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self.player[i].off_stage = False
# Keep track of a player's invulnerability due to respawn or ledge grab
self.player[i].invulnerability_left = max(0, self.player[i].invulnerability_left - 1)
if self.player[i].action == Action.ON_HALO_WAIT:
self.player[i].invulnerability_left = 120
# Don't give invulnerability to the first descent
if self.player[i].action == Action.ON_HALO_DESCENT and self.frame > 150:
self.player[i].invulnerability_left = 120
if self.player[i].action == Action.EDGE_CATCHING and self.player[i].action_frame == 1:
self.player[i].invulnerability_left = 36
# Which character are we right now?
if self.player[i].character in [Character.SHEIK, Character.ZELDA]:
if self.player[i].transformed == self.player[i].iszelda:
self.player[i].character = Character.SHEIK
else:
self.player[i].character = Character.ZELDA
# If the player is transformed, then copy over the sub-character attributes
if self.player[i].transformed:
self.player[i].action = self.player[i+4].action
self.player[i].action_counter = self.player[i+4].action_counter
self.player[i].action_frame = self.player[i+4].action_frame
self.player[i].invulnerable = self.player[i+4].invulnerable
self.player[i].hitlag_frames_left = self.player[i+4].hitlag_frames_left
self.player[i].hitstun_frames_left = self.player[i+4].hitstun_frames_left
self.player[i].charging_smash = self.player[i+4].charging_smash
self.player[i].jumps_left = self.player[i+4].jumps_left
self.player[i].on_ground = self.player[i+4].on_ground
self.player[i].speed_air_x_self = self.player[i+4].speed_air_x_self
self.player[i].speed_y_self = self.player[i+4].speed_y_self
self.player[i].speed_x_attack = self.player[i+4].speed_x_attack