Exemple #1
0
	def step(self):
		skills.checkBuffs(self)		#Every enemy should check their buffs. (Not that they can have any at the moment)
		
		if (self.pos[0] < -100 or self.pos[0] > constants.WINDOW[0]+100):	#If we're off screen too far, delete.
			self.alive = False
		if (self.pos[1] < -100 or self.pos[1] > constants.WINDOW[1]+100):
			self.alive = False
Exemple #2
0
	def step(self):
		skills.checkBuffs(self)
		for ind, cd in enumerate(self.cooldowns):
			self.cooldowns[ind] = max(cd-1,0)		#Decrease the cooldowns, if any are on, by one.
		self.displace()								#Apply our movements.
		
		
		#Check to see if buttons are being pressed, if so, do something.
		if (pygame.key.get_pressed()[pygame.K_LEFT] == True):
			self.move((-2,0))
			if (self.dir == 1):
				self.dir = 0
				self.img = pygame.transform.flip(self.img, True, False)
				
		if (pygame.key.get_pressed()[pygame.K_RIGHT] == True):
			self.move((2,0))
			if (self.dir == 0):
				self.dir = 1
				self.img = pygame.transform.flip(self.img, True, False)
				
		if (pygame.key.get_pressed()[pygame.K_UP] == True):
			self.move((0,-1))
			
		if (pygame.key.get_pressed()[pygame.K_z] == True):
			self.attack(0)
		if (pygame.key.get_pressed()[pygame.K_x] == True):
			self.attack(1)
		if (pygame.key.get_pressed()[pygame.K_c] == True):
			self.attack(2)
		if (pygame.key.get_pressed()[pygame.K_DOWN] == True):
			self.attack(3)
		
		#Player object uses bouncing, add a bounce and make sure it doesn't go over the size of the bounce list.
		if (self.bounce > 0):
			self.bounce += 1
			if (self.bounce > len(self.bouncy)-1):
				self.bounce = 0