def move(self): if self.moveT >= 100: self.moveMode = False self.shootCheck = True self.moveT = 0 if self.moveLocation == 1: self.moveLocation = 0 else: self.moveLocation = 1 else: self.moveT += self.speedT * mainframe.frame_time if self.moveLocation == 1: self.posX, self.posY = custom_math.move_line( self.movePattern[1], self.movePattern[0], self.moveT) else: self.posX, self.posY = custom_math.move_line( self.movePattern[0], self.movePattern[1], self.moveT)
def spawn_move(self): if self.moveT >= 100: self.firstMode = False self.moveMode = True self.moveT = 0 else: self.moveT += self.speedT * mainframe.frame_time self.posX, self.posY = custom_math.move_line( self.originPos, self.startPos, self.moveT)
def end_special_attack(self): if self.moveT >= 100: self.attackMode = False self.moveT = 0 self.angle = 270 else: self.moveT += self.speedT * 5 * mainframe.frame_time self.posX, self.posY = custom_math.move_line( [self.startPos[0], self.startPos[1] - 90], self.startPos, self.moveT)
def spawn_move(self): self.animSpeed = 60 if self.moveT >= 100: self.firstMode = False self.moveT = 0 self.shootCheck = True else: self.moveT += self.speedT * mainframe.frame_time self.posX, self.posY = custom_math.move_line( self.originPos, self.movePattern[2], self.moveT)