def __init__(self): Sprite.__init__(self) self.speed = 0.27 self.decay = 0.98 self.pos = Point(350, 200) self.time_to_respawn = 0 self.init_shape()
def __init__(self, size=Large): Sprite.__init__(self) self.theta_vel = 0.0 self.speed = 0.35 self.size = size self.init_shape() self.init_motion() self.init_edge()
def __init__(self, bounds): Sprite.__init__(self) self.pos.x = randint(bounds.pos.x, bounds.pos.x + bounds.size.width - 1) self.pos.y = randint(bounds.pos.y, bounds.pos.y + bounds.size.height - 1) self.color = [255, 255, 255] self.fade = 10 self.time_to_fade = randint(25, 250) self.init_shape()
def __init__(self, x, y, theta): Sprite.__init__(self) self.pos.x = x self.pos.y = y self.theta = theta self.vel.x = math.sin(theta) * 10.0 self.vel.y = -math.cos(theta) * 10.0 self.time_to_live = 30 self.from_ship = False self.init_shape()
def __init__(self, size=Large): Sprite.__init__(self) self.size = size self.wrap.x = False self.speed = 2.0 self.time_to_fire = 30 self.time_to_deviate = 0 self.init_shape() self.init_edge() self.reset_deviation()
def __init__(self, size = Large): Sprite.__init__(self) self.size = size self.wrap.x = False self.speed = 2.0 self.time_to_fire = 30 self.time_to_deviate = 0 self.init_shape() self.init_edge() self.reset_deviation()
def update(self): Sprite.update(self) if self.pos.x < self.orig[6].x or self.pos.x > ScreenSize.width + self.orig[3].x: self.alive = False self.time_to_deviate -=1 if self.time_to_deviate <= 0: self.deviate_course() self.reset_deviation() self.time_to_fire -= 1
def update(self): Sprite.update(self) self.vel.x *= self.decay self.vel.y *= self.decay # Countdown to respawn if self.time_to_respawn > 0: self.time_to_respawn -= 1 if self.time_to_respawn == 0: self.alive = True
def update(self): Sprite.update(self) if self.pos.x < self.orig[ 6].x or self.pos.x > ScreenSize.width + self.orig[3].x: self.alive = False self.time_to_deviate -= 1 if self.time_to_deviate <= 0: self.deviate_course() self.reset_deviation() self.time_to_fire -= 1
def update(self): Sprite.update(self) if self.time_to_fade: self.time_to_fade -= 1 else: self.color = [col - self.fade for col in self.color] if self.color[0] >= 255: self.time_to_fade = randint(25, 250) self.color = [255, 255, 255] self.fade *= -1 elif self.color[0] <= 0: self.color = [0, 0, 0] self.fade *= -1
def update(self): Sprite.update(self) self.time_to_live -= 1 if self.time_to_live <= 0: self.alive = False
def render(self, gfx, color=[255, 255, 255]): Sprite.render(self, gfx) pygame.draw.aaline(gfx, color, (self.pts[2].x, self.pts[2].y), (self.pts[7].x, self.pts[7].y), 1) pygame.draw.aaline(gfx, color, (self.pts[3].x, self.pts[3].y), (self.pts[6].x, self.pts[6].y), 1)
def render(self, gfx, color = [255, 255, 255]): Sprite.render(self, gfx) pygame.draw.aaline(gfx, color, (self.pts[2].x, self.pts[2].y), (self.pts[7].x, self.pts[7].y), 1) pygame.draw.aaline(gfx, color, (self.pts[3].x, self.pts[3].y), (self.pts[6].x, self.pts[6].y), 1)
def render(self, gfx): if self.alive: Sprite.render(self, gfx, self.color)