def update(self): for Trp in main_game.stage2_trap: for Mon in main_game.stage2_monster: if main_game.collide(Trp, Mon): main_game.stage2_trap.remove(Trp) if main_game.collide(main_game.girl, Trp): if ITEM.protect_State >= 1: ITEM.protect_State = ITEM.protect_State - 1 main_game.stage2_trap.remove(Trp) else: title_state.gameoverMusic() game_framework.push_state(game_over) pass
def update(self): global protect_State for PROTECT in main_game.protected: if main_game.collide(main_game.girl, PROTECT): if protect_State == 0: main_game.protected.remove(PROTECT) protect_State = 1 else: pass
def draw(): clear_canvas() main_game.background.draw(game_value.middle[0], game_value.middle[1], game_value.WINDOW_SIZE[0], game_value.WINDOW_SIZE[1]) for o in game_world.all_objects(): if main_game.collide(o, main_game.back_screen): o.draw(main_game.back_screen) paused.draw(game_value.middle[0], game_value.middle[1], game_value.WINDOW_SIZE[0], game_value.WINDOW_SIZE[1]) update_canvas()
def update(self, frame_time): for ATK in main_game.stage2_monster_attack: if main_game.collide(main_game.girl, ATK): ATK.eat() ATK.ATTACK = 1 for ATK in main_game.stage2_monster_attack: if ATK.ATTACK == 1: ATK.y -= main_game.MAX_SPEED_PPS * frame_time * 0.05 if self.attack_collide(ATK, main_game.girl): if ITEM.protect_State >= 1: ITEM.protect_State = ITEM.protect_State - 1 main_game.stage2_monster_attack.remove(ATK) else: title_state.gameoverMusic() game_framework.push_state(game_over) pass
def update(self): for Mon in main_game.stage1_monster: if Mon.y < 0: main_game.stage1_monster.remove(Mon) if main_game.collide(main_game.girl, Mon): main_game.score += 550 main_game.stage1_monster.remove(Mon) main_game.girl.eat(Mon) main_game.hp_gauge.frame -= 13 main_game.skill.skill_frame += 1 self.monster_frame_speed += 1 if self.monster_frame_speed % 10 == 0: self.frame = (self.frame + 1) % 8
def update(self): for Mon in main_game.stage4_monster: if Mon.y < 0: main_game.stage4_monster.remove(Mon) if main_game.collide(main_game.girl, Mon): if ITEM.protect_State >= 1: ITEM.protect_State = ITEM.protect_State - 1 main_game.stage4_monster.remove(Mon) else: title_state.gameoverMusic() game_framework.push_state(game_over) self.monster_frame_speed += 1 if self.monster_frame_speed % 10 == 0: self.frame = (self.frame + 1) % 7
def update(self): for Mon in main_game.stage3_monster: if Mon.y < 0: main_game.stage3_monster.remove(Mon) if main_game.collide(main_game.girl, Mon): main_game.score += 950 main_game.stage3_monster.remove(Mon) main_game.girl.eat(Mon) for ATK in main_game.stage3_monster_attack: if ATK.y == Mon.y: main_game.stage3_monster_attack.remove(ATK) main_game.hp_gauge.frame -= 7 main_game.skill.skill_frame += 1 self.monster_frame_speed += 1 if self.monster_frame_speed % 28 == 0: self.frame = (self.frame + 1) % 8