def draw(): clear_canvas() for gameobj in gameworld.all_objects(): gameobj.draw() update_canvas()
def resume(): global starship for gameobj in gameworld.all_objects(): if isinstance(gameobj, StarShip): starship = gameobj break starship.set_velocity_zero()
def update(): global timer timer -= framework.frame_time for gameobj in gameworld.all_objects(): gameobj.update() if timer < 0: framework.pop_state()
def update(): global timer timer -= framework.frame_time for gameobj in gameworld.all_objects(): gameobj.update() if timer < 0: framework.change_state(state_Ranking)
def enter(): global ui ui = gameworld.get_ui() global starship for gameobj in gameworld.all_objects(): if isinstance(gameobj, StarShip): starship = gameobj break
def draw(): clear_canvas() for gameobj in gameworld.all_objects(): gameobj.draw() font.draw(250, 400, 'Start', (251, 100, 0)) update_canvas()
def draw(): clear_canvas() for gameobj in gameworld.all_objects(): gameobj.draw() # font.draw(250, 400, 'perfect!', (255, 0, 0)) update_canvas()
def draw(): clear_canvas() for gameobj in gameworld.all_objects(): gameobj.draw() if timer < 2: font.draw(250, 400, 'Ready', (251, 100, 0)) update_canvas()
def draw(): clear_canvas() for gameobj in gameworld.all_objects(): gameobj.draw() ui.draw() pause_button_image.draw(300, 400, 50, 50) update_canvas()
def update(): global timer timer -= framework.frame_time for gameobj in gameworld.all_objects(): gameobj.update() if timer < 0: if ui.get_stage_num() == 5: framework.change_state(state_StageEnd) return framework.change_state(state_StageEnter)
def enter(): global ui ui = gameworld.get_ui() global starship for gameobj in gameworld.all_objects(): if isinstance(gameobj, StarShip): starship = gameobj break global font font = load_font('Font/LCD_Solid.ttf', 24)
def draw(): clear_canvas() for gameobj in gameworld.all_objects(): gameobj.draw() if timer > 3: font.draw(250, 400, 'Stage %d' % stage_num, (251, 100, 0)) elif timer > 2: pass else: font.draw(250, 400, 'Ready', (251, 100, 0)) update_canvas()
def enter(): global ui ui = gameworld.get_ui() global starship for gameobj in gameworld.all_objects(): if isinstance(gameobj, StarShip): starship = gameobj break global line line = Line() line.generate_enemy(ui.get_stage_num()) global enemies enemies = line.get_enemies_list()
def update(): for gameobj in gameworld.all_objects(): gameobj.update() line.update() for bullet in starship_bullets: for enemy in enemies: if intersect_bb(bullet, enemy): if enemy.is_attack_state(): ui.add_event((SCORE, 250)) else: ui.add_event((SCORE, 200)) enemy.hit() starship_bullets.remove(bullet) gameworld.remove_object(bullet) break for bullet in enemy_bullets: if intersect_bb(starship, bullet): enemy_bullets.remove(bullet) gameworld.remove_object(bullet) hit_starship() break for enemy in enemies: if intersect_bb(starship, enemy): enemy.hit() hit_starship() break # 총알이 클라이언트 밖에 나갔나 검사 for bullet in starship_bullets: if bullet.out_client(): starship_bullets.remove(bullet) gameworld.remove_object(bullet) break for bullet in enemy_bullets: if bullet.out_client(): enemy_bullets.remove(bullet) gameworld.remove_object(bullet) break if len(enemies) == 0: framework.change_state(state_StageClear)