def tick(self, room): BasicSprite.tick(self, room) if not self.isFalling: self.waitTime -= 1 if self.waitTime < 0: self.waitTime = random.randint(300, 500) self.yspeed = -1.0 * random.randint(20, 30) * ICON_SIZE / FPS self.xspeed = 1.0 * random.randint(-3, 3) * ICON_SIZE / FPS
def tick(self, room): BasicSprite.tick(self, room) if not self.isFalling: self.waitTime -= 1 if self.waitTime < 0: self.waitTime = random.randint(300,500) self.yspeed = -1.0*random.randint(20,30) * ICON_SIZE / FPS self.xspeed = 1.0*random.randint(-3,3) * ICON_SIZE / FPS
def tick(self, room): BasicSprite.tick(self, room) self.moveTime -= 1 if self.moveTime < 0: self.moveTime = random.randint(100, 200) self.yspeed = -15.0 * ICON_SIZE / FPS # jump randomly
def tick(self, room): BasicSprite.tick(self, room) self.moveTime -= 1 if self.moveTime < 0: self.moveTime = random.randint(100, 200) self.yspeed = -15.0 * ICON_SIZE / FPS #jump randomly
def tick(self, room): BasicSprite.tick(self, room) if not self.canBeHurt: self.hurtCounter -= 1 if self.hurtCounter < 0: self.canBeHurt = True