Exemplo n.º 1
0
def update(frame_time):
    global regen_time, monster_count, death_time
    frame_time += get_frame_time()

    regen_time += frame_time

    character.update(frame_time)
    state_2.update(frame_time)

    if monster_count != 0:
        if regen_time > Pig.REGEN_TIME:
            pig = Pig()
            monster_list.append(pig)
            regen_time = 0
            monster_count -= 1

    for pig in monster_list:
        pig.update(frame_time)
        if pig.attack_time == 4:
            if collision(character,pig) and character.state != character.DIE_STATE:
                character.now_hp -= pig.pig_attack
                pig.attack_time -= 1
        if pig.attack_time != 4:
            pig.attack_time -= 1
            if pig.attack_time == 0:
                pig.attack_time = 4

        if character.state == character.SKILL_HOLLY_STATE:
            if collision_skill(character, pig):
                pig.hit(character.skill_holly_damage)

        if character.state == character.SKILL_LAST_STATE:
            if collision_skill_last(character, pig):
                pig.hit(character.skill_last_damage)

        if pig.pig_nowhp <= 0:
            death_time += frame_time
            if monster_list.count(pig) > 0 and death_time > 0.5:
                monster_list.remove(pig)
                death_time = 0
                character.now_exp += pig.pig_exp

    for bullet in bullets:
        bullet.update(frame_time)
        for pig in monster_list:
            if collision(pig, bullet):
                pig.hit(character.damage)
                if bullets.count(bullet) > 0:
                    bullets.remove(bullet)
        # if bullet.sx > 900:
        #     bullets.remove(bullet)

    if character.now_hp <= 0:
        sound.stop()
        game_framework.change_state(GameOver)
Exemplo n.º 2
0
def update(frame_time):
    global regen_time, monster_count
    frame_time += get_frame_time()

    regen_time += frame_time

    character.update(frame_time)
    state_2.update(frame_time)

    if monster_count != 0:
        if regen_time > Pig.REGEN_TIME:
            pig = Pig()
            monster_list.append(pig)
            regen_time = 0
            monster_count -= 1

    for pig in monster_list:
        pig.update(frame_time)
        if pig.attack_time == 4:
            if collision(character,pig):
                character.now_hp -= pig.pig_attack
                pig.attack_time -= 1
        if pig.attack_time != 4:
            pig.attack_time -= 1
            if pig.attack_time == 0:
                pig.attack_time = 4

        if character.state == character.SKILL_HOLLY_STATE:
            if collision_skill(character, pig):
                pig.pig_nowhp -= character.skill_holly_damage

        if pig.pig_nowhp <= 0:
            character.now_exp += pig.pig_exp
            if monster_list.count(pig) > 0:
                monster_list.remove(pig)

    for bullet in bullets:
        bullet.update(frame_time)
        for pig in monster_list:
            if collision(pig, bullet):
                pig.pig_nowhp -= character.damage
                if bullets.count(bullet) > 0:
                    bullets.remove(bullet)
        if bullet.sx > 900:
            bullets.remove(bullet)