def evolution_operation(self): for i in range(len(self.enemies)): self.enemies[i].update(self.camera_move) if self.enemies[i].position[0] + self.enemies[i].size < 1500: self.enemies[i].position = [ 2000 + i * 300 + random.randrange(0, 500) + self.camera_move[0], random.randrange(self.floor, self.ceiling) ] self.enemies[i].size = random.randint(20, 150) for i in range(len(self.character)): self.character[i].epoch_done() Scene_car.alive.append(Character_beast.how_many_alive()) if len(Scene_car.alive) > 20: Scene_car.alive.pop(0) Character_beast.calculate_end_epoch_custom()
def init_character(self): super(Scene_car, self).init_character() self.ball_number_of_parts = config.START_POPULATION self.ball_position_default = config.CAR_BALL_POSITION_DEFAULT self.character = [] for i in range(self.ball_number_of_parts): self.character.append( Character_beast(person=Beast( [ self.ball_position_default[0], self.ball_position_default[1] ], self.floor, self.ceiling, ))) self.number_of_life = 0
def __update_beast(self): for i in range(len(self.character)): self.character[i].update(self.camera_move, self.lazer_of_death, self.enemies) self.number_of_life = Character_beast.how_many_alive()
def exit_iteration(self): super().exit_iteration() self.number_of_life = Character_beast.how_many_alive() if self.number_of_life < 1: self.run_iteration = False