Esempio n. 1
0
File: bullet.py Progetto: jcnix/abg
    def move(self, enemy, player):
        to_update = []

        if len(self.player_bullets) > 0:
            to_delete = []
            player_bullet_speed = [0, -600]
            player_bullet_speed = frametime.modify_speed(player_bullet_speed)

            enemies = enemy.getEnemies()
            to_delete = []
            to_update += self.player_bullets

            for i in range(len(self.player_bullets)):
                self.screen.blit(self.blackSurface, self.player_bullets[i])
                self.player_bullets[i] = self.player_bullets[i].move(player_bullet_speed)
                self.screen.blit(self.bullet, self.player_bullets[i])

                # If bullet goes off the top of the screen
                if self.player_bullets[i].top < 0:
                    to_delete.append(i)

                # If bullet hits an enemy
                collision = self.player_bullets[i].collidelist([x.enemyrect for x in enemies])
                if collision != -1:
                    to_delete.append(i)
                    to_update.append(enemy.remove(collision))

            for x in to_delete:
                self.player_bullet_remove(x)

        to_update += self.enemy_bullets
        if len(self.enemy_bullets) > 0:
            to_delete = []
            enemy_bullet_speed = [0, 400]
            enemy_bullet_speed = frametime.modify_speed(enemy_bullet_speed)

            prect = player.get_player_rect()

            for i in range(len(self.enemy_bullets)):
                self.screen.blit(self.blackSurface, self.enemy_bullets[i])
                self.enemy_bullets[i] = self.enemy_bullets[i].move(enemy_bullet_speed)
                self.screen.blit(self.bullet, self.enemy_bullets[i])

                # If bullet goes off the top of the screen
                if self.enemy_bullets[i].bottom > properties.height:
                    to_delete.append(i)

                collision = self.enemy_bullets[i].colliderect(prect)
                if collision:
                    to_delete.append(i)
                    player.give_damage(10)

            for x in to_delete:
                self.enemy_bullet_remove(x)

        to_update += self.player_bullets
        to_update += self.enemy_bullets

        return to_update
Esempio n. 2
0
File: player.py Progetto: jcnix/abg
 def move_right(self):
     to_update = []
     to_update += [self.pshiprect]
     
     if self.pshiprect.right < self.width:
         move_right = [325, 0]
         move_right = frametime.modify_speed(move_right)
         
         self.screen.blit(self.blackSurface, self.pshiprect)
         self.pshiprect = self.pshiprect.move(move_right)
         self.screen.blit(self.pship, self.pshiprect)
         
     to_update += [self.pshiprect]
     return to_update
Esempio n. 3
0
File: player.py Progetto: jcnix/abg
 def move_left(self):
     to_update = []
     to_update += [self.pshiprect]
     
     if self.pshiprect.left > 0:
         move_left = [-325, 0]
         move_left = frametime.modify_speed(move_left)
         
         self.screen.blit(self.blackSurface, self.pshiprect)
         self.pshiprect = self.pshiprect.move(move_left)
         self.screen.blit(self.pship, self.pshiprect)
         
     to_update += [self.pshiprect]
     return to_update
Esempio n. 4
0
File: enemy.py Progetto: jcnix/abg
 def update(self, bullet):
     self.fire(bullet) #fires if possible
     move_speed = [0, 150]
     move_speed = frametime.modify_speed(move_speed)
     self.enemyrect = self.enemyrect.move(move_speed)