Пример #1
0
def update_bombs(dt):
    for b in bombs:
        b.update(dt)
        if b.time < 1:
            b.bomber.bomb_limit += 1
            grid[b.posX][b.posY] = 0
            exp_temp = Explosion(b.posX, b.posY, b.range)
            exp_temp.explode(grid, bombs, b)
            exp_temp.clear_sectors(grid)
            explosions.append(exp_temp)
    if player not in enemy_list:
        player.check_death(explosions)
    for en in enemy_list:
        en.check_death(explosions)
    for e in explosions:
        e.update(dt)
        if e.time < 1:
            explosions.remove(e)
Пример #2
0
 def update_bombs(self, dt):
     for b in self.bombs:
         b.update(dt)
         if b.time < 1:
             b.bomber.bomb_limit += 1
             self.grid[b.posX][b.posY] = 0
             exp_temp = Explosion(b.posX, b.posY, self.bonuses)
             exp_temp.explode(self.grid, self.bombs, b)
             exp_temp.clear_sectors(self.grid, self.bonuses)
             self.explosions.append(exp_temp)
     for player in self.players:
         if player not in self.enemy_list:
             player.check_death(self.explosions)
             player.check_bonus(self.bonuses)
     for en in self.enemy_list:
         en.check_death(self.explosions)
         en.check_bonus(self.bonuses)
     for e in self.explosions:
         e.update(dt)
         if e.time < 1:
             self.explosions.remove(e)