def __init__(self, x, y, color, size, lifes, atack_time, sec_div10, temporary_list, enemy_list): self.size = size self.type = -1 # just to atack function work self.sec_div10 = sec_div10 self.lifes = lifes self.msgs_list = [] # damage and kill text displays # statistics self.type_list = [] # types of dead enemies self.kills = 0 self.bombs = 0 # self.temporary_list = temporary_list # self.enemy_list = enemy_list # Movement(x, y, max_speed, acceleration, decelerate) Movement.__init__(self, x, y, 1.8, 0.105, 0.955) #Fade(color, time_fade, start_fadein) Fade.__init__(self, color, 0, True) #Atack(x, y, atack_time, range, color, fadeout_time, sec_div10, temporary_list, enemy_list) Atack.__init__(self, x, y, atack_time, size * 5, color, 40, sec_div10, temporary_list, enemy_list)
def __init__(self, x, y, type, color, size, time_fade, sec_div10, temporary_list, sub): self.type = type self.size = size self.sec_div10 = sec_div10 self.sub = sub self.time_to_atack = -1 # move max_speed, accel, decel, self.lifes = self.movem_attributes(type) # Movement(x, y, max_speed, acceleration, decelerate) Movement.__init__(self, x, y, max_speed, accel, decel) # fade #Fade(color, time_fade, start_fadein) Fade.__init__(self, color, time_fade, False) # atack atack_time, self.reaction, range, fadeout_time_atack = self.atack_attributes( type) #Atack(x, y, atack_time, range, color, fadeout_time, sec_div10, temporary_list, enemy_list) Atack.__init__(self, x, y, atack_time, range, color, fadeout_time_atack, sec_div10, temporary_list, [sub])
def __init__(self, x, y, color, size, time_fade, start_fadein): self.x = x self.y = y self.size = size Fade.__init__(self, color, time_fade, start_fadein)