def BreakAsteroid(a): Explosions.append(Classes.Explosion("Asteroid",a.size,a.position)) if a.size == 1: add_object = random.choice(["Powerup", False, False, False, False, False, False, False, False, False, False, False, False, False, False]) if add_object == "Powerup": PowerUps.append(Classes.PowerUp(a.position)) else: add_asteroid_size = a.size-1 if add_asteroid_size <= 0: add_asteroid_size = 1 Asteroids.append(Classes.Asteroid(a.position[0],a.position[1],add_asteroid_size)) Asteroids.append(Classes.Asteroid(a.position[0],a.position[1],1)) Asteroids.append(Classes.Asteroid(a.position[0],a.position[1],1)) Asteroids.remove(a)
def NewLevel(): global Level Level += 1 for a in xrange(Level*5): Asteroids.append(Classes.Asteroid()) p1.energy = 100.0; p1.health = 100.0; p1.speed = [0.0,0.0]; PowerUps = [] if p1.bomb_ammo < 5: p1.bomb_ammo += 1 for a in Asteroids: asteroid_radius = a.get_radius() if sqrt( ((a.position[0]-p1.position[0])**2) + ((a.position[1]-p1.position[1])**2) ) <= asteroid_radius + 20 + 27: Asteroids.remove(a)