 충돌 player bullet with boss for b in gfw.world.objects_at(gfw.layer.bullet): if collision.collides_box(b, boss): b.remove() boss.hit = True # boss hp - boss.hp -= b.damage if boss.hp <= 0: boss.explosion() music_explosion.play(1) return # 충돌 player skill with boss for s in gfw.world.objects_at(gfw.layer.skill): if collision.collides_box(s, boss): # boss hp - boss.hit = True boss.hp -= s.damage if boss.hp <= 0: boss.explosion() music_explosion.play(1) return # 충돌 player with boss bullet for bb in gfw.world.objects_at(gfw.layer.boss_bullet): if collision.collides_box(player, bb): player.explosion() music_explosion.play(1) return