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- class Mob_left(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.hp = 100
- self.image = pygame.image.load(imgdir + '/enemy1/1.png')
- self.image = pygame.transform.scale(self.image, (70,80))
- self.copy = self.image
- self.speedx = random.randrange(1, 5)
- self.speedy = random.randrange(-5, 5)
- self.start = Vector2(0,1)
- self.direction = Vector2(self.speedx, self.speedy)
- self.angle = self.start.angle_to(self.direction)
- self.image = pygame.transform.rotate(self.copy, -self.angle)
- self.bullet = 100
- self.rect = self.image.get_rect()
- self.rect.x = 0
- self.rect.y = random.randrange(0, height)
- self.image = pygame.transform.rotate(self.copy, self.angle)
- self.rect = self.image.get_rect(center=self.rect.center)
- self.anim_speed = 4
- self.frame = 0
- self.anim = []
- for i in range(1, 10):
- image = pygame.image.load(imgdir + f'./enemy1/{i}.png')
- image = pygame.transform.scale(image, (70, 80))
- self.anim.append(image)
- def animation (self):
- self.image = self.anim[self.frame // self.anim_speed]
- self.image = pygame.transform.rotate(self.image, -self.angle)
- self.rect = self.image.get_rect(center=self.rect.center)
- self.frame += 1
- if self.frame == self.anim_speed * len(self.anim):
- self.frame = 0
- def update(self):
- self.animation()
- self.rect.x += self.speedx
- self.rect.y += self.speedy
- if self.rect.top < 0 or self.rect.right > width or self.rect.bottom > height:
- self.rect.x = 0
- self.rect.y = random.randrange(0, height)
- self.speedx = random.randrange(1, 5)
- self.speedy = random.randrange(-5, 5)
- self.start = Vector2(0, 1)
- self.direction = Vector2(self.speedx, self.speedy)
- self.angle = self.start.angle_to(self.direction)
- self.image = pygame.transform.rotate(self.copy, -self.angle)
- class Mob_right(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load(imgdir + '/enemy2/1.png')
- self.image = pygame.transform.scale(self.image, (70,80))
- self.hp = 100
- self.copy = self.image
- self.angle = 0
- self.direction = Vector2(1, 0)
- self.bullet = 100
- self.rect = self.image.get_rect()
- self.rect.x = width
- self.rect.y = random.randrange(0, height)
- self.speedx = -random.randrange(1, 5)
- self.speedy = random.randrange(-5, 5)
- self.start = Vector2(0,1)
- self.direction = Vector2(self.speedx, self.speedy)
- self.angle = self.start.angle_to(self.direction)
- self.image = pygame.transform.rotate(self.copy, -self.angle)
- self.anim_speed = 4
- self.frame = 0
- self.anim = []
- for i in range(1, 10):
- image = pygame.image.load(imgdir + f'./enemy2/{i}.png')
- image = pygame.transform.scale(image, (70, 80))
- self.anim.append(image)
- def animation(self):
- self.image = self.anim[self.frame // self.anim_speed]
- self.image = pygame.transform.rotate(self.image, -self.angle)
- self.rect = self.image.get_rect(center=self.rect.center)
- self.frame += 1
- if self.frame == self.anim_speed * len(self.anim):
- self.frame = 0
- def update(self):
- self.animation()
- self.rect.x += self.speedx
- self.rect.y += self.speedy
- if self.rect.top < 0 or self.rect.left < 0 or self.rect.bottom > height:
- self.rect.x = width
- self.rect.y = random.randrange(0, height)
- self.speedx = random.randrange(1, 5)
- self.speedy = random.randrange(-5, 5)
- self.direction = Vector2(self.speedx, self.speedy)
- self.angle = self.start.angle_to(self.direction)
- class Mob_up (pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load(imgdir + '/enemy3/1.png')
- self.image = pygame.transform.scale(self.image, (70,80))
- self.hp = 200
- self.copy = self.image
- self.angle = 0
- self.direction = Vector2(1, 0)
- self.bullet = 100
- self.rect = self.image.get_rect()
- self.rect.x = random.randrange(0, width)
- self.rect.y = 0
- self.speedx = random.randrange(-5,5 )
- self.speedy = random.randrange(1,5)
- self.anim_speed = 4
- self.frame = 0
- self.anim = []
- self.start = Vector2(0, 1)
- self.direction = Vector2(self.speedx, self.speedy)
- self.angle = self.start.angle_to(self.direction)
- self.image = pygame.transform.rotate(self.copy, -self.angle)
- for i in range(1, 10):
- image = pygame.image.load(imgdir + f'./enemy3/{i}.png')
- image = pygame.transform.scale(image, (70, 80))
- self.anim.append(image)
- def animation(self):
- self.image = self.anim[self.frame // self.anim_speed]
- self.image = pygame.transform.rotate(self.image, -self.angle)
- self.rect = self.image.get_rect(center=self.rect.center)
- self.frame += 1
- if self.frame == self.anim_speed * len(self.anim):
- self.frame = 0
- def update(self):
- self.animation()
- self.rect.x += self.speedx
- self.rect.y += self.speedy
- if self.rect.bottom > height or self.rect.right > width or self.rect.top < 0:
- self.rect.x = random.randrange(0, width)
- self.rect.y = 0
- self.speedx = random.randrange(-5, 5)
- self.speedy = random.randrange(1, 5)
- self.direction = Vector2(self.speedx, self.speedy)
- self.angle = self.start.angle_to(self.direction)
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