def update(self, dt): State.update(self, dt) self.lastJump += dt if self.lastJump > 2: self.point = Vector.random([PIXEL_DIM_X-1, PIXEL_DIM_Y-1]) self.lastJump = 0 if self.explosion: self.explosion.update(dt) for character in self.characters: character.update(dt) if character.position.toInt() == self.point.toInt(): character.score += 1 character.animation.duration = 1.0/character.score self.point = Vector.random([PIXEL_DIM_X-1, PIXEL_DIM_Y-1]) if character.score > 5: character.score = 0 character.animation.duration = 1.0 self.explosion = Explosion(character.position)
def update(self, dt): State.update(self, dt) if time.time() > self.started + 3000: self.ended = True else: self.sprite.update(dt)
def update(self, dt): State.update(self, dt) self.lastJump += dt if self.lastJump > 2: self.point = Vector.random([PIXEL_DIM_X - 1, PIXEL_DIM_Y - 1]) self.lastJump = 0 if self.explosion: self.explosion.update(dt) for character in self.characters: character.update(dt) if character.position.toInt() == self.point.toInt(): character.score += 1 character.animation.duration = 1.0 / character.score self.point = Vector.random([PIXEL_DIM_X - 1, PIXEL_DIM_Y - 1]) if character.score > 5: character.score = 0 character.animation.duration = 1.0 self.explosion = Explosion(character.position)
def update(self, dt): State.update(self, dt) self.offset += self.scroll_speed * dt self.scroll_speed += self.scroll_speed_increment * dt if self.offset >= 1.0: while self.offset >= 1.0: self.offset -= 1.0 self.check_collision() del self.map[0] self.map.append(self.generate_map_slice()) self.ship.update(dt) self.ship.animation.duration = 1.0 / self.scroll_speed self.sprites = [sprite for sprite in self.sprites if not sprite.ended] for sprite in self.sprites: sprite.update(dt)
def update(self, dt): State.update(self, dt) self.offset += self.scroll_speed * dt self.scroll_speed += self.scroll_speed_increment * dt if self.offset >= 1.0: while self.offset >= 1.0: self.offset -= 1.0 self.check_collision() del self.map[0] self.map.append(self.generate_map_slice()) self.ship.update(dt) self.ship.animation.duration = 1.0/self.scroll_speed self.sprites = [sprite for sprite in self.sprites if not sprite.ended] for sprite in self.sprites: sprite.update(dt)
def update(self, dt): State.update(self, dt) for character in self.characters: character.update(dt)