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)
def test_movement(self): move = sprites.calculate_angular_movement((0, 0), 0, 0) self.assertEqual(move, (0, 0))