Esempio n. 1
0
	def shoot(self, veloc):
		if self.tirPrevu:
			nouveau = self.tirPrevu
			self.tirPrevu = []
		else:
			nouveau = missile(self.pom.addShooty(veloc))
		return nouveau
Esempio n. 2
0
 def shoot(self, veloc):
     if self.tirPrevu:
         nouveau = self.tirPrevu
         self.tirPrevu = []
     else:
         nouveau = missile(self.pom.addShooty(veloc))
     return nouveau
Esempio n. 3
0
	def planTir(self, centre, tick, instances):
		self.tirPrevu = missile(self.pom.addShooty(10))
		self.tirPrevu.pom.prevision(centre, tick, instances)			
Esempio n. 4
0
            flag = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_q:
                pygame.quit()
                sys.exit()
            if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                x_move = width / 8
            if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                x_move = -width / 8
            if event.key == pygame.K_SPACE:
                numb += 1
                i = bulletclass.Bullet(ship.x + 20, height - 70, pyg_font)
                bullet.append(i)
            if event.key == pygame.K_s:
                numb1 += 1
                i = missile.missile(ship.x + 20, height - 70, pyg_font)
                bullet1.append(i)

        if event.type == pygame.KEYUP:
            x_move = 0

    screen.blit(background, (0, 0))
    for i in range(numb):
        bullet[i].move(screen)
        bullet[i].draw(screen)

    for i in range(numb1):
        bullet1[i].move(screen)
        bullet1[i].draw(screen)

    if finish - start >= levelspawn:
Esempio n. 5
0
 def planTir(self, centre, tick, instances):
     self.tirPrevu = missile(self.pom.addShooty(10))
     self.tirPrevu.pom.prevision(centre, tick, instances)