game_display.blit(score_text, (0, 0)) for enemybullet in shooterfleet.enemybullets_fired: if enemybullet.has_collided_with(hero): hero.is_alive = False fleet.remove_dead_ships() bossfleet.remove_dead_ships() limbfleet1.remove_dead_ships() limbfleet2.remove_dead_ships() limbfleet3.remove_dead_ships() limbfleet4.remove_dead_ships() hero.move(GAME_LEFT_WALL, GAME_RIGHT_WALL) fleet.move_over() hero.move_all_bullets() shooterfleet.move_all_enemybullets() hero.show(game_display) fleet.show(game_display) hero.show_all_bullets(game_display) shooterfleet.show_all_enemybullets(game_display) if score >= 400: bossfleet.show(game_display) limbfleet1.show(game_display) limbfleet2.show(game_display) limbfleet3.show(game_display) limbfleet4.show(game_display) pygame.display.update()
fleet.handle_wall_collision(GAME_LEFT_WALL, GAME_RIGHT_WALL) hero.handle_wall_collision_for_bullets(GAME_TOP_WALL) for bullet in hero.bullets_fired: for ship in fleet.ships: if bullet.has_collided_with(ship): bullet.is_alive = False ship.is_alive = False explosion_sound.play() fleet.remove_dead_ships() hero.move_all_bullets() hero.move(GAME_LEFT_WALL, GAME_RIGHT_WALL) fleet.move_over(GAME_LEFT_WALL, GAME_RIGHT_WALL) show_background() hero.show(game_display) fleet.show(game_display) hero.show_all_bullets(game_display) # score_text = score_font.render(str(snake.score), False, WHITE) # game_display.blit(score_text, (0,0)) pygame.display.update() clock.tick(30) pygame.display.quit() pygame.quit