-from setup import *
from fruit import Fruit
+from setup import *
class Bomb(Fruit):
self.velocity = pygame.Vector2(0, 0)
self.acceleration = pygame.Vector2(0, 0)
-
-
for fruit in fruits:
fruit.velocity += (fruit.position - self.position).normalize() * self.POWER
for bomb in bombs:
def draw(self, surf):
if self.exploded:
- pygame.draw.circle(surf, DARK_RED, self.position, clamp(self.RADIUS + self.exploded_time / 1000 * 100, 0, 300))
- pygame.draw.circle(surf, BLACK, self.position, clamp(self.RADIUS + self.exploded_time / 1000 * 100, 0, 300), self.OUTLINE_WIDTH)
+ pygame.draw.circle(surf, DARK_RED, self.position,
+ clamp(self.RADIUS + self.exploded_time / 1000 * 100, 0, 300))
+ pygame.draw.circle(surf, BLACK, self.position, clamp(self.RADIUS + self.exploded_time / 1000 * 100, 0, 300),
+ self.OUTLINE_WIDTH)
else:
pygame.draw.circle(surf, BLACK, self.position, self.RADIUS)
-from setup import *
-from player import Player
-from fruit import Fruit
from bomb import Bomb
-from effect import Effect
from combo_counter import ComboCounter
+from effect import Effect
+from fruit import Fruit
+from player import Player
+from setup import *
class Game:
EFFECT_COUNT_PER_FRUIT = 20
COMBO_TIME = 250
GAME_OVER_TIME = 1000
+
def __init__(self):
self.player = Player()
self.fruits = [Fruit()]
self.bombs = []
self.effects = []
self.combo_counters = []
- self.wave = 100
+ self.wave = 1
self.score = 0
self.time_since_last_hit = 0
self.current_combo = 0
if self.time_since_last_hit < self.COMBO_TIME:
self.current_combo += 1
if self.current_combo > 1:
- self.combo_counters.append(ComboCounter(hit.position, f"x{self.current_combo+1}"))
+ self.combo_counters.append(ComboCounter(hit.position, f"x{self.current_combo + 1}"))
self.time_since_last_hit = 0