コード例 #1
0
    def update(self):
        eru = main_state.get_eru()

        self.x += self.trans_x
        self.y -= self.trans_y

        if self.x <= 0:
            self.trans_x = -self.trans_x
            self.count += 1

        if self.x >= game_world.WIDTH:
            self.trans_x = -self.trans_x
            self.count += 1

        if self.y <= 0:
            self.trans_y = -self.trans_y
            self.count += 1

        if self.y >= game_world.WIDTH:
            self.trans_y = -self.trans_y
            self.count += 1

        if self.count >= 5:
            self.eraser()

        if collide(eru, self):
            if eru.crash_effect_timer <= 0 and eru.eternel == 0:
                eru.remain_hp -= 1
                eru.crash_effect_timer = 1
            self.eraser()
コード例 #2
0
    def __init__(self):
        eru = main_state.get_eru()
        if FireBall.image == None:
            FireBall.image = load_image('./image/fireball.png')

        self.x = eru.x
        self.y = game_world.HEIGHT + 160
        self.timer = 0
コード例 #3
0
    def update(self):
        eru = main_state.get_eru()

        self.y -= Fire_SPEED_PPS * eru.stage_level * 0.2 + Fire_SPEED_PPS

        if collide(eru, self):
            if eru.crash_effect_timer <= 0 and eru.eternel == 0:
                eru.remain_hp -= 1
                eru.crash_effect_timer = 1
            self.eraser()

        elif self.y <= -100:
            self.eraser()
コード例 #4
0
    def __init__(self, trans_x):
        boss = main_state.get_boss()
        eru = main_state.get_eru()
        if BossBullet.image == None:
            BossBullet.image = load_image('./image/boss_bullet.png')

        self.x = boss.x
        self.trans_x = trans_x * BULLET_SPEED_PPS * 0.001
        self.trans_y = BULLET_SPEED_PPS
        self.count = 0

        self.y = boss.y - game_world.HEIGHT * 0.15
        game_world.add_object(self, 1)
コード例 #5
0
    def update(self):
        global GOLD_SPEED_PPS
        eru = main_state.get_eru()

        self.y -= GOLD_SPEED_PPS

        if collide(eru, self):
            game_world.remove_object(self)
            eru.gold += eru.stage_level + 1
            eru.gold_count += 1

        if self.y < -20:
            game_world.remove_object(self)
            del self
コード例 #6
0
    def update(self):
        eru = main_state.get_eru()
        bg = main_state.get_ground()

        self.y -= DRAGON_SPEED_PPS
        self.frame = (self.frame + FRAMES_PER_ACTION * ACTION_PER_TIME *
                      game_framework.frame_time) % 4

        if self.stage_level >= 4 or self.y < -self.size:
            self.delite()

        elif collide(eru, self):
            if eru.crash_effect_timer <= 0 and eru.eternel == 0:
                eru.remain_hp -= 1
                eru.crash_effect_timer = 1
            bg.monster_death += 1
            self.eraser()
コード例 #7
0
    def eru_attack_dragon(self):
        eru = main_state.get_eru()

        self.hp -= eru.atk / self.stage_level