Пример #1
0
	def update(self):
		if not self.disappeared:
			bulletCount = Auxs.destructBullets(self.hitCircle)
			if bulletCount > 0:
				self.destruct()
		
		if self.disappeared:
			self.disappearCount -= 1
			
			if not self.disappeared:
				if self.remainder > 0:
					self.locator.position = self.INIT_POSITION
					self.onRevival()
				else:
					self.disappearCount += 1
		elif self.barriered:
			self.barrierCount -= 1
		
		self._input()
		
		self.hitCircle.center = self.locator.position
		self.itemRetrieveHitCircle.center = self.locator.position
		self.itemHitCircle.center = self.locator.position
		if self.barriered:
			self.hitCircle.radius = self.barrierRadius
		else:
			self.hitCircle.radius = self.INIT_HIT_RADIUS
		self.itemRetrieveHitCircle.radius = self.itemRetrieveRadius
		
		self.onUpdate()
Пример #2
0
    def onUpdate(self):
        self.behavior.update()
        self.move.update()
        self.face.update()
        self.primalArmor.update()

        self.hpGauge.value = self.hp
        self.hpGauge.update()

        self.drawing.sideL_valid = self.sideL.valid
        self.drawing.sideR_valid = self.sideR.valid
        self.drawing.update()

        for obj in self.subEnemyObjList:
            if not obj.valid:
                self.subEnemyObjList.remove(obj)

        if self.bulletDestructionFrameCount > 0:
            Auxs.destructBullets()
            self.bulletDestructionFrameCount -= 1
Пример #3
0
	def onUpdate(self):
		super().onUpdate()
		self.mainLauncher.update()
		self.optionManager.update()
		self.lockManager.update()
		self.drawManager.update()
		
		if self.isSpAttacking:
			self.spFrameCount -= 1
			if not self.isSpAttacking:
				self._spFinished()
			elif self.spFrameCount == 60:
				self.drawManager.spFinishing()
		
		if self.spFinishedForceFrameCount > 0:
			circle = Std.Hit.CircleI(self.position, 400)
			Auxs.applyExRadialForceToBullets(circle, 0.3)
			self.spFinishedForceFrameCount -= 1
			if self.spFinishedForceFrameCount == 0:
				self.spBulletDestructionFrameCount = self.SP_BULLET_DESTRUCTION_FRAME_NUM
		if self.spBulletDestructionFrameCount > 0:
			Auxs.destructBullets()
			self.spBulletDestructionFrameCount -= 1
Пример #4
0
	def applyDamageToEnemy(self):
		Auxs.destructBullets(self.hitCircle)
		damageSum = Auxs.applyDamageToEnemies(self.hitRect, self.damage)
		if damageSum != 0:
			self.createBlast()