예제 #1
0
 def update(self):
     if self.cnt % self.interval == 0:
         ObjMgr.addObj(FireBird1([0, 0, self.x, self.y]))
         self.cnt2 += 1
         self.y += self.offset
         if self.cnt2 >= self.max:
             self.remove()
예제 #2
0
 def fire(self, x, y, deg, speed):
     obj = enemyOthers.Fire2(x, y, deg)
     obj.imageSourceIndex = 2
     obj.imageSourceX = 64
     obj.imageSourceY = 64
     obj.speed = speed
     ObjMgr.addObj(obj)
예제 #3
0
    def updateMode2(self):
        if self.state == 0:
            if self.cnt > 120:
                self.nextState()
        elif self.state == 1:
            # 右の画面外に移動
            if self.cnt == 1:
                obj = enemy.Splash.appendDr(self.coreX, self.coreY -8, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20)
                obj.ground = True
                obj = enemy.Splash.appendDr(self.coreX -16, self.coreY, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20)
                obj.ground = True
                obj = enemy.Splash.appendDr(self.coreX, self.coreY +8, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20)
                obj.ground = True
            if self.coreX < 300:
                self.coreX += 4
            if self.cnt == 120:
                gcommon.scroll_flag = True
                # ボスコアを生成
                ObjMgr.addObj(BossLast1Core(self.coreX, self.coreY, self.isBossRush))
                if self.isBossRush == False:
                    ObjMgr.addObj(enemy.Delay(BossLastBaseExplosion, [], 240))
                    BGM.play(BGM.BOSS_LAST)
        if self.x <= -160:
            self.remove()

        self.rad = (self.rad + math.pi/30) % (math.pi * 2)
예제 #4
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 def update(self):
     if gcommon.game_timer >= self.removeTime:
         self.remove()
         return
     if self.cnt % 120 == 0:
         pos = gcommon.mapPosToScreenPos(self.mx, self.my)
         ObjMgr.addObj(Lift2(pos[0], pos[1], self.dy))
예제 #5
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 def doExplosion(self):
     index = 0
     for i in range(self.cellCount):
         ObjMgr.addObj(
             BossFireExplosion(self.cellList[index][0],
                               self.cellList[index][1], False))
         index += self.cellDelay
예제 #6
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 def __init__(self, t):
     super(Boss1, self).__init__()
     self.x = t[2]
     self.y = t[3]
     self.isBossRush = t[4]
     self.left = 16
     self.top = 16
     self.right = 93
     self.bottom = 45
     self.collisionRects = gcommon.Rect.createFromList([[1, 23, 15, 37],
                                                        [16, 16, 93, 45]])
     self.hp = gcommon.HP_NODAMAGE
     self.layer = gcommon.C_LAYER_UNDER_GRD
     self.score = 5000
     self.subcnt = 0
     self.hitcolor1 = 9
     self.hitcolor2 = 10
     self.brake = False
     self.beam = 0
     self.subState = 0
     self.isLeft = True
     self.beamTime = __class__.beamTimes[GameSession.difficulty]
     #gcommon.debugPrint("beam Time = " + str(self.beamTime))
     self.tbl = []
     self.shotFlag = False
     self.dy = 0.0
     self.beamObj = Boss1Beam(self)
     ObjMgr.addObj(self.beamObj)
     self.timerObj = None
     if self.isBossRush:
         self.y = 36
         self.state = 900
예제 #7
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 def update(self):
     self.x += self.speed
     if self.x > gcommon.SCREEN_MAX_X:
         self.remove()
         return
     if self.cnt % 3 == 0:
         obj = enemyOthers.Smoke1(self.x - 8, self.y + 3)
         obj.ground = True
         ObjMgr.addObj(obj)
     if self.speed < 6.0:
         self.speed += 0.1
예제 #8
0
파일: graslay.py 프로젝트: Ontake44/graslay
 def skipGameTimer(self):
     while (gcommon.game_timer < gcommon.START_GAME_TIMER):
         self.ExecuteEvent()
         ObjMgr.updateDrawMap0(True)
         ObjMgr.updateDrawMap(True)
         self.ExecuteStory()
         if gcommon.scrollController != None:
             gcommon.scrollController.update()
             gcommon.scrollController.cnt += 1
         self.updateEnemy()
         gcommon.game_timer = gcommon.game_timer + 1
예제 #9
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 def update(self):
     while True:
         t = __class__.table[self.tableIndex]
         if t[0] == (self.cnt - self.prevCnt):
             ObjMgr.addObj(Prominence1(self.x, self.y, t[2], t[1]))
             self.tableIndex += 1
             if self.tableIndex >= len(__class__.table):
                 self.remove()
                 return
             self.prevCnt = self.cnt
         else:
             return
예제 #10
0
	def update(self):
		if self.state == 0:
			self.y += self.flag
			if self.cnt > 20:
				self.nextState()
		else:
			self.x -= 2
			if self.x <= -16:
				self.remove()
				return
			if self.cnt % 30 == (15 + self.flag * 5):
				ObjMgr.addObj(BossLastBattery1Beam(self.x, self.y, 2 * self.flag))
예제 #11
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	def __init__(self, t):
		super(MovableBattery1, self).__init__()
		self.mx = t[2]
		self.my = t[3]
		pos = gcommon.mapPosToScreenPos(t[2], t[3])
		self.x = pos[0] + 3.5
		self.y = pos[1] + 3.5
		self.firstShot = t[4]
		self.moveTable = t[5]
		if self.x <= -96 or self.x >= gcommon.SCREEN_MAX_X+96 or self.y <= -96 or self.y >= gcommon.SCREEN_MAX_Y+96:
			gcommon.debugPrint("MovableBattery1 is ng start point (" +  str(self.mx) + ","+ str(self.my) +") (" + str(self.x) + "," + str(self.y)+"")
		else:
			ObjMgr.addObj(MovableBattery1p(self.x, self.y, self.firstShot, self.moveTable))
		self.remove()
예제 #12
0
파일: graslay.py 프로젝트: Ontake44/graslay
    def ExecuteStory(self):
        while True:
            if len(self.story) <= self.story_pos:
                return

            s = self.story[self.story_pos]
            if s[0] < gcommon.game_timer:
                pass
            elif s[0] != gcommon.game_timer:
                return
            else:
                t = s[1]  # [1]はクラス型
                obj = t(s)  # ここでインスタンス化
                ObjMgr.addObj(obj)
            self.story_pos = self.story_pos + 1
예제 #13
0
 def __init__(self, t):
     super(Boss2, self).__init__()
     self.t = gcommon.T_BOSS1
     self.isBossRush = t[4]
     if self.isBossRush:
         self.x = t[2]
         self.y = t[3]
     else:
         pos = gcommon.mapPosToScreenPos(t[2], t[3])
         self.x = pos[0]
         self.y = pos[1]
     self.left = 16
     self.top = 9
     self.right = 63
     self.bottom = 38
     self.hp = 999999  # 破壊できない
     self.layer = gcommon.C_LAYER_GRD
     self.ground = True
     self.score = 7000
     self.subcnt = 0
     self.dx = 0.5
     self.dy = 0
     self.hitcolor1 = 3
     self.hitcolor2 = 7
     self.tblIndex = 0
     self.cycleCount = 0
     self.brake = False
     self.feelers = []
     self.feelers.append(Feeler(self, 50, 29, 8, 6))
     self.feelers.append(Feeler(self, 16, 29, 24, 6))
     self.feelers.append(Feeler(self, 16, 8, 40, 6))
     self.feelers.append(Feeler(self, 50, 8, 56, 6))
     self.feelerShots = []
     ObjMgr.addObj(self.feelers[0])
     ObjMgr.addObj(self.feelers[1])
     ObjMgr.addObj(self.feelers[2])
     ObjMgr.addObj(self.feelers[3])
     self.bossCells = []
     self.timerObj = None
     if self.isBossRush:
         self.layer = gcommon.C_LAYER_SKY
         self.ground = False
         self.state = 900
         self.x = 256
         self.y = 81
     else:
         self.bossBase = Boss2Base2(self)
         ObjMgr.addObj(self.bossBase)
예제 #14
0
	def update(self):
		if self.cnt % 3 == 0:
			obj = ObjMgr.addObj(enemy.Explosion(32 +random.randrange(64), random.randrange(gcommon.SCREEN_MAX_Y), gcommon.C_LAYER_GRD, gcommon.C_EXPTYPE_SKY_M))
			obj.particle = False
			if self.cnt < 120:
				# 120超えるとサウンドなし
				BGM.sound(gcommon.SOUND_MID_EXP)
예제 #15
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 def broken(self):
     self.setState(100)
     self.shotHitCheck = False
     enemy.removeEnemyShot()
     ObjMgr.objs.append(boss.BossExplosion(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY))
     GameSession.addScore(self.score)
     self.remove()
     BGM.sound(gcommon.SOUND_LARGE_EXP)
     enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)
     if self.isBossRush:
         if self.timerObj != None:
             self.timerObj.stop()
             self.timerObj = None
         ObjMgr.objs.append(enemy.NextEvent([0, None, 120]))
     else:
         ObjMgr.addObj(enemy.Delay(enemy.StageClear, None, 240))
예제 #16
0
 def update(self):
     if self.x < -40 or self.x > gcommon.SCREEN_MAX_X + 16:
         self.remove()
         return
     if self.state == 0 and self.first == self.cnt:
         self.nextState()
     elif self.state == 1:
         if self.cnt > 180:
             self.nextState()
             return
         elif self.cnt % 30 == 0:
             ObjMgr.addObj(
                 Cell3([
                     0, 0, self.x + 12, self.y, 0.0,
                     -1.0 + self.mirror * 2.0, 60
                 ]))
예제 #17
0
 def addProminence(self):
     s = 1.0
     for i in range(self.pCount):
         #ObjMgr.addObj(Prominence1(self.x, self.y, self.radius + (i -self.pCount/2)*3 , 1))
         if i > (self.pCount >> 1):
             ObjMgr.addObj(
                 Prominence2(
                     self.x, self.y, self.radius + s * self.pCount *
                     (self.pCount - i) / self.pCount, 1, self.direction,
                     self.position))
         else:
             ObjMgr.addObj(
                 Prominence2(
                     self.x, self.y, self.radius + s * self.pCount *
                     (self.pCount - i) / self.pCount, 0, self.direction,
                     self.position))
         s = -1.0 if s == 1.0 else 1
예제 #18
0
파일: boss4.py 프로젝트: Ontake44/graslay
    def shotHomingMissile(self):
        if self.homingMissileFlag:
            if self.homingMissileCnt == 20:
                obj = enemy.HomingMissile1(self.x + 68, self.y + 8, 48)
                obj.imageSourceIndex = 1
                obj.imageSourceX = 128
                obj.imageSourceY = 80
                ObjMgr.addObj(obj)

                obj = enemy.HomingMissile1(self.x + 68, self.y + 48, 16)
                obj.imageSourceIndex = 1
                obj.imageSourceX = 128
                obj.imageSourceY = 80
                ObjMgr.addObj(obj)
        self.homingMissileCnt += 1
        if self.homingMissileCnt >= self.homingMissileInterval:
            self.homingMissileCnt = 0
예제 #19
0
 def __init__(self, t):
     super(BossLast1, self).__init__()
     self.isBossRush = t[2]
     self.x = 256
     self.y = 0
     self.left = 52
     self.top = 80
     self.right = 111
     self.bottom = 111
     self.hp = BossLast1.initHp
     self.layer = gcommon.C_LAYER_UNDER_GRD
     self.ground = True
     self.score = 20000
     self.exptype = gcommon.C_EXPTYPE_GRD_BOSS
     # 破壊状態
     self.brokenState = 0
     self.coreBrightState = 0
     self.coreBrightness = 0
     self.shotType = 3
     self.beamIndex = 0
     self.cycleCount = 0
     # 本体ビームカウント
     self.cycleCount2 = 0
     self.beam1List = [None] * 4
     self.beam2 = None
     self.roundBeam = None
     # ボスの攻撃形態
     self.mode = 0
     self.coreX = self.x +32+16+32
     self.coreY = self.y +64+16+16
     # コアの回転角度
     self.rad = 0.0
     self.subState = 0
     self.subCnt = 0
     self.arrowRad = math.pi
     self.omega = 0.0
     self.random = gcommon.ClassicRand()
     self.fallShot2RadIndex = 0
     pyxel.image(2).load(0,0,"assets/graslay_last-3.png")
     # 移動ビーム砲台発射口
     ObjMgr.addObj(BossLast1Launcher(self.x, self.y, -1))
     ObjMgr.addObj(BossLast1Launcher(self.x, self.y +176, 1))
     self.timerObj = None
     if self.isBossRush:
         self.timerObj = enemy.Timer1.create(100)
예제 #20
0
파일: graslay.py 프로젝트: Ontake44/graslay
    def init(self):
        self.mouseManager = MouseManager()
        ObjMgr.init(GameSession.multipleCount)
        if GameSession.weaponType == gcommon.WeaponType.TYPE_A:
            ObjMgr.myShip = MyShipA(self)
        else:
            ObjMgr.myShip = MyShipB(self)
        gcommon.cur_scroll_x = 0.5
        gcommon.cur_scroll_y = 0.0
        gcommon.cur_map_dx = 0.0
        gcommon.cur_map_dy = 0.0
        gcommon.eventManager = None

        self.story_pos = 0
        self.event_pos = 0
        gcommon.drawMap = None
        gcommon.game_timer = 0
        gcommon.map_x = 0
        gcommon.map_y = 0
        gcommon.scroll_flag = True
        self.initStory()
        self.initEvent()
        self.pauseMode = 0  # 0:ゲーム中 1:ポーズ 2:CONTINUE確認
        self.pauseMenuPos = 0
        self.pauseMenuRects = [
            gcommon.Rect.createWH(127 - 32 + 10, 192 / 2 - 32 + 15, 80 - 8, 8),
            gcommon.Rect.createWH(127 - 32 + 10, 192 / 2 - 32 + 25, 80 - 8, 8),
            gcommon.Rect.createWH(127 - 32 + 10, 192 / 2 - 32 + 35, 80 - 8, 8),
            gcommon.Rect.createWH(127 - 32 + 10, 192 / 2 - 32 + 45, 80 - 8, 8)
        ]
        self.pauseMouseOnOffRects = [
            gcommon.Rect.createWH(127 - 32 + 10 + 26, 192 / 2 - 32 + 26 - 1, 8,
                                  8),
            gcommon.Rect.createWH(127 - 32 + 10 + 48, 192 / 2 - 32 + 26 - 1, 8,
                                  8)
        ]
        self.pauseCnt = 0
        pyxel.mouse(False)

        # ステージ初期化
        stage.Stage.initStage(self.stage, self.restart)

        self.skipGameTimer()
예제 #21
0
 def update(self):
     if self.x < -24:
         self.remove()
         return
     if self.state == 0 and self.first == self.cnt:
         self.setState(1)
     elif self.state == 1:
         if self.cnt % 12 == 0:
             ObjMgr.insertObj(
                 Fire1(self.x, self.y, self.direction, int(self.life)))
         self.life += self.lifeDelta1
         if self.cnt > self.length:
             self.setState(2)
     elif self.state == 2:
         if self.cnt % 12 == 0:
             ObjMgr.insertObj(
                 Fire1(self.x, self.y, self.direction, int(self.life)))
         self.life += self.lifeDelta2
         if self.life < 5.0:
             self.life = 10
             self.setState(0)
예제 #22
0
	def __init__(self, t):
		super(Tractor1, self).__init__()
		pos = gcommon.mapPosToScreenPos(t[2], t[3])
		self.x = pos[0] + 3.5
		self.y = pos[1] + 3.5
		self.moveTable = t[4]
		self.left = -11
		self.top = -11
		self.right = 11
		self.bottom = 11
		self.layer = gcommon.C_LAYER_GRD
		self.hp = 50
		self.hitCheck = True
		self.shotHitCheck = True
		self.enemyShotCollision = False
		self.mover = CountMover(self, self.moveTable, False)
		self.ground = True
		self.score = 100
		# 貨物車を追加
		obj = Freight1(self, 0, 36, 1)
		ObjMgr.addObj(obj)
		ObjMgr.addObj(Freight1(obj, 0, 48, 2))
예제 #23
0
 def update(self):
     if self.cnt == 0:
         self.initY = __class__.initYTable[self.moveTableNo] + gcommon.map_y
         #gcommon.debugPrint("init y = " + str(self.initY))
     if self.cnt % self.interval == 0:
         shotFirst = self.shotFirst
         if GameSession.difficulty == gcommon.DIFFICULTY_EASY:
             shotFirst = -1
         elif GameSession.difficulty == gcommon.DIFFICULTY_NORMAL:
             if self.cnt2 != self.max - 1:
                 shotFirst = -1
         x = 256
         if self.moveTableNo == 4:
             x = -16
         ObjMgr.addObj(
             Fighter4([
                 0, 0, x, self.initY - gcommon.map_y,
                 __class__.moveTableTable[self.moveTableNo], shotFirst
             ]))
         self.cnt2 += 1
         if self.cnt2 >= self.max:
             self.remove()
예제 #24
0
 def attack0(self):
     if self.attackCnt % 180 == 0:
         # レーザー
         omega = math.pi / 4 if self.cnt % 360 == 0 else -math.pi / 4
         if GameSession.isHard():
             for i, pt in enumerate(__class__.laserPointTable):
                 ObjMgr.addObj(
                     boss.ChangeDirectionLaser1(
                         self.x + pt[0], self.y + pt[1],
                         -math.pi / 2 - math.pi / 16 + math.pi / 4 * i,
                         omega))
         else:
             for i, pt in enumerate(__class__.laserPointTable):
                 if i & 1 == 0:
                     ObjMgr.addObj(
                         boss.ChangeDirectionLaser1(
                             self.x + pt[0], self.y + pt[1],
                             -math.pi / 2 - math.pi / 16 + math.pi / 4 * i,
                             omega))
     self.attackCnt += 1
     if self.attackCnt >= 180:
         self.attackCnt = 0
         self.attackState += 1
예제 #25
0
 def update(self):
     if self.state == 0:
         # 上に射出
         if self.dy < 4.0:
             self.dy += 0.060
         elif self.dy > 0:
             # ボスから射出されるときはレイヤが後ろなので
             self.layer = gcommon.C_LAYER_SKY
         self.x += self.dx
         self.y += self.dy
         if self.y + gcommon.map_y + 8 > gcommon.waterSurface_y:
             enemy.WaterSplash.appendDr(
                 self.x + 8, gcommon.waterSurface_y - gcommon.map_y,
                 gcommon.C_LAYER_SKY, math.pi * 1.5, math.pi / 6, 30)
             self.nextState()
     elif self.state == 1:
         self.dx *= 0.5
         self.dy -= 0.5
         self.x += self.dx
         self.y += self.dy
         if self.dy < -2.0:
             self.nextState()
     elif self.state == 2:
         self.dx *= 0.8
         self.dy *= 0.8
         self.x += self.dx
         self.y += self.dy
         if abs(self.dy) < 0.1:
             self.nextState()
     elif self.state == 3:
         if self.cnt >= 60:
             self.remove()
             enemy.Particle2.append(self.x + 8, self.y + 8, 20)
             rad = math.pi * 1.25 if self.x < 112 else math.pi * 1.75
             obj = Bat1a(self.parent, self.x, self.y, rad)
             self.parent.appendBat(obj)
             ObjMgr.addObj(obj)
예제 #26
0
파일: graslay.py 프로젝트: Ontake44/graslay
    def update(self):
        self.mouseManager.update()
        if self.pauseMode == gcommon.PAUSE_PAUSE:
            self.doPause()
            return
        elif self.pauseMode == gcommon.PAUSE_CONTINUE:
            self.doConfirmContinue()
            return
        else:
            if pyxel.btnp(pyxel.KEY_ESCAPE) or pyxel.btnp(
                    pyxel.GAMEPAD_1_START):
                self.pauseMode = gcommon.PAUSE_PAUSE
                self.pauseCnt = 0
                pygame.mixer.music.pause()
                return
            elif pyxel.btnp(pyxel.KEY_O):
                ObjMgr.debugListObj()
        # 星
        if gcommon.scroll_flag and gcommon.draw_star:
            gcommon.star_pos -= 0.2
            if gcommon.star_pos < 0:
                gcommon.star_pos += 255

        self.ExecuteEvent()
        if gcommon.scrollController != None:
            gcommon.scrollController.update()
            gcommon.scrollController.cnt += 1

        # マップ処理0
        if gcommon.scroll_flag:
            ObjMgr.updateDrawMap0(False)

        # 自機移動
        ObjMgr.myShip.update()

        # マップ処理
        if gcommon.scroll_flag:
            ObjMgr.updateDrawMap(False)

        self.ExecuteStory()

        newShots = []
        for shot in ObjMgr.shots:
            if shot.removeFlag == False:
                shot.update()
            if shot.removeFlag == False:
                newShots.append(shot)
        ObjMgr.shots = newShots

        self.updateEnemy()
        self.Collision()

        gcommon.game_timer = gcommon.game_timer + 1
예제 #27
0
 def update(self):
     self.countMover.update()
     self.gun_cx = self.x + 20.0
     self.gun_cy = self.y
     self.subCnt += 1
     if abs(self.countMover.dx) > 0.025 or abs(self.countMover.dy) > 0.025:
         self.wheelCnt += 1
     if self.state == 0:
         if self.countMover.tableIndex in (2, 4, 6, 8, 10):
             self.gunRad = gcommon.getRadToShip(self.x, self.y, self.gunRad +math.pi, math.pi/60) - math.pi
         elif self.countMover.tableIndex in (1, 3, 5, 7, 9, 11):
             self.shotMainState()
         if self.countMover.tableIndex == 1:
             if self.countMover.cnt % 45 == 0:
                 ObjMgr.addObj(enemyBattery.MovableBattery1p(self.x -16, self.y, 30, [[100*8, 0, -1.0, 0.0]]))
         elif self.countMover.tableIndex == 5:
             if self.countMover.cnt % 45 == 0:
                 ObjMgr.addObj(enemyBattery.MovableBattery1p(self.x -16, self.y, 30, [[0, 5, 44, self.y, 1.0],[100*8, 0, 0.0, 1.0]]))
         elif self.countMover.tableIndex == 9:
             if self.countMover.cnt % 45 == 0:
                 ObjMgr.addObj(enemyBattery.MovableBattery1p(self.x -16, self.y, 30, [[0, 5, 44, self.y, 1.0],[100*8, 0, 0.0, -1.0]]))
         if self.hp < boss.BOSS_WAREHOUSE_HP/3:
             # 発狂モード
             self.state = 1
     elif self.state == 1:
         # 発狂モード
         if self.gunRad < 0.75 * math.pi:
             self.gunRad += 0.025* math.pi
         else:
             self.nextState()
     elif self.state == 2:
         if self.cnt % self.crazyShotInterval == 0:
             self.shotMain()
         self.gunRad -= 0.025* math.pi
         if self.gunRad < -0.75 * math.pi:
             self.nextState()
     elif self.state == 3:
         if self.cnt % self.crazyShotInterval == 0:
             self.shotMain()
         self.gunRad += 0.025* math.pi
         if self.gunRad > 0.75 * math.pi:
             self.setState(1)
예제 #28
0
 def attack1(self):
     if GameSession.isEasy():
         return
     if self.attackCnt % 10 == 0:
         n = int(self.attackCnt / 10)
         pt = __class__.laserPointTable[n]
         if GameSession.isHard():
             ObjMgr.addObj(
                 boss.DelayedShotLaser1(
                     self.x + pt[0], self.y + pt[1],
                     -math.pi / 2 + math.pi / 4 * n + math.pi / 16))
             ObjMgr.addObj(
                 boss.DelayedShotLaser1(
                     self.x + pt[0], self.y + pt[1],
                     -math.pi / 2 + math.pi / 4 * n - math.pi / 16))
         else:
             ObjMgr.addObj(
                 boss.DelayedShotLaser1(self.x + pt[0], self.y + pt[1],
                                        -math.pi / 2 + math.pi / 4 * n))
     self.attackCnt += 1
     if self.attackCnt > 10 * 7:
         self.attackCnt = 0
         self.attackState += 1
예제 #29
0
파일: myShip.py 프로젝트: Ontake44/graslay
 def doEffect(self, effectSound):
     # 跳弾表示
     ObjMgr.addObj(enemy.Particle1(self.x + self.right, self.y, 0.0, 4, 50))
     if effectSound:
         BGM.sound(gcommon.SOUND_HIT, gcommon.SOUND_CH2)
예제 #30
0
 def createByPos(cls, x, y, hide=False):
     return ObjMgr.addObj(ScoreItem1(x, y, hide))