()
| 1055 | cycle += 1 |
| 1056 | |
| 1057 | def ShotMove(): |
| 1058 | global direction |
| 1059 | global en2Xpos |
| 1060 | global en2Ypos |
| 1061 | global destroy |
| 1062 | global gameover |
| 1063 | if gameover != 1: |
| 1064 | self.after(10,ShotMove) |
| 1065 | #Move Shots |
| 1066 | cycle = 0 |
| 1067 | for self.shot in Shots: |
| 1068 | destroy = -1 |
| 1069 | if ShotDir[cycle] == "N": |
| 1070 | ShotsYpos[cycle] -= 10 |
| 1071 | elif ShotDir[cycle] == "E": |
| 1072 | ShotsXpos[cycle] += 10 |
| 1073 | elif ShotDir[cycle] == "S": |
| 1074 | ShotsYpos[cycle] += 10 |
| 1075 | elif ShotDir[cycle] == "W": |
| 1076 | ShotsXpos[cycle] -= 10 |
| 1077 | self.shot.place(x=ShotsXpos[cycle],y=ShotsYpos[cycle]) |
| 1078 | #Damage Enemy1 |
| 1079 | enCycle = 0 |
| 1080 | for self.enemy in Enemies: |
| 1081 | if destroy == -1: |
| 1082 | if EnemiesXpos[enCycle] + 30 >= ShotsXpos[cycle] >= EnemiesXpos[enCycle] - 10 and EnemiesYpos[enCycle] + 30 >= ShotsYpos[cycle] >= EnemiesYpos[enCycle] - 10: |
| 1083 | destroy = 0 |
| 1084 | if EnemiesDmg[enCycle] == 1: |
| 1085 | self.explode = Canvas(bg="black",highlightthickness=0,width=30,height=30) |
| 1086 | self.explode.place(x=EnemiesXpos[enCycle],y=EnemiesYpos[enCycle]) |
| 1087 | self.explode.create_polygon(0,15,13,13,15,0,17,13,30,15,17,17,15,30,13,17,fill="orange") |
| 1088 | Explosions.append(self.explode) |
| 1089 | self.enemy.destroy() |
| 1090 | del Enemies[enCycle] |
| 1091 | del EnemiesDmg[enCycle] |
| 1092 | del EnemiesXpos[enCycle] |
| 1093 | del EnemiesYpos[enCycle] |
| 1094 | self.after(10,destroyEnemy) |
| 1095 | self.shot.destroy() |
| 1096 | del Shots[cycle] |
| 1097 | del ShotsXpos[cycle] |
| 1098 | del ShotsYpos[cycle] |
| 1099 | del ShotDir[cycle] |
| 1100 | else: |
| 1101 | self.shot.destroy() |
| 1102 | del Shots[cycle] |
| 1103 | del ShotsXpos[cycle] |
| 1104 | del ShotsYpos[cycle] |
| 1105 | del ShotDir[cycle] |
| 1106 | EnemiesDmg[enCycle] += 1 |
| 1107 | if EnemiesDmg[enCycle] == 0: |
| 1108 | EnemyColor = "darkviolet" |
| 1109 | else: |
| 1110 | EnemyColor = "violet" |
| 1111 | self.enemy.itemconfig(self.enemy.polygon,fill=EnemyColor) |
| 1112 | enCycle += 1 |
| 1113 | #Damage Enemy2 |
| 1114 | enCycle = 0 |
no test coverage detected