@@ -214,7 +214,7 @@ def showWelcomeAnimation():
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}
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# adjust playery, playerIndex, basex
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- if (loopIter + 1 ) % 2 == 0 :
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+ if (loopIter + 1 ) % 5 == 0 :
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playerIndex = next (playerIndexGen )
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loopIter = (loopIter + 1 ) % 30
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basex = - ((- basex + 4 ) % baseShift )
@@ -269,14 +269,14 @@ def mainGame(movementInfo):
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pipeVelX = - 4 * 3
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# player velocity, max velocity, downward accleration, accleration on flap
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- playerVelY = - 9 # player's velocity along Y, default same as playerFlapped
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- playerMaxVelY = 10 # max vel along Y, max descend speed
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- playerMinVelY = - 8 # min vel along Y, max ascend speed
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- playerAccY = 1 # players downward accleration
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+ playerVelY = - 9 * 3 # player's velocity along Y, default same as playerFlapped
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+ playerMaxVelY = 10 * 3 # max vel along Y, max descend speed
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+ playerMinVelY = - 8 * 3 # min vel along Y, max ascend speed
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+ playerAccY = 1 * 3 # players downward accleration
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playerRot = 45 # player's rotation
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playerVelRot = 3 # angular speed
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- playerRotThr = 20 # rotation threshold
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- playerFlapAcc = - 9 # players speed on flapping
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+ playerRotThr = 20 * 3 # rotation threshold
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+ playerFlapAcc = - 9 * 3 # players speed on flapping
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playerFlapped = False # True when player flaps
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while True :
@@ -299,7 +299,7 @@ def mainGame(movementInfo):
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playerMidPos = playerx + IMAGES ['player' ][0 ].get_width () / 2
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for pipe in upperPipes :
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pipeMidPos = pipe ['x' ] + IMAGES ['pipe' ][0 ].get_width () / 2
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- if pipeMidPos <= playerMidPos < pipeMidPos + 4 :
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+ if pipeMidPos <= playerMidPos < pipeMidPos + 4 * 3 :
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score += 1
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SOUNDS ['point' ].play ()
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