def update(self):
     if self.active:
         mygame.move_update(self)
         self.frame = (self.frame +
                       6 * mygame.ACTION_PER_TIME * mygame.frame_time * 2)
         if self.frame == 6:
             self.active = False
Exemple #2
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 def update(self):
     if self.frame <= 5 and self.reverse == False:
         self.frame = (self.frame + 5 * mygame.ACTION_PER_TIME * mygame.frame_time) % 6
     else:
         self.frame = (self.frame - 5 * mygame.ACTION_PER_TIME * mygame.frame_time)
         self.reverse = True
     if self.frame <= 0 and self.reverse:
         self.reverse = False
     mygame.move_update(self)
Exemple #3
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 def update(self):
     if self.active:
         mygame.move_update(self)
         if self.type == 0:
             self.frame = (self.frame + 4 * mygame.ACTION_PER_TIME * mygame.frame_time) % 4
         elif self.type == 1:
             self.frame = (self.frame + 6 * mygame.ACTION_PER_TIME * mygame.frame_time) % 6
         if self.x < -100:
             self.active = False
Exemple #4
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    def update(self):
        if mygame.delay_check:
            if self.active and self.x < -250:
                self.exit()
                self.active = False
            elif self.active :

                self.frame = (self.frame + 4 * mygame.ACTION_PER_TIME * mygame.frame_time) % 4
                mygame.move_update(self)
            elif self.active == False and get_time() - self.currenttime > self.random_time:
                self.enter()
Exemple #5
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 def update(self):
     mygame.move_update(self)
     if self.x < -431:
         self.x = 800 + 431
 def update(self):
     mygame.move_update(self)
 def update(self):
     self.current_state.update(self)
     mygame.move_update(self)