def shot(self, radian=None): if radian is None: radian = get_radian(self.player.x, self.player.y, self.enemy.x, self.enemy.y) bullet = self.player.shot(self.frame, radian, self.visible[1]) self.__set_object(bullet, self.visible[1]) self.bullets.append(bullet)
def enemy_shot(self, radian=None): if radian is None: radian = get_radian(self.enemy.x, self.enemy.y, self.player.x, self.player.y) bullet = self.enemy.shot(self.frame, radian) self.__set_object(bullet) self.bullets.append(bullet)
def player_shot(self, index=-1): if index == -1: for i, player in enumerate(self.players): enemy_index = (i + 1) % len(self.players) radian = get_radian(player.x, player.y, self.players[enemy_index].x, self.players[enemy_index].y) bullet = player.shot(self.frame, radian) self.__set_object(bullet) self.bullets.append(bullet) elif index < len(self.players): bullet = self.players[index].shot(self.frame, random.randint(-180, 180)) self.bullets.append(bullet) self.__set_object(bullet)
def reserve_shot(self): radian = get_radian(self.player.x, self.player.y, self.enemy_late.x, self.enemy_late.y) self.__reserve_event('shot', 0, radian)
def reserve_enemy_shot(self): radian = get_radian(self.enemy.x, self.enemy.y, self.player.x, self.player.y) self.__reserve_event('enemy_shot', self.enemy_latency, radian)