def process_events(): dead_enemies = enemies.intersection(health.killed) for entity_id in dead_enemies: score.award(entity_id) position = spatial.get_position(entity_id) explosions.create(position) manager.destroy_entity(entity_id)
def process_events(): enemy_ids = set(enemies) left_world = enemy_ids.intersection(collider.world_events) for entity_id in left_world: state = enemies[entity_id] amount = state.attempts if amount: state.state = IDLE else: score.award(entity_id) manager.destroy_entity(entity_id) state.attempts = amount - 1 player_hit = enemy_ids.intersection(collider.collide_events) for entity_id in player_hit: health.apply_damage(player.player_id, DAMAGE) position = spatial.get_position(entity_id) explosions.create(position, big=False) manager.destroy_entity(entity_id)