Esempio n. 1
0
 def update(self):
     GameObject.update(self)
     self.frame_counter.run()
     if tower_defense.game_object.hasTower == True:
         if self.frame_counter.flag:
             tower_defense.game_object.hasEnemy = True
             if tower_defense.game_object.score < 60:
                 pass
             elif tower_defense.game_object.score >= 60 and tower_defense.game_object.score < 65:
                 self.frame_counter = FrameCounter(80)
                 boss = Boss(425, 0)
                 boss.HP = 7
                 add(boss)
             elif tower_defense.game_object.score >= 120 and tower_defense.game_object.score < 130:
                 self.frame_counter = FrameCounter(50)
                 boss = Boss(425, 0)
                 boss.HP = 13
                 add(boss)
             elif tower_defense.game_object.score <= 130:
                 self.frame_counter = FrameCounter(80)
                 boss = Boss(425, 0)
                 boss.HP = 20
                 add(boss)
             elif tower_defense.game_object.score >= 210:
                 self.frame_counter = FrameCounter(80)
                 boss = Boss(425, 0)
                 boss.HP = 100
                 # boss.renderer = Animation(list_super_boss,loop=True,frame_delay=1)
                 add(boss)
             self.frame_counter.reset()
Esempio n. 2
0
 def update(self):
     GameObject.update(self)
     self.pyshicsWithEnemy()
     # print(self.HP)
     if self.HP == 0:
         game_over = GameOverScene()
         global_scene_manager.change_scene(game_over)
         self.deactivate()
Esempio n. 3
0
 def update(self):
     GameObject.update(self)
     if self.stun:
         self.renderer = Animation(enemy_stun, loop=True, frame_delay=1)
         self.stunCooldown -= 1
         if self.stunCooldown == 0:
             self.renderer = Animation(list_enemy, loop=True, frame_delay=1)
             self.stun = False
             self.stunCooldown = 20
     if not self.stun:
         self.enemy_move(3)
     self.deactivate_if_need()
 def update(self):
     # print(self.velocityX, self.vectorY)
     GameObject.update(self)
     self.pyshicsWithEnemy()
     self.move()
     self.x += self.velocityX
     self.y += self.velocityY
     self.cooldown -= 1
     if self.cooldown <= 0:
         self.deactivate()
         self.cooldown = 80
     if self.x == self.e_x and self.y == self.e_y:
         self.deactivate()
Esempio n. 5
0
 def update(self):
     GameObject.update(self)
     self.check()
Esempio n. 6
0
 def update(self):
     GameObject.update(self)
     if global_input_manager.enter_pressed:
         gameplay_scene = GamePlayScene()
         global_scene_manager.change_scene(gameplay_scene)