Esempio n. 1
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 def start(self):
     self.physics = Physics(self)
     self.star_score_controller = GameObject.find_by_type(
         "StarScoreController")[0]
     self.main_scene_controller = GameObject.find_by_type(
         "MainSceneController")[0]
     self.invencible_power_up_controller = GameObject.find_by_type(
         "InvenciblePowerUpController")[0]
     self.animation = CirclePlayerInitialAnimation(self)
     self.animator = Animator(self, [self.animation])
     self.death_sound = mixer.Sound(
         'game/assets/soundtrack/ball_death_01.ogg')
     self.particle_system = ParticleSystem(self,
                                           Particle,
                                           quant=5,
                                           period=0.07,
                                           vel_min=30,
                                           vel_max=200,
                                           duration=0.5,
                                           inherit_vel=True,
                                           inherit_vel_mult=-0.7)
     self.particle_system.set_circ_gen(self.transform.position,
                                       self.circle_mesh.get_radius(),
                                       mode="directional",
                                       direct_met=self.direct_met,
                                       ini_angle_met=self.ini_angle_met,
                                       fin_angle_met=self.fin_angle_met)
     self.particle_system.play()
Esempio n. 2
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    def update(self):

        if Time.time_scale == 0.0:
            #Paused game. Adjust timers
            self.time_of_last_invencibily += Time.delta_time(True)

        difference_time = Time.now() - self.time_of_last_invencibily
        if difference_time > self.invecible_time:
            for i in range(2):
                self.player_controller.game_object_list[
                    i].is_invencible = False
            self.get_back_to_original_colors()
            self.current_animation_tick_index = 0
        else:
            value = min(difference_time / self.invecible_time,
                        1)  # Just to convert between 0 and 1
            diff = abs(
                value -
                self.animation_ticks_times[self.current_animation_tick_index])
            if (diff < 0.01):
                self.current_animation_tick_index += 1
                self.tick_colors()

        for obstacle in self.game_object_list:
            if obstacle.transform.position.y > Constants.screen_height:
                self.game_object_list.remove(obstacle)
                obstacle.destroy(obstacle)
                GameObject.destroy(obstacle)
            else:
                self.fall(obstacle)
        self.delete_power_up_text()
Esempio n. 3
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 def update(self):
     """
     NomalBehaivor update method
     will be call every frame
     """
     if self.is_out_of_screen():
         GameObject.destroy(self)
     self.fall()
Esempio n. 4
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    def update(self):

        for obstacle in self.game_object_list:
            if obstacle.transform.position.y > Constants.screen_height:
                self.game_object_list.remove(obstacle)
                obstacle.destroy(obstacle)
                GameObject.destroy(obstacle)
            else:
                self.fall(obstacle)
Esempio n. 5
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    def update(self):

        if len(self.game_object_list) > 0:
            for obstacle_pair in self.game_object_list:
                if obstacle_pair[0].transform.position.y > Constants.screen_height:
                    self.game_object_list.remove(obstacle_pair)
                    for obstacle in obstacle_pair:
                        obstacle.destroy(obstacle)
                        GameObject.destroy(obstacle)
                else:
                    self.fall(obstacle_pair)
Esempio n. 6
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    def update(self):

        for obstacle in self.game_object_list:
            if obstacle.transform.position.y > Constants.screen_height:
                self.game_object_list.remove(obstacle)
                obstacle.destroy(obstacle)
                GameObject.destroy(obstacle)
            else:
                self.fall(obstacle)

            if obstacle.visible and obstacle.transform.position.y > 0.15 * Constants.screen_height:
                self.turn_invisible(obstacle)
                obstacle.visible = False
Esempio n. 7
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 def awake(self):
     self.score_controller = GameObject.find_by_type("ScoreController")[0]
Esempio n. 8
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 def awake(self):
     self.player_controller = GameObject.find_by_type("PlayerController")[0]
Esempio n. 9
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 def update(self):
     """
     Will destroy the animation after finished it
     """
     if Time.now() - self.creation_time > self.fade_duration * 2:
         GameObject.destroy(self)