def update(self): if self.rect.left <= 647: self.rect.x = self.rect.x self.can_shoot = True else: self.rect.x += self.speedx if self.lives <= 0: self.kill() score_lis.append(self.score_value) boss_weakpoint_lis[1] = False detect_collisions_enemy_playerbullets(self, its_boss=True) if 0 <= abs( player.rect.centery - self.rect.centery ) <= 14 and self.weapon_delay >= 30 * 3 and player.is_alive == True and self.can_shoot == True: self.shoot() self.shooted = True if self.shooted == True: self.weapon_delay -= 1 if self.weapon_delay <= 0: self.shooted = False self.weapon_delay = 30 * 3 detect_collisions_enemy_playerbullets(self)
def update(self, screen=screen, player=player): if self.lives < 0: self.kill() score_lis.append(self.score_value) self.stalkPlayer(player) screen.blit(self.image, self.rect)
def update(self, screen=screen, player=player): if self.lives < 0: self.kill() score_lis.append(self.score_value) global enemy3_its_alive enemy3_its_alive = False global STAGE_TIME if STAGE_TIME >= 7410: enemies_lis[1] = False #self.stalkPlayer(player) if self.timing_to_start_stalking > 0: self.timing_to_start_stalking -= 1 if self.timing_to_start_stalking <= 0: self.stalkPlayer(player) screen.blit(self.image, self.rect) if 0 <= abs( player.rect.centery - self.rect.centery ) <= 14 and self.weapon_delay >= 30 and player.is_alive == True: self.shoot() self.shooted = True if self.shooted == True: self.weapon_delay -= 1 if self.weapon_delay <= 0: self.shooted = False self.weapon_delay = 30 detect_collisions_enemy_playerbullets(self)
def update(self, screen=screen, player=player): if self.lives < 0: self.kill() score_lis.append(self.score_value) self.stalkPlayer(player) screen.blit(self.image, self.rect) detect_collisions_enemy_playerbullets(self)
def update(self): print(self.rect.centerx, self.rect.centery) self.rect.x += self.speedx if self.rect.left < (0 - self.rect.width): self.kill() print("morreu") if self.lives <= 0: self.kill() score_lis.append(self.score_value) if 0 <= abs(player.rect.center[0] - self.rect.center[0]) <= self.rect.width * 4 and 0 <= abs( player.rect.center[1] - self.rect.center[1]) <= self.rect.height * 4: self.start_timing = True if self.timing_to_mine_explosion <= 0: self.start_timing = False self.start_exploding_timing = True if self.start_exploding_timing == True: self.exploding_animation_timing -= 2 self.explode() if self.exploding_animation_timing <= 0: self.kill() print("explodiu") # error # come back """enemy11_hits_player_bullet = pygame.sprite.groupcollide(enemy11_group, bullets, False, True) if enemy11_hits_player_bullet: self.lives -= player.atackdamage self.start_timing = True print("perdeu hp") enemy11_hits_power_up_1_basic_bullet = pygame.sprite.groupcollide(enemy11_group, power_up_1_bullet_g, False, True) if len(enemy11_hits_power_up_1_basic_bullet) >= 1: self.lives -= power_up_gun09.atackdamage self.start_timing = True enemy11_hits_power_up_1_1_basic_bullet = pygame.sprite.groupcollide(enemy11_group, power_up_1_1_bullet_g, False, True) if len(enemy11_hits_power_up_1_1_basic_bullet) >= 1: self.lives -= power_up_gun10.atackdamage self.start_timing = True""" if self.start_timing == True: self.timing_to_mine_explosion -= 1 if self.timing_to_mine_explosion in self.its_on_lis: self.image = enemy4_on_img self.image.set_colorkey(BLACK) elif self.timing_to_mine_explosion in self.its_off_lis: self.image = enemy4_off_img print(self.timing_to_mine_explosion)
def update(self, screen=screen, player=player): if self.lives < 0: self.kill() score_lis.append(self.score_value) global enemy2_its_alive enemy2_its_alive = False global STAGE_TIME if STAGE_TIME >= 7410: enemies_lis[0] = False if self.timing_to_start_stalking > 0: self.timing_to_start_stalking -= 1 if self.timing_to_start_stalking <= 0: self.stalkPlayer(player) screen.blit(self.image, self.rect) detect_collisions_enemy_playerbullets(self)
def update(self, screen=screen, player=player): if self.lives < 0: self.kill() score_lis.append(self.score_value) self.stalkPlayer(player) screen.blit(self.image, self.rect) if 0 <= abs( player.rect[1] - self.rect[1] ) <= 14 and self.weapon_delay >= 30 and player.is_alive == True: self.shoot() self.shooted = True if self.shooted == True: self.weapon_delay -= 1 if self.weapon_delay <= 0: self.shooted = False self.weapon_delay = 30
def update(self): print(self.rect.centerx, self.rect.centery) self.rect.x += self.speedx if self.rect.left < (0 - self.rect.width): self.kill() #print("morreu") if self.lives <= 0: self.kill() score_lis.append(self.score_value) if 0 <= abs(player.rect.center[0] - self.rect.center[0]) <= self.rect.width * 4 and 0 <= abs( player.rect.center[1] - self.rect.center[1]) <= self.rect.height * 3: self.start_timing = True if self.timing_to_mine_explosion <= 0: self.start_timing = False self.start_exploding_timing = True if self.start_exploding_timing == True: self.exploding_animation_timing -= 2 self.explode() if self.exploding_animation_timing <= 0: self.kill() #print("explodiu") detect_collisions_enemy_playerbullets(sprite1=self, its_enemy4_type=True) if self.start_timing == True: self.timing_to_mine_explosion -= 1 if self.timing_to_mine_explosion in self.its_on_lis: self.image = enemy4_on_img self.image.set_colorkey(BLACK) elif self.timing_to_mine_explosion in self.its_off_lis: self.image = enemy4_off_img print(self.timing_to_mine_explosion)