def updateVelAndIntrvl(self): # TODO: adjast the coefs dif = (Score.getScore()//100) vel_x = self.INIT_VELOCITY_X - dif self.velocity = Vec(vel_x, 0) self.MIN_INTERVAL = 85 + 15*dif self.MAX_INTERVAL = 150 + 15*dif
def draw(self): global WINDOW_HEIGHT, WINDOW_WIDTH, DEBUG pyxel.cls(ColPal.gray_dark) self.backgnd.blt() self.enemy.blt() self.player.blt() # show score pyxel.text(WINDOW_WIDTH - 50, 5, "HI {} {}".format(Score.getHighScore(), Score.getScore()), ColPal.white) # if gameover, show restart button if Player.getState() == "IDLE": pyxel.text(WINDOW_WIDTH // 2 - 5, WINDOW_HEIGHT // 2 - 5, "GAME OVER\n[SPACE] TO CONTINUE", ColPal.white) pyxel.blt(WINDOW_WIDTH // 2 - 48, WINDOW_HEIGHT // 2 - 16, App.IMG_ID, *App.BTN_RESTART.getRect()) if DEBUG: pyxel.text(0, 20, "Frame: {}".format(pyxel.frame_count), ColPal.orange)
def updateVel(self): # TODO: adjast the coefs dif = (Score.getScore()//100) vel_x = self.INIT_VELOCITY_X - dif self.velocity = Vec(vel_x, 0)