def update(self): GameObject.update(self) collide_list = collide_with(self.box_collider, Player) for game_object in collide_list: if game_object.win == True: game_object.deactivate() winning_scene = WinningScene() global_scene_manager.change_scene(winning_scene)
def update(self): GameObject.update(self) collide_list = collide_with(self.box_collider, Player) for game_object in collide_list: # rescue = Rescue(game_object.x, game_object.y) # add_game_object(rescue) self.deactivate() game_object.win = True
def update(self): GameObject.update(self) self.counter.run() if self.counter.expired: self.frame_counter.run() self.screen = False if self.frame_counter.expired: self.screen = True self.counter.reset() self.frame_counter.reset()
def update(self): GameObject.update(self) self.update_animator() self.frame_counter.run() if self.frame_counter.expired: self.black_screen = True self.counter.run() if self.counter.expired: self.black_screen = False self.counter.reset() self.frame_counter.reset() if self.black_screen: self.move() else: self.dy = 0 self.dx = 0
def update(self): GameObject.update(self) self.update_animator() self.frame_counter.run() if self.frame_counter.expired: self.black_screen = True self.counter.run() if self.counter.expired: self.black_screen = False self.counter.reset() self.frame_counter.reset() if not self.black_screen: self.move() else: pass collide_list = collide_with(self.box_collider, Player) for game_object in collide_list: game_object.deactivate() game_over = GameOverScene() global_scene_manager.change_scene(game_over)
def update(self): GameObject.update(self)
def update(self): GameObject.update(self) self.move()