def __init__(self, x, y, attack_power): self.image = load_image("image\\wind_bullet.png") self.attack_power = attack_power self.frame = 0 self.target = object.bring_object(0, 0) self.fire_bgm = load_wav('sound\\shot.wav') self.fire_bgm.set_volume(50) self.fire_bgm.play() if self.target.locking: if len(object.objects[0]) > 1: self.target = object.bring_object(0, 1) self.target_x = self.target.x self.target_y = self.target.y self.x = x self.y = y
def __init__(self, x, y, attack_power): self.image = load_image("image\\poison_bullet.png") self.attack_power = attack_power self.poison_damage = attack_power - 10 self.frame = 0 self.target = object.bring_object( 0, random.randint(0, len(object.objects[0]) - 1)) self.fire_bgm = load_wav('sound\\shot.wav') self.fire_bgm.set_volume(50) self.fire_bgm.play() self.target_x = self.target.x self.target_y = self.target.y self.x = x self.y = y
def Create_Dice(): global dice if dice[0].exist and dice[1].exist and dice[2].exist and dice[3].exist and dice[4].exist and \ dice[5].exist and dice[6].exist and dice[7].exist and dice[8].exist and dice[9].exist and \ dice[10].exist and \ dice[11].exist and dice[12].exist and dice[13].exist and dice[14].exist and dice[15].exist: return idx = random.randint(0, 15) if dice[idx].exist: Create_Dice() return if object.bring_object(3, 0).need_point <= object.bring_object(3, 0).point: dice[idx].create() object.bring_object(3, 0).point -= object.bring_object(3, 0).need_point object.bring_object(3, 0).need_point += 10 else: return