def update(self): # 공통 부분 업데이트 if self.mAction != 'Die': actorhelper.commonUpdate(self) if not Invator.page.map.mStageChange: self.bt.run()
def update(self): # 중력 설정 if self.mYDelta > -3: self.mYDelta -= 10 * Banebou.page.mGame.deltaTime # 공통 부분 업데이트 if self.mAction != 'Die': actorhelper.commonUpdate(self) if not Banebou.page.map.mStageChange: self.bt.run()
def update(self): # 중력 설정 if self.mYDelta > -5: self.mYDelta -= 10 * Player.page.mGame.deltaTime if not self.mAction == 'Die': # 공통 부분 업데이트 actorhelper.commonUpdate(self) # 공격 딜레이 감소 if self.mAttackDelay > 0: self.mAttackDelay = max( 0, self.mAttackDelay - Player.page.mGame.deltaTime) # 공격 발사 if self.mAttackInput and self.mImageIndex == 1 and not Player.page.map.mStageChange: bubbleSpeed = 350 + self.mHasItem[2] * 50 b = bubble.Bubble(Player.page, bubbleSpeed) Player.page.addActor('bubble', b) self.mAttackInput = False # 이동 xMove = self.mXDelta * (self.mXSpeed + 100 * self.mHasItem[0] ) * Player.page.mGame.deltaTime yMove = self.mYDelta * self.mYSpeed / 2 * Player.page.mGame.deltaTime # 로딩중일 경우 if Player.page.map.mStageChange: xMove = 0 yMove = 0 self.mAttackInput = False self.mAction = 'Move' else: self.mNoHitTime = max( 0.0, self.mNoHitTime - Player.page.mGame.deltaTime) self.collideBlock(xMove, yMove) self.collideItem() if self.mNoHitTime == 0.0: self.collideEnemy() else: if self.mImageIndex >= Player.imageIndexs[self.mAction]: if self.mLife == 0: Player.page.mEndGame = True else: self.mAction = 'Stop' actorhelper.resetImageIndex(self) self.mXPos = 100 self.mYPos = 100 self.mNoHitTime = 3.0