本文整理汇总了Python中Ship.hasInvincibility方法的典型用法代码示例。如果您正苦于以下问题:Python Ship.hasInvincibility方法的具体用法?Python Ship.hasInvincibility怎么用?Python Ship.hasInvincibility使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Ship
的用法示例。
在下文中一共展示了Ship.hasInvincibility方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: import Ship [as 别名]
# 或者: from Ship import hasInvincibility [as 别名]
#.........这里部分代码省略.........
tmp = random.randint(0,2)
if tmp == 0:
new_enemy1 = Enemy01()
self.enemy_sprites.add(new_enemy1)
tmp = random.randint(0,3)
if tmp == 0:
new_enemy2 = Enemy02()
self.enemy_sprites.add(new_enemy2)
new_enemy = Enemy03()
self.enemy_sprites.add(new_enemy)
self.spawn_ticker = self.MAX_SPAWN_TICKER
elif self.enemies_killed >= Settings.WAVE3_PASS and self.wave3_pass == False:
self.enemies_killed = 0
self.wave3_pass = True
#Boss
if self.wave1_pass and self.wave2_pass and self.wave3_pass and self.boss_spawned == False:
self.enemy_sprites.add(Boss())
self.music = Music("Blaze")
self.music.play()
self.boss_spawned = True
def checkCollisions(self):
hit_enemies = pygame.sprite.groupcollide(self.enemy_sprites, self.bullet_sprites, False, True) #Check collide between two sprite groups, remove bullet on true collision
for enemy in hit_enemies:
if enemy.hp - 1 <= 0:
self.explosivifySprite(enemy.rect)
self.SCORE += enemy.bounty
self.enemies_killed += 1
enemy.removeMe = True
else:
enemy.hp -= 1
self.explosivifySprite(enemy.rect, 1)
if self.ship.hasInvincibility() == False:
player_isHit = False
hit_sprites = pygame.sprite.groupcollide(self.enemy_sprites, self.ship.hitbox_sprite, False, False) #Check between ship and enemies
for enemy_sprite in hit_sprites:
player_isHit = True
self.explosivifySprite(enemy_sprite.rect)
enemy_sprite.removeMe = True
self.enemies_killed += 1
hit_sprites = pygame.sprite.groupcollide(self.en_bullet_sprites, self.ship.hitbox_sprite, False, False)
for enemy_bullet in hit_sprites:
player_isHit = True
enemy_bullet.removeMe = True
if player_isHit == True:
self.LIVES -= 1
self.last_death_rect = self.ship.rect
self.ship_lives_sprites.loseLife()
self.respawn_ticker = Settings.RESPAWN_TIME * 120 * 2 # fps x seconds x 2(for explosion and respawn) = frames to respawn
self.RESPAWNING = True
if self.LIVES < 1: #Classic game programming 'if' statement :)
self.GAME_OVER = True
def handleEvents(self):
for event in pygame.event.get():
keys = pygame.key.get_pressed()
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN: #Key presses
self.ship.move() #Move the ship
if keys[Settings.SHOOT]:
self.shooting = True