Пример #1
0
 def spwan_en(self):
     if random.randrange(0, 2 * 60) == 1:
         c = random.randrange(1, 4)
         if c == 1:
             enemy = Benemy(self.x, self.y)
             if len(self.en_list) > 0:
                 for en in self.en_list:
                     if not collide(en, enemy):
                         self.en_list.append(enemy)
                         break
             else:
                 self.en_list.append(enemy)
         if c == 2:
             enemy = Genemy(self.x, self.y)
             if len(self.en_list) > 0:
                 for en in self.en_list:
                     if not collide(en, enemy):
                         self.en_list.append(enemy)
                         break
             else:
                 self.en_list.append(enemy)
         if c == 3:
             enemy = Renemy(self.x, self.y)
             if len(self.en_list) > 0:
                 for en in self.en_list:
                     if not collide(en, enemy):
                         self.en_list.append(enemy)
                         break
             else:
                 self.en_list.append(enemy)
Пример #2
0
 def p_health_down(self, player):
     for laser in self.r_rlasers:
         if collide(laser, player):
             player.health -= 10
             self.r_rlasers.pop(self.r_rlasers.index(laser))
     for laser in self.r_llasers:
         if collide(laser, player):
             player.health -= 10
             self.r_llasers.pop(self.r_llasers.index(laser))
def make_boss_2_a_shoot(boses_2_a, laser_vel, FPS, player):
    """
    Making Boss 2 of Planet A Shoot
    :param boses_2_a: boses_2_a
    :param laser_vel: Int
    :param FPS: Int
    :param player: player
    :return: None
    """
    for boss2 in boses_2_a[:]:
        boss2.move(3)
        boss2.move_boss_lasers(laser_vel)
        boss2.move_boss_rockets(laser_vel)

        if random.randrange(0, 45) == 8:
            if boss2.y >= 0:
                boss2.laser_img = boss2.BOSS_ATTACK_1[0]
                boss2.index_shooting = 0
                boss2.shoot1()
                boss2.shoot2()

        if random.randrange(0, FPS * 2) == 8:
            if boss2.y >= 0:
                boss2.index_rocket_ship = 0
                boss2.rocket_img = boss2.ROCKET[0][0]
                boss2.rocket_attack()

        if collide(boss2, player):
            player.health -= player.health
    player.move_lasers(-laser_vel, boses_2_a)
def make_enemies_b_shoot(level, enemies, player, laser_vel, FPS, lives,
                         HEIGHT):
    """
    Making Enemies of Planet B Shoot
    :param level: Int
    :param enemies: enemies
    :param player: player
    :param laser_vel: Int
    :param FPS: Int
    :param lives: Int
    :param HEIGHT: Int
    :return: None
    """
    for enemy in enemies[:]:
        enemy.move()
        enemy.move_lasers(laser_vel)
        if level <= 4:
            if random.randrange(0, FPS * 2) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()

        elif 4 < level <= 9:
            if random.randrange(0, FPS) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()
        elif 9 < level <= 13:
            if random.randrange(0, FPS / 2) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()
        elif 21 <= level < 20:
            if random.randrange(0, FPS / 3) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()

        if collide(enemy, player):
            player.health -= player.health
        elif enemy.y + enemy.get_height() > HEIGHT:
            lives -= 1
            enemies.remove(enemy)

    player.move_lasers(-laser_vel, enemies)
Пример #5
0
 def destroy_en(self, player):
     for enemy in self.en_list:
         if enemy.y > 810:
             del self.en_list[self.en_list.index(enemy)]
             self.score -= 5
     for enemy in self.en_list:
         for laser in player.players_laser:
             if collide(laser, enemy):
                 enemy.health -= 1
                 self.score += 1
                 del player.players_laser[player.players_laser.index(laser)]
                 if enemy.health <= 0:
                     self.score += 5
                     del self.en_list[self.en_list.index(enemy)]
                 if len(self.en_list) <= 0:
                     self.en_list.clear()
def make_enemies_shoot(level, enemies, player, laser_vel, FPS, lives, HEIGHT):
    """
    Making Enemies of Planet A Shoot
    :param level: Int
    :param enemies: enemies
    :param player: player
    :param laser_vel: Int
    :param FPS: Int
    :param lives: Int
    :param HEIGHT: Int
    :return: None
    """
    for enemy in enemies[:]:
        enemy.move()
        enemy.move_lasers(laser_vel)
        if level < 10:
            if random.randrange(0, FPS * 2) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()

        elif level >= 10:
            if random.randrange(0, FPS) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()
        elif level >= 15:
            if random.randrange(0, FPS / 2) == 8:
                if enemy.y >= 0:
                    enemy.index_laser_img = 0
                    enemy.laser_img = enemy.ENEMY_MAP[enemy.choice_img][1][
                        enemy.index_laser_img]
                    enemy.shoot()
        if collide(enemy, player):
            player.health -= player.health

    player.move_lasers(-laser_vel, enemies)
def make_boss_1_a_shoot(boses, laser_vel, player):
    """
     Making Boss 1 of Planet A Shoot
     :param boses: boses
     :param laser_vel: Int
     :param player: player
     :return: None
     """
    for boss in boses[:]:
        boss.move(3)
        boss.move_boss_lasers(laser_vel)
        if random.randrange(0, 45) == 8:
            if boss.y >= 0:
                boss.index_laser_img = 0
                boss.laser_img = boss.ENEMY_LASER_MAP[boss.index_laser_img]
                boss.shoot()

        if collide(boss, player):
            player.health -= player.health

    player.move_lasers(-laser_vel, boses)
Пример #8
0
 def p_health_down(self, player):
     for laser in self.b_lasers:
         if collide(laser, player):
             player.health -= 5
             self.b_lasers.pop(self.b_lasers.index(laser))