def __bom_update(self): mm = self.__map_manager if mm.game_system.timer < 8: return self.__attack_bom_at_area() if self.__get_item is not None: from task.map.get_item import GetItem self.__next_task = GetItem(mm, self.__get_item) return if self.__is_level_up: from task.map.level_up import LevelUp self.__next_task = LevelUp(mm) return from task.map.wait_input import WaitInput self.__next_task = WaitInput(self.__map_manager)
def update(self): mm = self.__map_manager event_manager = mm.event_manager player = mm.player player.move() event_manager.move_enemys() if player.is_moving(): return if player.stats.is_die(): from task.map.game_over import GameOver self.__next_task = GameOver(self.__map_manager) return enemy = event_manager.get_enemy(player.map_coordinate) if enemy is not None: from task.map.battle import Battle self.__next_task = Battle(mm, enemy) return if event_manager.is_floor_clear(): from task.map.change_floor import ChangeFloor self.__next_task = ChangeFloor(self.__map_manager) return treasure_box = event_manager.get_treasure_box(player.map_coordinate) if treasure_box is not None: from task.map.get_item import GetItem self.__next_task = GetItem(mm, treasure_box.get_item()) mm.event_manager.remove_treasure(treasure_box) return direction = InputManager.get_push_direction() if player.ready_move(direction): mm.event_manager.ready_move_enemys() return elif direction != Direction.NEWTRAL: self.__map_manager.game_system.play_se(SE.BUMP) from task.map.wait_input import WaitInput self.__next_task = WaitInput(self.__map_manager)
def update(self): mm = self.__map_manager event_manager = mm.event_manager player = mm.player game_system = mm.game_system enemy = self.__enemy enemy.battle() if enemy.stats.is_die(): game_system.play_se(SE.ENEMY_DOWN) item = enemy.get_item() event_manager.remove_enemy(enemy) if item is not None: from task.map.get_item import GetItem self.__next_task = GetItem(mm, item) return if player.is_level_up(enemy): from task.map.level_up import LevelUp self.__next_task = LevelUp(mm) return else: game_system.play_se(SE.ATTACK) player.battle(enemy) player.back() if player.stats.is_die(): from task.map.game_over import GameOver self.__next_task = GameOver(mm) return from task.map.wait_input import WaitInput self.__next_task = WaitInput(mm)
def update(self): from task.map.wait_input import WaitInput self.__next_task = WaitInput(self.__map_manager)
def update(self): self.__effect.update() if self.__effect.isEnd(): from task.map.wait_input import WaitInput self.__next_task = WaitInput(self.__map_manager)
def update(self): if self.__map_manager.game_system.timer >= 10: from task.map.wait_input import WaitInput self.__next_task = WaitInput(self.__map_manager)
def __potion_update(self): if self.__map_manager.game_system.timer < 8: return from task.map.wait_input import WaitInput self.__next_task = WaitInput(self.__map_manager)