def update(): gfw.world.update() global state if state != START_GAME: endgame() return global time, boss_die if boss_die: time += gfw.delta_time if time > 10: state = END_GAME dis_score.score += 10 global boss_ox, boss_ap boss_ox += gfw.delta_time if boss_ox < 75: enemy_gen.update() else: if boss_ap > 0: music_bg.stop() wav_siren.play(5) music_bg2.repeat_play() boss.Boss().generate() boss_ap -= 1 for e in gfw.world.objects_at(gfw.layer.enemy): check_enemy(e) for i in gfw.world.objects_at(gfw.layer.item): check_item(i) for e_b in gfw.world.objects_at(gfw.layer.boss): check_boss(e_b)
def update(): gfw.world.update() enemy_gen.update() for e in gfw.world.objects_at(gfw.layer.enemy): check_enemy(e) for eb in gfw.world.objects_at(gfw.layer.e_bullet): check_enemy_attack(eb) for c in gfw.world.objects_at(gfw.layer.coin): check_coin(c)
def update(): gfw.world.update() enemy_gen.update() if timer.time == 0: check_spaceship() for eb in gfw.world.objects_at(gfw.layer.enemy_bullet): check_enemy_bullet(eb) for e in gfw.world.objects_at(gfw.layer.enemy): check_enemy(e) for fe in gfw.world.objects_at(gfw.layer.flying_enemy): check_enemy(fe)
def update(): gfw.world.update() enemy_gen.update() for e in gfw.world.objects_at(gfw.layer.enemy): check_enemy(e)