Пример #1
0
    def __bom_update(self):
        mm = self.__map_manager
        if mm.game_system.timer < 8:
            return

        self.__attack_bom_at_area()
        if self.__get_item is not None:
            from task.map.get_item import GetItem
            self.__next_task = GetItem(mm, self.__get_item)
            return

        if self.__is_level_up:
            from task.map.level_up import LevelUp
            self.__next_task = LevelUp(mm)
            return

        from task.map.wait_input import WaitInput
        self.__next_task = WaitInput(self.__map_manager)
Пример #2
0
    def update(self):

        mm = self.__map_manager
        event_manager = mm.event_manager
        player = mm.player

        player.move()
        event_manager.move_enemys()

        if player.is_moving():
            return

        if player.stats.is_die():
            from task.map.game_over import GameOver
            self.__next_task = GameOver(self.__map_manager)
            return

        enemy = event_manager.get_enemy(player.map_coordinate)
        if enemy is not None:
            from task.map.battle import Battle
            self.__next_task = Battle(mm, enemy)
            return

        if event_manager.is_floor_clear():
            from task.map.change_floor import ChangeFloor
            self.__next_task = ChangeFloor(self.__map_manager)
            return

        treasure_box = event_manager.get_treasure_box(player.map_coordinate)
        if treasure_box is not None:
            from task.map.get_item import GetItem
            self.__next_task = GetItem(mm, treasure_box.get_item())
            mm.event_manager.remove_treasure(treasure_box)
            return

        direction = InputManager.get_push_direction()
        if player.ready_move(direction):
            mm.event_manager.ready_move_enemys()
            return
        elif direction != Direction.NEWTRAL:
            self.__map_manager.game_system.play_se(SE.BUMP)

        from task.map.wait_input import WaitInput
        self.__next_task = WaitInput(self.__map_manager)
Пример #3
0
    def update(self):

        mm = self.__map_manager
        event_manager = mm.event_manager
        player = mm.player
        game_system = mm.game_system

        enemy = self.__enemy

        enemy.battle()

        if enemy.stats.is_die():
            game_system.play_se(SE.ENEMY_DOWN)
            item = enemy.get_item()
            event_manager.remove_enemy(enemy)

            if item is not None:
                from task.map.get_item import GetItem
                self.__next_task = GetItem(mm, item)
                return

            if player.is_level_up(enemy):
                from task.map.level_up import LevelUp
                self.__next_task = LevelUp(mm)
                return
        else:
            game_system.play_se(SE.ATTACK)
            player.battle(enemy)
            player.back()

            if player.stats.is_die():
                from task.map.game_over import GameOver
                self.__next_task = GameOver(mm)
                return

        from task.map.wait_input import WaitInput
        self.__next_task = WaitInput(mm)
Пример #4
0
 def update(self):
     from task.map.wait_input import WaitInput
     self.__next_task = WaitInput(self.__map_manager)
Пример #5
0
 def update(self):
     self.__effect.update()
     if self.__effect.isEnd():
         from task.map.wait_input import WaitInput
         self.__next_task = WaitInput(self.__map_manager)
Пример #6
0
 def update(self):
     if self.__map_manager.game_system.timer >= 10:
         from task.map.wait_input import WaitInput
         self.__next_task = WaitInput(self.__map_manager)
Пример #7
0
    def __potion_update(self):
        if self.__map_manager.game_system.timer < 8:
            return

        from task.map.wait_input import WaitInput
        self.__next_task = WaitInput(self.__map_manager)