for event in pygame.event.get(): if event.type == QUIT: exit() screen.blit(background, (0, 0)) for x in range(X_INDEX): for y in range(Y_INDEX): if bomb_map.bombMatrix[y][x].TimePassed(current_time) == True: screen.blit(burst, (bomb_map.bombMatrix[y][x].GetX(), bomb_map.bombMatrix[y][x].GetY())) bomb_map.RemoveBomb(x, y) else: screen.blit(bomb_map.bombMatrix[y][x].GetImage(), (bomb_map.bombMatrix[y][x].GetX(), bomb_map.bombMatrix[y][x].GetY())) pressed_Key = pygame.key.get_pressed() blocks.PutsOnScreen(screen) #third argument pass how many time hada passed since last tiem p.Action(screen, pressed_Key, current_time, bomb_map) e.Action(screen, p, current_time) #Reset current time current_time = 0.0 pygame.display.update()
if item_time > 10: randomItem(1, item_images) item_time = 0 for i in Item.pos: Item.pos[i].draw(screen) pressed_Key = pygame.key.get_pressed() if pressed_Key[pygame.K_ESCAPE]: stage_num = 3 #for block in all_blocks: # block.PutsOnScreen(screen) #third argument pass how many time hada passed since last tiem p.Action(screen, pressed_Key, current_time, bomb_map, all_blocks) for e in enemys: if type(e) is not Boss: e.LiveAction(screen, p, current_time) else: e.LiveAction(screen, p, current_time, bomb_map) collectItem(p) if pressed_Key[K_1]: toolbar.use(p, 0) if pressed_Key[K_2]: toolbar.use(p, 1) if pressed_Key[K_3]: toolbar.use(p, 2)