def update_bombs(dt): for b in bombs: b.update(dt) if b.time < 1: b.bomber.bomb_limit += 1 grid[b.posX][b.posY] = 0 exp_temp = Explosion(b.posX, b.posY, b.range) exp_temp.explode(grid, bombs, b) exp_temp.clear_sectors(grid) explosions.append(exp_temp) if player not in enemy_list: player.check_death(explosions) for en in enemy_list: en.check_death(explosions) for e in explosions: e.update(dt) if e.time < 1: explosions.remove(e)
def update_bombs(self, dt): for b in self.bombs: b.update(dt) if b.time < 1: b.bomber.bomb_limit += 1 self.grid[b.posX][b.posY] = 0 exp_temp = Explosion(b.posX, b.posY, self.bonuses) exp_temp.explode(self.grid, self.bombs, b) exp_temp.clear_sectors(self.grid, self.bonuses) self.explosions.append(exp_temp) for player in self.players: if player not in self.enemy_list: player.check_death(self.explosions) player.check_bonus(self.bonuses) for en in self.enemy_list: en.check_death(self.explosions) en.check_bonus(self.bonuses) for e in self.explosions: e.update(dt) if e.time < 1: self.explosions.remove(e)