def update(): # Pygame Zero update function global player, moveGhostsFlag, ghosts if player.status == 0: if moveGhostsFlag == 4: moveGhosts() for g in range(len(ghosts)): if ghosts[g].status > 0: ghosts[g].status -= 1 if ghosts[g].collidepoint((player.x, player.y)): if ghosts[g].status > 0: player.score += 100 animate(ghosts[g], pos=(290, 370), duration=1/SPEED, tween='linear', on_finished=flagMoveGhosts) else: player.lives -= 1 sounds.pac2.play() if player.lives == 0: player.status = 3 music.fadeout(3) else: player.status = 1 if player.inputActive: gameinput.checkInput(player) gamemaps.checkMovePoint(player) if player.movex or player.movey: inputLock() sounds.pac1.play() animate(player, pos=(player.x + player.movex, player.y + player.movey), duration=1/SPEED, tween='linear', on_finished=inputUnLock) if player.status == 1: i = gameinput.checkInput(player) if i == 1: player.status = 0 player.x = 290 player.y = 570 if player.status == 2: i = gameinput.checkInput(player) if i == 1: init()
def update(): # Pygame Zero update function global player, moveGhostsFlag, ghosts if player.status == 0: if moveGhostsFlag == 4: moveGhosts() for g in range(len(ghosts)): if ghosts[g].collidepoint((player.x, player.y)): player.status = 1 pass if player.inputActive: gameinput.checkInput(player) gamemaps.checkMovePoint(player) if player.movex or player.movey: inputLock() animate(player, pos=(player.x + player.movex, player.y + player.movey), duration=1/SPEED, tween='linear', on_finished=inputUnLock)