def update(self): if self.active: mygame.move_update(self) self.frame = (self.frame + 6 * mygame.ACTION_PER_TIME * mygame.frame_time * 2) if self.frame == 6: self.active = False
def update(self): if self.frame <= 5 and self.reverse == False: self.frame = (self.frame + 5 * mygame.ACTION_PER_TIME * mygame.frame_time) % 6 else: self.frame = (self.frame - 5 * mygame.ACTION_PER_TIME * mygame.frame_time) self.reverse = True if self.frame <= 0 and self.reverse: self.reverse = False mygame.move_update(self)
def update(self): if self.active: mygame.move_update(self) if self.type == 0: self.frame = (self.frame + 4 * mygame.ACTION_PER_TIME * mygame.frame_time) % 4 elif self.type == 1: self.frame = (self.frame + 6 * mygame.ACTION_PER_TIME * mygame.frame_time) % 6 if self.x < -100: self.active = False
def update(self): if mygame.delay_check: if self.active and self.x < -250: self.exit() self.active = False elif self.active : self.frame = (self.frame + 4 * mygame.ACTION_PER_TIME * mygame.frame_time) % 4 mygame.move_update(self) elif self.active == False and get_time() - self.currenttime > self.random_time: self.enter()
def update(self): mygame.move_update(self) if self.x < -431: self.x = 800 + 431
def update(self): mygame.move_update(self)
def update(self): self.current_state.update(self) mygame.move_update(self)