Esempio n. 1
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 def __init__(self, chest_x, chest_y, bg):
     self.bg = bg
     self.x, self.y = chest_x+70, chest_y+40                 # 상자 오픈 시 치킨 생성 좌표 조정
     self.image = load_image('image\Item\Fire_Book.png')
     self.fall_speed = 100
     self.boy = main_state.get_boy()
     self.ground = main_state.get_ground()
Esempio n. 2
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 def __init__(self, chest_x, chest_y, bg):
     self.bg = bg
     self.x, self.y = chest_x - 20, chest_y + 10  # 상자 오픈 시 치킨 생성 좌표 조정
     self.image = load_image('image\Item\Red_Potion.png')
     self.fall_speed = 100
     self.boy = main_state.get_boy()
     self.ground = main_state.get_ground()
Esempio n. 3
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    def do(eru):
        eru.frame = (eru.frame + FRAMES_PER_ACTION * ACTION_PER_TIME * game_framework.frame_time) \
                    % FRAMES_PER_ACTION
        eru.x += eru.velocity * game_framework.frame_time
        eru.x = clamp(Eru_Size * 0.25, eru.x, game_world.WIDTH - Eru_Size * 0.25)
        eru.distance += game_framework.frame_time * SPEED_PPS

        eru.bullet_timer += game_framework.frame_time * 10

        if int(eru.bullet_timer) >= 3 - eru.speed_upgrade_value * 0.5:
            eru.bullet_shoot()
            eru.bullet_timer = 0

        if eru.crash_effect_timer > 0:
            eru.crash_effect_timer -= game_framework.frame_time
            if eru.crash_effect_timer > 0.5:
                eru.eru_crush_sound.play(1)

        dragons = main_state.get_dragons()
        ground = main_state.get_ground()
        if eru.distance >= eru.stage_level * 2500 + 2500 and eru.stage_level < 4:
            ground.stage_level += 1
            eru.stage_level += 1
            for dragon in reversed(dragons):
                if dragon.stage_level < 4:
                    dragon.stage_level = ground.stage_level

        if eru.gold_count > 0:
            eru.gold_sound.play(1)
            eru.gold_count = 0
Esempio n. 4
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def enter():
    global font
    bg = main_state.get_ground()
    bg.bgm.pause()
    font = load_font('./image/NanumGothicExtraBold.TTF', 30)
    get_ranking_data()
    hide_cursor()
    hide_lattice()
    print('ranking')
Esempio n. 5
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    def update(self):
        eru = main_state.get_eru()
        bg = main_state.get_ground()

        self.y -= DRAGON_SPEED_PPS
        self.frame = (self.frame + FRAMES_PER_ACTION * ACTION_PER_TIME *
                      game_framework.frame_time) % 4

        if self.stage_level >= 4 or self.y < -self.size:
            self.delite()

        elif collide(eru, self):
            if eru.crash_effect_timer <= 0 and eru.eternel == 0:
                eru.remain_hp -= 1
                eru.crash_effect_timer = 1
            bg.monster_death += 1
            self.eraser()
Esempio n. 6
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def exit():
    bg = main_state.get_ground()
    bg.bgm.resume()
Esempio n. 7
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 def __init__(self, chest_x, chest_y):
     self.x, self.y = chest_x - 20, chest_y + 10  # 상자 오픈 시 치킨 생성 좌표 조정
     self.image = load_image('image\chicken.png')
     self.fall_speed = 100
     self.boy = main_state.get_boy()
     self.ground = main_state.get_ground()