def broken(self): for feeler in self.feelers: feeler.remove() for feelerShot in self.feelerShots: feelerShot.remove() for cell in self.bossCells: if cell.removeFlag == False: cell.remove() self.remove() enemy.removeEnemyShot() ObjMgr.objs.append( boss.BossExplosion(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)) GameSession.addScore(self.score) BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY) if self.isBossRush: gcommon.debugPrint("Boss2 call NextEvent") if self.timerObj != None: self.timerObj.stop() self.timerObj = None ObjMgr.objs.append(enemy.NextEvent([0, None, 240])) else: ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
def broken(self): gcommon.breakObjects(self.bat1List) gcommon.breakObjects(self.worm4List) self.setState(100) self.shotHitCheck = False self.hitCheck = False enemy.removeEnemyShot() GameSession.addScore(self.score) BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(self.x + 59, self.y + 64, gcommon.C_LAYER_EXP_SKY) ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 200))
def removeAllShot(self): enemy.removeEnemyShot() for i in range(len(self.beam1List)): obj = self.beam1List[i] if obj != None and obj.removeFlag == False: self.beam1List[i].remove() self.beam1List[i] = None if self.beam2 != None and self.beam2.removeFlag == False: self.beam2.remove() self.beam2 = None if self.roundBeam != None and self.roundBeam.removeFlag == False: self.roundBeam.remove() self.roundBeam = None
def broken(self): self.remove() enemy.removeEnemyShot() ObjMgr.objs.append(boss.BossExplosion(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)) GameSession.addScore(self.score) BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY) if self.isBossRush: if self.timerObj != None: self.timerObj.stop() self.timerObj = None ObjMgr.objs.append(enemy.NextEvent([0, None, 120])) else: ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
def broken(self): self.mode = 2 self.setState(0) self.hitCheck = False self.shotHitCheck = False self.removeAllShot() enemy.removeEnemyShot() BGM.sound(gcommon.SOUND_LARGE_EXP) enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY) GameSession.addScore(self.score) if self.isBossRush: if self.timerObj != None: self.timerObj.stop() self.timerObj = None
def broken(self): GameSession.addScore(self.score) enemy.create_explosion2(self.x + (self.right + self.left + 1) / 2, self.y + (self.bottom + self.top + 1) / 2, self.layer, self.exptype, self.expsound) self.remove() self.doExplosion() enemy.removeEnemyShot() if self.isBossRush: if self.timerObj != None: self.timerObj.stop() self.timerObj = None ObjMgr.objs.append(enemy.NextEvent([0, None, 120])) else: ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 180))
def broken(self): self.setState(100) self.shotHitCheck = False self.hitCheck = False self.mover = CountMover(self, self.moveTable100, False) enemy.removeEnemyShot()