示例#1
0
            create_projectile(weapon2angle + 2.1)
            create_projectile(weapon2angle + 1.1)
            create_projectile(weapon2angle + 0)
            create_projectile(weapon2angle - 1.1)
            create_projectile(weapon2angle - 2.2)
            create_projectile(weapon2angle - 3.3)
            weapon2delay = 600
            weapon2time -= 1
            weapon2angle += 0.2

        if firingdelay == PROJDELAY - 2:
            create_projectile(0.04)
            create_projectile(-0.04)

        for projectile in projectiles:
            projmove_X, projmove_Y = sprites.calculate_angular_movement(projectile.co, projectile.direction, PROJSPEED)
            projectile.co = (projmove_X - playerspeed_X, projmove_Y - playerspeed_Y)
            projectile.rect.center = projectile.co
            screen.blit(projectile.image, projectile.rect)
            projectile.time -= 1
            if projectile.time == 0:
                projectile.kill()

        # update enemies
        enemyincrease += 0.005
        if enemyamount < enemyincrease and random.randint(0,10) == 1:
            create_enemy(distancerect, 1, 2, sprites.enemy_lv1)
            enemyamount += 1

        if enemyamount < enemyincrease and enemyincrease > 8 and random.randint(0,100) == 1:
            create_enemy(distancerect, 0, 4, sprites.enemy_lv2)
示例#2
0
 def test_movement(self):
     move = sprites.calculate_angular_movement((0, 0), 0, 0)
     self.assertEqual(move, (0, 0))