Exemple #1
0
	def update(self):

		to_remove = []
		for sprite in self.monsters:
			sprite.update()
			#Is it dead?
			if (sprite.dead):
				to_remove.append(sprite)
		#Remove dead sprites
		for sprite in to_remove:
			self.monsters.remove(sprite)

		#Bullet update and collision
		to_remove = []
		for sprite in self.bullets:
			sprite.update()
			if (not sprite.dead):
				monster_hit = sprite.collide_once(self.monsters)
				if (monster_hit is not None):
					sprite.on_kill()
					self.monsters.remove(monster_hit)
					to_remove.append(sprite)
			else:
				to_remove.append(sprite)
		#Remove bullets that hit monsters
		for sprite in to_remove:
			self.bullets.remove(sprite)

		self.ship.update()
		#Is it dead?
		monster_hit = self.ship.collide_once(self.monsters)
		if (monster_hit is not None):
			self.ship.dead = True
			self.has_exit = True
Exemple #2
0
 def tick(event):
     sprite.update()
     pygame.display.get_surface().fill((0,0,0))
     pygame.display.get_surface().blit(sprite.image,sprite.rect)
     pygame.display.flip()