def update(self): Sprite.update(self) self.vel.x *= self.decay self.vel.y *= self.decay # Countdown to respawn if self.time_to_respawn > 0: self.time_to_respawn -= 1 if self.time_to_respawn == 0: self.alive = True
def update(self): Sprite.update(self) if self.pos.x < self.orig[6].x or self.pos.x > ScreenSize.width + self.orig[3].x: self.alive = False self.time_to_deviate -=1 if self.time_to_deviate <= 0: self.deviate_course() self.reset_deviation() self.time_to_fire -= 1
def update(self): Sprite.update(self) if self.pos.x < self.orig[ 6].x or self.pos.x > ScreenSize.width + self.orig[3].x: self.alive = False self.time_to_deviate -= 1 if self.time_to_deviate <= 0: self.deviate_course() self.reset_deviation() self.time_to_fire -= 1
def update(self): Sprite.update(self) if self.time_to_fade: self.time_to_fade -= 1 else: self.color = [col - self.fade for col in self.color] if self.color[0] >= 255: self.time_to_fade = randint(25, 250) self.color = [255, 255, 255] self.fade *= -1 elif self.color[0] <= 0: self.color = [0, 0, 0] self.fade *= -1
def update(self): Sprite.update(self) self.time_to_live -= 1 if self.time_to_live <= 0: self.alive = False