def shoot3(self, all_sprites, enemy_bullets): bullet = list() for i in range(0, 5): bullet.append( Bullet.Bullet(bullet4_surface, self.rect.centerx - i * 40, self.rect.bottom - i * 20, 0)) for i in range(1, 5): bullet.append( Bullet.Bullet(bullet4_surface, self.rect.centerx + i * 40, self.rect.bottom - i * 20, 0)) all_sprites.add(bullet) enemy_bullets.add(bullet)
def skill(self, all_sprites, bullets): skill = list() for i in range(1, 10): skill.append( Bullet.Bullet(bullet_skill0, self.rect.centerx - i * 20, self.rect.top, 1, -1)) skill.append( Bullet.Bullet(bullet_skill0, self.rect.centerx, self.rect.top, 1)) for i in range(1, 10): skill.append( Bullet.Bullet(bullet_skill0, self.rect.centerx + i * 20, self.rect.top, 1, 1)) all_sprites.add(skill) bullets.add(skill)
def shoot2(self, all_sprites, enemy_bullets): bullet = list() for i in range(1, 6): bullet.append( Bullet.Bullet(bullet2_surface, self.rect.centerx - i * 20, self.rect.bottom, 0, -1)) bullet.append( Bullet.Bullet(bullet2_surface, self.rect.centerx, self.rect.bottom, 0)) for i in range(1, 6): bullet.append( Bullet.Bullet(bullet2_surface, self.rect.centerx + i * 20, self.rect.bottom, 0, 1)) all_sprites.add(bullet) enemy_bullets.add(bullet)
def shoot(self, all_sprites, bullets): now = pygame.time.get_ticks() if now - self.last_shoot > self.shoot_delay: self.last_shoot = now bullet = list() if self._power == 0: bullet.append( Bullet.Bullet(bullet_surface, self.rect.centerx, self.rect.top, 1)) for i in range(1, self._power + 1): bullet.append( Bullet.Bullet(bullet_surface, self.rect.centerx - (i * 10), self.rect.top, 1)) bullet.append( Bullet.Bullet(bullet_surface, self.rect.centerx + (i * 10), self.rect.top, 1)) all_sprites.add(bullet) bullets.add(bullet)
def shoot1(self, all_sprites, enemy_bullets): bullet = list() bullet.append( Bullet.Bullet(bullet1_surface, self.rect.centerx - 60, self.rect.bottom, 0, -2)) bullet.append( Bullet.Bullet(bullet1_surface, self.rect.centerx - 30, self.rect.bottom, 0, -2)) bullet.append( Bullet.Bullet(bullet1_surface, self.rect.centerx, self.rect.bottom, 0)) bullet.append( Bullet.Bullet(bullet1_surface, self.rect.centerx + 30, self.rect.bottom, 0, 2)) bullet.append( Bullet.Bullet(bullet1_surface, self.rect.centerx + 60, self.rect.bottom, 0, 2)) for i in bullet: all_sprites.add(i) enemy_bullets.add(i)
def shoot(self, all_sprites, enemy_bullets): bullet = Bullet.Bullet(bullet_surface, self.rect.x, self.rect.bottom, 0) all_sprites.add(bullet) enemy_bullets.add(bullet)
def skill1(self, all_sprites, skill): bullet = Bullet.Bullet(bullet3_surface, self.rect.centerx, self.rect.bottom, 0, random.randint(-2, 2)) all_sprites.add(bullet) skill.add(bullet)