def update(self): self.y += self.velocity for main_state.enemy in main_state.enemies: if main_state.collide(self, main_state.enemy): game_world.remove_object(self) main_state.enemy.hp -= self.damage if main_state.enemy.hp == 0: game_world.remove_object(main_state.enemy) main_state.score += 80 main_state.enemy.__init__() for main_state.enemy2 in main_state.enemies2: if main_state.collide(self, main_state.enemy2): game_world.remove_object(self) main_state.enemy2.hp -= self.damage if main_state.enemy2.hp == 0: game_world.remove_object(main_state.enemy2) main_state.score += 200 main_state.enemy2.__init__() if main_state.collide(self, main_state.boss): game_world.remove_object(self) main_state.boss.hp -= self.damage if main_state.boss.hp <= 0: game_world.remove_object(main_state.boss) main_state.score += 5000 main_state.boss.__init__() game_framework.run(success_state) if self.y > 800 - 20: game_world.remove_object(self)
def handle_events(frame_time): global x, y events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_b: main_state.room.bgm.resume() game_framework.pop_state() elif event.type == SDL_MOUSEMOTION: x, y = event.x, 600 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: if main_state.collide(hp_max_up, x, y): if main_state.student.gold > hp_max_up.price: main_state.buy_bgm.play() hp_max_up.update(frame_time) else: main_state.warning_bgm.play() elif main_state.collide(damage_up, x, y): if main_state.student.gold > damage_up.price: main_state.buy_bgm.play() damage_up.update(frame_time) else: main_state.warning_bgm.play() pass
def update(self): self.y -= RUN_SPEED_PPS * 0.05 if self.y < 25: game_world.remove_object(self) if main_state.collide(main_state.heroine, self): main_state.heroine.special_count += 1 game_world.remove_object(self)
def update(self): self.x += self.countx self.y += self.county if self.y < 25 or self.y > 800 - 25 or self.x < 25 or self.y > 800 - 25: game_world.remove_object(self) if main_state.collide(main_state.heroine, self): main_state.heroine.hp -= 1
def update(self): self.x -= self.velocityx self.y -= self.velocityy if self.y < 25 or self.y > 800 - 25: game_world.remove_object(self) if main_state.collide(main_state.heroine, self): main_state.heroine.hp -= 1
def update(self): #self.y += self.velocity self.y += RUN_SPEED_PPS * 0.2 if self.y < 25 or self.y > 800 - 25: game_world.remove_object(self) if main_state.collide(main_state.blue_enemy, self): main_state.blue_enemy.hp -= 1 #game_world.remove_object(main_state.blue_enemy) for i in range(0, 3): if main_state.collide(main_state.blue_enemys1[i], self): main_state.blue_enemys1[i].hp -= 1 #game_world.remove_object(main_state.blue_enemys1[i]) if main_state.collide(main_state.bose_enemy, self): main_state.bose_enemy.hp -= 1 #game_world.remove_object(main_state.bose_enemy) for i in range(0, 3): if main_state.collide(main_state.black_enemys1[i], self): main_state.black_enemys1[i].hp -= 1 #game_world.remove_object(main_state.black_enemys1[i]) if main_state.collide(main_state.red_enemy, self): main_state.red_enemy.hp -= 1 if main_state.collide(main_state.green_enemy, self): main_state.green_enemy.hp -= 1 if main_state.collide(main_state.special_enemy, self): main_state.special_enemy.hp -= 1
def update(self): if get_time() - self.bullettime > 0.05: self.frame = (self.frame + 1) % 11 self.bullettime = get_time() if self.frame > 5: if main_state.collide(main_state.heroine, self): game_world.remove_object(main_state.heroine) if self.frame > 9: game_world.remove_object(self)
def update(self): self.y -= self.velocity / 1.065 if main_state.collide(self, main_state.player): game_world.remove_object(self) main_state.life -= 1 #if main_state.player.hp == 0: #game_world.remove_object(main_state.player) #main_state.player.life -= 1 if self.y < 20: game_world.remove_object(self)
def update(self): self.cur_state.do(self) if len(self.event_que) > 0: event = self.event_que.pop() self.cur_state.exit(self, event) self.cur_state = next_state_table[self.cur_state][event] self.cur_state.enter(self, event) if self.y < 10: game_world.remove_object(self) if main_state.collide(self, main_state.player): game_world.remove_object(self) main_state.life += 1
def draw(bacteria): if bacteria.isImmune == True: #피격시 (무적) bacteria.image_hit.clip_draw( int(bacteria.frame) * 100, 0, 100, 100, bacteria.x, bacteria.y, 75, 75) bacteria.imageIdle.clip_draw(0, 0, 30, 30, bacteria.x, bacteria.y, bacteria.draw_size, bacteria.draw_size) elif bacteria.isImmune == False: bacteria.image.clip_draw( int(bacteria.frame) * 100, 0, 100, 100, bacteria.x, bacteria.y, 75, 75) bacteria.imageImmune.clip_draw(0, 0, 30, 30, bacteria.x, bacteria.y, bacteria.draw_size, bacteria.draw_size) #충돌체크 for bullet in game_world.objects[2]: if bacteria.isImmune == True: break else: if main_state.collide(bacteria, bullet): bacteria.bgm.play(1) bacteria.isImmune = True bacteria.collideTime = get_time() bacteria.collideSize -= 1.5 bacteria.draw_size = bacteria.collideSize * 2 bacteria.HP -= 1 for bullet in game_world.objects[4]: if main_state.collide(bacteria, bullet): print('4번 충돌') bacteria.bgm.play(1) bacteria.collideTime = get_time() bacteria.collideSize -= 1.5 bacteria.draw_size = bacteria.collideSize * 2 bacteria.End = True
def update(self): if main_state.stage.operation: self.x -= (250 * (main_state.cookie.pace + main_state.pet.speed) ) * game_framework.frame_time if self.x + self.Left_Right < 0: game_world.remove_object(self) elif main_state.collide(main_state.cookie, self): if main_state.pet.Invincibility or main_state.cookie.PowerUp: pass else: main_state.cookie.CurHp -= 10 main_state.stage.operation = False main_state.cookie.HitTime = get_time() main_state.cookie.HitCheck = True game_world.remove_object(self)
def update(self): if main_state.stage.operation: self.x -= (250 * (main_state.cookie.pace + main_state.pet.speed)) * game_framework.frame_time if self.select == 1 or self.select == 2 or self.select == 3 or self.select == 4: self.frame = (self.frame + cookie.FRAMES_PER_ACTION4 * cookie.ACTION_PER_TIME1 * game_framework.frame_time) % 4 if interface_state.CharChoice == 2 and math.sqrt((self.x - main_state.cookie.x) ** 2 + (self.y - main_state.cookie.y) ** 2) < 200: self.x = (1 - self.t) * self.x + self.t * main_state.cookie.x self.y = (1 - self.t) * self.y + self.t * main_state.cookie.y self.t += 0.1 if self.x + self.Left_Right < 0: game_world.remove_object(self) elif main_state.collide(self, main_state.cookie): if self.select == 0: main_state.cookie.Eat_Jelly.play() if main_state.cookie.PowerUp: main_state.cookie.jelly_cnt += 5 else: main_state.cookie.jelly_cnt += 1 elif self.select == 1: main_state.cookie.Eat_Coin.play() if main_state.cookie.PowerUp: main_state.cookie.coin_cnt += 5 else: main_state.cookie.coin_cnt += 1 elif self.select == 2: main_state.cookie.Eat_Coin.play() if main_state.cookie.PowerUp: main_state.cookie.coin_cnt += 10 else: main_state.cookie.coin_cnt += 2 elif self.select == 3: main_state.cookie.Eat_Power.play() main_state.cookie.PowerUp = True main_state.cookie.pace += 0.3 main_state.cookie.PowerUpTime = get_time() elif self.select == 4: main_state.cookie.Eat_Hp.play() main_state.cookie.CurHp += 30 if main_state.cookie.CurHp > main_state.cookie.FullHp: main_state.cookie.CurHp = main_state.cookie.FullHp game_world.remove_object(self)
def update(self): if (self.frame < 19): if get_time() - self.bullettime > 0.05: self.frame = (self.frame + 1) self.bullettime = get_time() if (self.frame == 5): self.shoot_sound.play() if (self.frame == 19): if (self.time == 0): self.time = get_time() self.frame = 19 if (get_time() - self.time > 2): game_world.remove_object(self) if self.frame > 15: if main_state.collide(main_state.heroine, self): main_state.heroine.hp -= 1
def bypass_ball(self): self.speed = RUN_SPEED_PPS; self.calculate_current_position(); balls = main_state.get_balls(); while(True) : for ball in balls: if main_state.collide(self, ball): #부딪힌다면 다른 방향으로 살작 이동 난수로 self.dir = -self.dir; self.calculate_current_position(); #원래자리로 돌아와서 print("dsd"); self.dir = random.random()*2*math.pi; # 랜덤 방향으로 우회. self.calculate_current_position(); return BehaviorTree.SUCCESS; print("ㅋㅋbypass_ball"); return BehaviorTree.FAIL;
def update(self): self.y -= RUN_SPEED_PPS * 0.05 if self.y < 25 or self.y > 800 - 25: game_world.remove_object(self) if main_state.collide(main_state.heroine, self): main_state.heroine.hp -= 1
def update(self): self.x = main_state.heroine.x self.y = main_state.heroine.y self.frame = (self.frame + 0.09) % 8 main_state.heroine.hp = 1000 if (self.time == 0): self.time = get_time() if (get_time() - self.time > 3): game_world.remove_object(self) main_state.heroine.hp = 1 if main_state.collide(main_state.blue_enemy, self): main_state.blue_enemy.hp -= 1 #game_world.remove_object(main_state.blue_enemy) for i in range(0, 3): if main_state.collide(main_state.blue_enemys1[i], self): main_state.blue_enemys1[i].hp -= 1 #game_world.remove_object(main_state.blue_enemys1[i]) if main_state.collide(main_state.bose_enemy, self): main_state.bose_enemy.hp -= 1 #game_world.remove_object(main_state.bose_enemy) for i in range(0, 3): if main_state.collide(main_state.black_enemys1[i], self): main_state.black_enemys1[i].hp -= 1 #game_world.remove_object(main_state.black_enemys1[i]) if main_state.collide(main_state.red_enemy, self): main_state.red_enemy.hp -= 1 if main_state.collide(main_state.green_enemy, self): main_state.green_enemy.hp -= 1 if main_state.collide(main_state.special_enemy, self): main_state.special_enemy.hp -= 1 for i in range(0, 3): if main_state.collide(main_state.black_enemys2[i], self): main_state.black_enemys2[i].hp -= 1 for i in range(0, 3): if main_state.collide(main_state.blue_enemys2[i], self): main_state.blue_enemys2[i].hp -= 1 #game_world.remove_object(main_state.blue_enemys1[i]) if main_state.collide(main_state.red_enemy2, self): main_state.red_enemy2.hp -= 1 if main_state.collide(main_state.green_enemy2, self): main_state.green_enemy2.hp -= 1 if main_state.collide(main_state.special_enemy1, self): main_state.special_enemy1.hp -= 1 if main_state.collide(main_state.special_enemy2, self): main_state.special_enemy2.hp -= 1 if main_state.collide(main_state.red_enemy3, self): main_state.red_enemy3.hp -= 1 if main_state.collide(main_state.green_enemy3, self): main_state.green_enemy3.hp -= 1 for i in range(0, 3): if main_state.collide(main_state.black_enemys3[i], self): main_state.black_enemys3[i].hp -= 1 for i in range(0, 3): if main_state.collide(main_state.blue_enemys3[i], self): main_state.blue_enemys3[i].hp -= 1 if main_state.collide(main_state.red_enemy4, self): main_state.red_enemy4.hp -= 1 if main_state.collide(main_state.green_enemy4, self): main_state.green_enemy4.hp -= 1 if main_state.collide(main_state.special_enemy3, self): main_state.special_enemy3.hp -= 1