some fixes
forgot what i did
This commit is contained in:
parent
41f8b76b90
commit
af5204857b
3 changed files with 91 additions and 45 deletions
33
classes.py
33
classes.py
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@ -45,19 +45,19 @@ class Button():
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self.onePress = onePress
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self.onePress = onePress
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self.alreadyPressed = False
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self.alreadyPressed = False
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with open(f'art/images/{image}', 'r') as tb:
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with open(f'art/images/box/{image}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.box = pygame.transform.scale(self.box, (width, height))
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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self.buttonSurf = self.font.render(buttonText, True, (0,0,0))
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def update(self, screen):
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if pygame.mouse.get_pressed(3)[0]:
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if self.onePress:
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if self.onePress:
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self.onclickFunction()
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self.onclickFunction()
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elif not self.alreadyPressed:
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elif not self.alreadyPressed:
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@ -76,22 +76,25 @@ class Button():
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screen.blit(self.box, self.buttonRect)
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screen.blit(self.box, self.buttonRect)
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class Label():
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class Label():
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None:
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def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None:
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.font_color = font_color
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self.text = text
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self.hidden = False
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self.hidden = False
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with open(f'art/images/{sprite}', 'r') as tb:
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with open(f'art/images/box/{sprite}', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.box = pygame.transform.scale(self.box, (width, height))
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(text, True, font_color)
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def draw(self, screen):
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def draw(self, screen):
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if self.hidden:
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if self.hidden:
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return
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return
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self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(self.text, True, self.font_color)
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self.box.blit(self.labelSurf, [
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self.box.blit(self.labelSurf, [
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2,
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2
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@ -110,7 +113,7 @@ class DropDown():
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self.menu_active = False
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self.menu_active = False
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self.active_option = -1
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self.active_option = -1
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with open('art/images/textbox.png', 'r') as tb:
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with open('art/images/box/textbox.png', 'r') as tb:
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self.box = pygame.image.load(tb)
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self.box = pygame.image.load(tb)
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self.box = pygame.transform.scale(self.box, (width, height))
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self.box = pygame.transform.scale(self.box, (width, height))
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@ -178,19 +181,20 @@ class GameObjects():
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return
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return
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class Scene(GameObjects):
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.level = level
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self.level = level
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self.current_level = 0
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self.current_level = 0
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self.update()
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def update(self, change:bool, objects):
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def update(self, change:bool=False, objects=None):
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if change:
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if change:
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self.current_level += 1
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self.current_level += 1
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self.level[self.current_level].update(objects)
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self.level[self.current_level].update(objects)
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self.background = self.level[self.current_level].background
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self.background = self.level[self.current_level].background
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if isinstance(self.objects, list):
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"""if isinstance(self.objects, list):
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for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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obj.update()
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obj.update()"""
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def draw(self, screen):
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def draw(self, screen):
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if isinstance(self.objects, list):
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if isinstance(self.objects, list):
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@ -250,7 +254,8 @@ class Room(GameObjects):
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return walls
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return walls
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def update(self, objects):
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def update(self, objects):
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self.objects = objects
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if objects is not None:
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self.objects = objects
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if not self.objects[1]:
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if not self.objects[1]:
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self.locked = False
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self.locked = False
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return
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return
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@ -280,5 +285,5 @@ class Obstacle(GameObjects):
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if not self.hidden:
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if not self.hidden:
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screen.blit(self.background, self.rect)
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screen.blit(self.background, self.rect)
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else:
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else:
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pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
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pygame.draw.rect(screen, (0,0,0), self.rect, 2)
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39
main.py
39
main.py
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@ -27,30 +27,32 @@ def quitGame():
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quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects = []
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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#room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/background/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
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rooms = [
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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]
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return rooms
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs = [Skeleton(i, random.randint(40, 60), 'reddy.png', random.randint(20,1000), random.randint(20,700), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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mobs = [Skeleton(i, random.randint(40, 60), 'people/reddy.png', random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]
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others = []
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weapons = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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others = [Fire('f1', 0, 200, 300)]
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objects = [main, mobs, npcs, others]
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npcs = [NPC('name', 100, 'people/reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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level = []
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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freeze = False #Gameplay is freezed in certain situations
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while running:
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while running:
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screen.fill('#000000')
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screen.fill((0,0,0))
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events = pygame.event.get()
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events = pygame.event.get()
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for event in events:
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for event in events:
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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@ -66,13 +68,17 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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screen.blit(bg, (0, 0))
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screen.blit(bg, (0, 0))
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"""
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"""
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if not freeze:
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if not freeze:
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scene.update(False, objects)
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objects = scene.getObjects()
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objects = scene.getObjects()
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screen.blit(scene.background, (32, 32))
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screen.blit(scene.background, (32, 32))
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for thing in objects[3]:
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for weapon in objects[3]:
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weapon.update(objects)
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weapon.draw(screen)
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for thing in objects[4]:
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thing.update(objects)
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thing.update(objects)
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thing.draw(screen)
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thing.draw(screen)
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for thing in objects[0]:
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for thing in objects[0]:
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thing.book.hidden = not freeze
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
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if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
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@ -88,6 +94,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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npc.draw(screen)
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npc.draw(screen)
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objects[0][0].book.addspell('windslash')
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objects[0][0].book.addspell('windslash')
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scene.update(False, objects)
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else:
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else:
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@ -147,7 +154,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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running = False
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running = False
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quitGame()
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quitGame()
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# RENDER YOUR GAME HERE
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# RENDER YOUR GAME HERE
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with open(f'art/images/{background}', 'r') as i:
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with open(f'art/images/background/{background}', 'r') as i:
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bg = pygame.image.load(i)
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bg = pygame.image.load(i)
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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bg = pygame.transform.scale(bg, (WIDTH, HEIGHT))
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# fill the screen with an image to clear the screen
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# fill the screen with an image to clear the screen
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64
viecher.py
64
viecher.py
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@ -44,7 +44,7 @@ class Objects():
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self.name = name
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self.name = name
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self.speed = ms
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self.speed = ms
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with open(f'art/images/{sprite}') as i:
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with open(f'art/images/{sprite}') as i:
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self.sprite = pg.image.load(i)
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self.sprite = pg.transform.scale2x(pg.image.load(i))
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.hidden = False
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self.hidden = False
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@ -55,7 +55,7 @@ class Objects():
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return
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return
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self.rect.x, self.rect.y = self.x, self.y
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self.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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screen.blit(self.sprite, self.rect)
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pg.draw.rect(screen, '#ff0000', self.rect, 2)
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pg.draw.rect(screen, (0,0,0), self.rect, 2)
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class NPC(Objects):
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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@ -112,7 +112,9 @@ class MainCharacter(Fighter):
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self.talking = False
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self.talking = False
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
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self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
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self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.freezing = True
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def draw(self, screen):
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def draw(self, screen):
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if self.hidden:
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if self.hidden:
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return
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return
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@ -121,7 +123,9 @@ class MainCharacter(Fighter):
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self.health.draw(screen)
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self.health.draw(screen)
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self.level.draw(screen)
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self.level.draw(screen)
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self.book.draw(screen)
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self.book.draw(screen)
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pg.draw.rect(screen, '#ff00ee', self.rect, 2)
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pg.draw.rect(screen, (0,0,0), self.rect, 2)
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if self.speech.hidden == False:
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self.speech.draw(screen, self.x+20, self.y-100)
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def hurt(self, damage, objects):
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def hurt(self, damage, objects):
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if not self.talking:
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if not self.talking:
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@ -194,6 +198,7 @@ class MainCharacter(Fighter):
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self.walk(keys, objects)
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self.walk(keys, objects)
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if keys[pg.K_f]:
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if keys[pg.K_f]:
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self.attack(objects, vec(mouse))
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self.attack(objects, vec(mouse))
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self.speech.update(self)
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if self.health.health <= 0:
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if self.health.health <= 0:
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return False
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return False
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else:
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else:
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@ -209,7 +214,7 @@ class Hearts():
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self.hidden = False
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self.hidden = False
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self.sprite=[]
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self.sprite=[]
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for parts in sprite:
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for parts in sprite:
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with open(f'art/images/{parts}') as i:
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with open(f'art/images/main_attributes/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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self.sprite.append(pg.image.load(i))
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self.rect = []
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self.rect = []
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for each in self.sprite:
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for each in self.sprite:
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@ -243,7 +248,7 @@ class Hearts():
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sprite.append('noheart.png')
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sprite.append('noheart.png')
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self.sprite = []
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self.sprite = []
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for parts in sprite:
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for parts in sprite:
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with open(f'art/images/{parts}') as i:
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with open(f'art/images/main_attributes/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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self.sprite.append(pg.image.load(i))
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@ -251,9 +256,25 @@ class Level(Label):
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def __init__(self, x, y, width, height, text, font, font_size) -> None:
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def __init__(self, x, y, width, height, text, font, font_size) -> None:
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super().__init__(x, y, width, height, text, font, font_size)
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super().__init__(x, y, width, height, text, font, font_size)
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class Speech(Label):
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def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color=(0,0,0), sprite='speech.png') -> None:
|
||||||
|
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||||
|
|
||||||
|
def draw(self, screen, x, y):
|
||||||
|
if self.hidden:
|
||||||
|
return
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
super().draw(screen)
|
||||||
|
|
||||||
|
def update(self, main):
|
||||||
|
if not self.hidden:
|
||||||
|
if not main.freezing:
|
||||||
|
self.hidden = True
|
||||||
|
|
||||||
class Book():
|
class Book():
|
||||||
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
def __init__(self, x, y, spells, current_spell, current_shield) -> None:
|
||||||
with open(f'art/images/book.png') as i:
|
with open(f'art/images/main_attributes/book.png') as i:
|
||||||
self.sprite = pg.image.load(i)
|
self.sprite = pg.image.load(i)
|
||||||
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
self.sprite = pg.transform.scale(self.sprite, (1280, 720))
|
||||||
self.x = x
|
self.x = x
|
||||||
|
|
@ -262,10 +283,10 @@ class Book():
|
||||||
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
|
||||||
self.sp_list = spells
|
self.sp_list = spells
|
||||||
self.current_sp = current_spell
|
self.current_sp = current_spell
|
||||||
self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color='#000000', sprite='empty.png'),
|
self.labels = [Label(100, 100, 500, 50, "Dear User, ", font_color=(0,0,0), sprite='empty.png'),
|
||||||
Label(100, 150, 500, 50, "this book will help you to survive.", font_color='#000000', sprite='empty.png'),
|
Label(100, 150, 500, 50, "this book will help you to survive.", font_color=(0,0,0), sprite='empty.png'),
|
||||||
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color='#000000', sprite='empty.png'),
|
Label(100, 200, 500, 50, "Click on a picture to choose your spell.", font_color=(0,0,0), sprite='empty.png'),
|
||||||
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color='#000000', sprite='empty.png')]
|
Label(100, 250, 500, 50, "Talk to fairies to unlock new spells!", font_color=(0,0,0), sprite='empty.png')]
|
||||||
self.buttons=[]
|
self.buttons=[]
|
||||||
self.buttons_height = 400
|
self.buttons_height = 400
|
||||||
|
|
||||||
|
|
@ -336,7 +357,7 @@ class Weapons(Objects):
|
||||||
pos = vec(1,0)
|
pos = vec(1,0)
|
||||||
angle = pos.angle_to(moveto)
|
angle = pos.angle_to(moveto)
|
||||||
with open(f'art/images/{sprite}') as i:
|
with open(f'art/images/{sprite}') as i:
|
||||||
self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
|
self.sprite =pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle))
|
||||||
|
|
||||||
def die(self, objects, kills):
|
def die(self, objects, kills):
|
||||||
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
||||||
|
|
@ -358,7 +379,7 @@ class Spells(Weapons):
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
class Fireball(Spells):
|
class Fireball(Spells):
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/fireball.png', life_ticks=5000) -> None:
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
def update(self, objects):
|
def update(self, objects):
|
||||||
|
|
@ -366,7 +387,7 @@ class Fireball(Spells):
|
||||||
self.die(objects, Mobs)
|
self.die(objects, Mobs)
|
||||||
|
|
||||||
class Windslash(Spells):
|
class Windslash(Spells):
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=500) -> None:
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=500) -> None:
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
def update(self, objects):
|
def update(self, objects):
|
||||||
|
|
@ -379,9 +400,22 @@ class Windslash(Spells):
|
||||||
|
|
||||||
|
|
||||||
class Arrow(Weapons):
|
class Arrow(Weapons):
|
||||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/arrow.png', life_ticks=5000) -> None:
|
||||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||||
|
|
||||||
def update(self, objects):
|
def update(self, objects):
|
||||||
self.move(objects)
|
self.move(objects)
|
||||||
self.die(objects, MainCharacter)
|
self.die(objects, MainCharacter)
|
||||||
|
|
||||||
|
class Fire(Objects):
|
||||||
|
def __init__(self, name, ms, x, y, sprite='background/fireplace.png') -> None:
|
||||||
|
super().__init__(name, ms, sprite, x, y)
|
||||||
|
|
||||||
|
def warming(self, objects):
|
||||||
|
touches = pg.sprite.spritecollideany(self, objects[0])
|
||||||
|
if touches is not None and isinstance(touches, MainCharacter):
|
||||||
|
touches.freezing = False
|
||||||
|
|
||||||
|
def update(self, objects):
|
||||||
|
self.warming(objects)
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue