def die(self): if self.last_player >= 0: import gmap p = gmap.players[self.last_player] p.score += self.cash res.play_sound(res.MUSIC_COIN) self.kill()
def update(self, past): self._past += past self._frame = (self._past / self.rate) % self.frame_count if self._frame == 0 and self._past >= LARGE: self._past = 0 self.image = self.get_frame_image(self._frame) if self.action == "move" and self.life <= 0: self.change_action("act") res.play_sound(res.MUSIC_DIE) self._dietime = self._past elif self.action == "act" and self._past - self._dietime >= 500: self.die()
def fire(self, direction=None): if self.action == "fire": # last bullet not finished return if not direction: direction = self.direction price = int(self.power * PRICE) if self.cash < price : return self.cash -= price bu = Bullet(self.pid, self.bullet_pos, direction, self.power) self.change_action("fire") self.fire_time = 0 res.play_sound(res.MUSIC_SHOOT)