if hit in self.fruits:
self.fruits.remove(hit)
- # for layer in self.effects:
- # for effect in layer:
- # effect_status = effect.update(delta)
- # if effect_status:
- # layer.remove(effect)
+ for layer in self.effects:
+ for effect in layer:
+ effect_status = effect.update(delta)
+ if effect_status:
+ layer.remove(effect)
for combo in self.combo_counters:
combo_status = combo.update(delta)
if combo_status:
# text_surf2 = font.render(f"TIME SINCE LAST HIT {round(self.time_since_last_hit / 1000, 1)}", True, BLACK)
# surf.blit(text_surf2, (WIDTH - text_surf2.get_width(), text_surf.get_height()))
- # for effect in self.effects[0]:
- # effect.draw(surf)
- # for effect in self.effects[1]:
- # effect.draw(surf)
+ for effect in self.effects[0]:
+ effect.draw(surf)
+ for effect in self.effects[1]:
+ effect.draw(surf)
for bomb in self.bombs:
bomb.draw(surf)
- # for effect in self.effects[2]:
- # effect.draw(surf)
+ for effect in self.effects[2]:
+ effect.draw(surf)
for fruit in self.fruits:
fruit.draw(surf)
- # for effect in self.effects[3]:
- # effect.draw(surf)
+ for effect in self.effects[3]:
+ effect.draw(surf)
for combo in self.combo_counters:
combo.draw(surf)
self.player.draw(surf)
- # for effect in self.effects[4]:
- # effect.draw(surf)
+ for effect in self.effects[4]:
+ effect.draw(surf)
if self.game_over:
title = font_large.render("GAME OVER", True, WHITE)
subtitle = font.render(f"HIGHSCORE {self.highscore}", True, WHITE)