Merge pull request 'doubled image size' (#65) from Spafi/game:main into Development

Reviewed-on: #65
This commit is contained in:
Spafi 2024-03-07 06:51:08 +00:00
commit f21d980352

View file

@ -1,387 +1,387 @@
import pygame as pg import pygame as pg
from classes import * from classes import *
from main import * from main import *
vec = pg.math.Vector2 vec = pg.math.Vector2
fps = 60 fps = 60
pg.font.init() pg.font.init()
fonts = { fonts = {
'medieval': 'medieval.ttf', 'medieval': 'medieval.ttf',
'minecraft': 'Minecraft Evenings.otf', 'minecraft': 'Minecraft Evenings.otf',
'3dpixel': '3D-Pixel.ttf', '3dpixel': '3D-Pixel.ttf',
'8bit': '8bitlim.ttf', '8bit': '8bitlim.ttf',
'8bito': '8blimro.ttf', '8bito': '8blimro.ttf',
'arcade': 'ARCADECLASSIC.ttf', 'arcade': 'ARCADECLASSIC.ttf',
'modern_game': 'astron boy video.otf', 'modern_game': 'astron boy video.otf',
'modern': 'astron boy.otf', 'modern': 'astron boy.otf',
'wonder': 'Beyond Wonderland.ttf', 'wonder': 'Beyond Wonderland.ttf',
'curved': 'Digitag.ttf', 'curved': 'Digitag.ttf',
'simple': 'DisposableDroidBB.ttf', 'simple': 'DisposableDroidBB.ttf',
'rounded': 'dpcomic.ttf', 'rounded': 'dpcomic.ttf',
'playfull': 'Endalian Script.ttf', 'playfull': 'Endalian Script.ttf',
'blocky': 'FREAKSOFNATURE.ttf', 'blocky': 'FREAKSOFNATURE.ttf',
'catchy': 'Future TimeSplitters.otf', 'catchy': 'Future TimeSplitters.otf',
'simple_wide': 'Halo3.ttf', 'simple_wide': 'Halo3.ttf',
'simple_fat': 'INVASION2000.ttf', 'simple_fat': 'INVASION2000.ttf',
'very_gamy': 'ka1.ttf', 'very_gamy': 'ka1.ttf',
'simple_round': 'Karma Suture.otf', 'simple_round': 'Karma Suture.otf',
'mono': 'manaspc.ttf', 'mono': 'manaspc.ttf',
'damaged': 'Merchant Copy.ttf', 'damaged': 'Merchant Copy.ttf',
'big_natural': 'MorialCitadel.TTF', 'big_natural': 'MorialCitadel.TTF',
'spacy': 'nasalization-rg.otf', 'spacy': 'nasalization-rg.otf',
'sci-fi': 'neuropol.otf', 'sci-fi': 'neuropol.otf',
'hollow_big_edge': 'papercut.ttf', 'hollow_big_edge': 'papercut.ttf',
'space_shuttle': 'pdark.ttf', 'space_shuttle': 'pdark.ttf',
'thin': 'PixelFJVerdana12pt.ttf', 'thin': 'PixelFJVerdana12pt.ttf',
'random': 'Seattle Avenue.ttf', 'random': 'Seattle Avenue.ttf',
'pixel': 'yoster.ttf' 'pixel': 'yoster.ttf'
} }
class Objects(): class Objects():
def __init__(self, name, ms, sprite, x, y) -> None: def __init__(self, name, ms, sprite, x, y) -> None:
self.name = name self.name = name
self.speed = ms self.speed = ms
with open(f'art/images/{sprite}') as i: with open(f'art/images/{sprite}') as i:
self.sprite = pg.image.load(i) self.sprite = pg.transform.scale2x(pg.image.load(i))
self.x = x self.x = x
self.y = y self.y = y
self.hidden = False self.hidden = False
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())
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
pg.draw.rect(screen, '#ff0000', self.rect, 2) pg.draw.rect(screen, '#ff0000', self.rect, 2)
class NPC(Objects): class NPC(Objects):
def __init__(self, name, ms, sprite, convo_act, x, y) -> None: def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
self.talking = False super().__init__(name, ms, sprite, x, y)
self.hidden = True self.talking = False
super().__init__(name, ms, sprite, x, y) self.hidden = False
self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person') self.conversation = Convo('Hello, you can shoot fireballs with f now.', convo_act, 'person')
def talk(self, objects): def talk(self, objects):
self.talking = True self.talking = True
objects[0][0].talking = True objects[0][0].talking = True
self.conversation.hidden = False self.conversation.hidden = False
def draw(self, screen): def draw(self, screen):
super().draw(screen) super().draw(screen)
if self.talking == True: if self.talking:
self.conversation.draw(screen) self.conversation.draw(screen)
def update(self, keys, objects): def update(self, keys, objects):
if self.talking: if self.talking:
self.conversation.update(keys, objects) self.conversation.update(keys, objects)
class Convo(Label): class Convo(Label):
def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None: def __init__(self, text, convo_act, person, x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
super().__init__(x, y, width, height, text, font, font_size) super().__init__(x, y, width, height, text, font, font_size)
def update(self, keys, objects): def update(self, keys, objects):
if keys[pg.K_SPACE]: if keys[pg.K_SPACE]:
objects[0][0].book.addspell('fireball') objects[0][0].book.addspell('fireball')
self.talking = False self.talking = False
objects[0][0].talking = False objects[0][0].talking = False
self.hidden = True self.hidden = True
class Fighter(Objects): class Fighter(Objects):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite, x, y) super().__init__(name, ms, sprite, x, y)
self.health = health self.health = health
self.damage = damage self.damage = damage
self.level = level self.level = level
self.attack_speed = asp self.attack_speed = asp
self.attack_range = atr self.attack_range = atr
self.lastHurt = pg.time.get_ticks() self.lastHurt = pg.time.get_ticks()
self.lastAttack = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks()
self.hurtCooldown = 0 self.hurtCooldown = 0
class MainCharacter(Fighter): class MainCharacter(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.book = Book(0, 0, [], None, None) self.book = Book(0, 0, [], None, None)
self.talking = False self.talking = False
self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20) self.level = Level(1000, 38, 150, 40, f'will to live: {level}%', 'simple', 20)
self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown) self.health = Hearts(health, sprite=['fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png', 'fullheart.png'], x=900, y= 50, hurtCooldown=self.hurtCooldown)
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
self.health.draw(screen) self.health.draw(screen)
self.level.draw(screen) self.level.draw(screen)
self.book.draw(screen) self.book.draw(screen)
pg.draw.rect(screen, '#ff00ee', self.rect, 2) pg.draw.rect(screen, '#ff00ee', self.rect, 2)
def hurt(self, damage, objects): def hurt(self, damage, objects):
if not self.talking: if not self.talking:
self.health.hurt(damage) self.health.hurt(damage)
def walk(self, keys, objects): def walk(self, keys, objects):
moveto = vec(0, 0) moveto = vec(0, 0)
if keys[pg.K_w] or keys[pg.K_UP]: if keys[pg.K_w] or keys[pg.K_UP]:
moveto += vec(0, -1) moveto += vec(0, -1)
if keys[pg.K_a] or keys[pg.K_LEFT]: if keys[pg.K_a] or keys[pg.K_LEFT]:
moveto += vec(-1, 0) moveto += vec(-1, 0)
if keys[pg.K_s] or keys[pg.K_DOWN]: if keys[pg.K_s] or keys[pg.K_DOWN]:
moveto += vec(0, 1) moveto += vec(0, 1)
if keys[pg.K_d] or keys[pg.K_RIGHT]: if keys[pg.K_d] or keys[pg.K_RIGHT]:
moveto += vec(1, 0) moveto += vec(1, 0)
if not moveto == vec(0, 0): if not moveto == vec(0, 0):
moveto.scale_to_length(self.speed) moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps self.x += moveto[0] / fps
self.y += moveto[1] / fps self.y += moveto[1] / fps
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3]) touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
if touches is not None and not isinstance(touches, Weapons): if touches is not None and not isinstance(touches, Weapons):
if isinstance(touches, Obstacle): if isinstance(touches, Obstacle):
if not touches.collision: if not touches.collision:
return return
if touches.type == 'wall': if touches.type == 'wall':
if touches.name == 'wall_l': if touches.name == 'wall_l':
self.x += (2 + (self.x - touches.rect.x)) self.x += (2 + (self.x - touches.rect.x))
elif touches.name == 'wall_r': elif touches.name == 'wall_r':
self.x -= (2 + self.rect.width - (touches.rect.x - self.x)) self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
if touches.name == 'wall_t': if touches.name == 'wall_t':
self.y += (2 + (self.y - touches.rect.y)) self.y += (2 + (self.y - touches.rect.y))
elif touches.name == 'wall_b': elif touches.name == 'wall_b':
self.y -= (2 + self.rect.height - (touches.rect.y - self.y)) self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
return return
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x)) if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x)) elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
#if self.y <= touches.y: pass #if self.y <= touches.y: pass
#elif self.y > touches.y: pass #elif self.y > touches.y: pass
self.x -= moveto[0] * 2 / fps self.x -= moveto[0] * 2 / fps
self.y -= moveto[1] * 2 / fps self.y -= moveto[1] * 2 / fps
if isinstance(touches, NPC): if isinstance(touches, NPC):
touches.talk(objects) touches.talk(objects)
""" """
if self.x <= 32: if self.x <= 32:
self.x = 33 self.x = 33
elif self.x >= objects[3][0].width - 32: elif self.x >= objects[3][0].width - 32:
self.x = objects[3][0].width - 32 - self.rect.width + 1 self.x = objects[3][0].width - 32 - self.rect.width + 1
if self.y <= 32: if self.y <= 32:
self.y = 33 self.y = 33
elif self.y >= objects[3][0].height - 32: elif self.y >= objects[3][0].height - 32:
self.y = objects[3][0].height - 32 - self.rect.height + 1 self.y = objects[3][0].height - 32 - self.rect.height + 1
""" """
def attack(self, obj, mouse): def attack(self, obj, mouse):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
moveto = mouse- vec(self.x, self.y) moveto = mouse- vec(self.x, self.y)
if self.book.current_sp == 'fireball': if self.book.current_sp == 'fireball':
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5) weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
elif self.book.current_sp == 'windslash': elif self.book.current_sp == 'windslash':
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5) weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
else: else:
return return
obj[3].append(weapon) obj[3].append(weapon)
self.lastAttack = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks()
def update(self, keys, mouse, objects): def update(self, keys, mouse, objects):
if not self.talking: if not self.talking:
self.walk(keys, objects) self.walk(keys, objects)
if keys[pg.K_f]: if keys[pg.K_f]:
self.attack(objects, vec(mouse)) self.attack(objects, vec(mouse))
if self.health.health <= 0: if self.health.health <= 0:
return False return False
else: else:
return True return True
class Hearts(): class Hearts():
def __init__(self, health, sprite, x, y, hurtCooldown) -> None: def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
self.x = x self.x = x
self.y = y self.y = y
self.health = health self.health = health
self.lastHurt = pg.time.get_ticks() self.lastHurt = pg.time.get_ticks()
self.hurtCooldown = hurtCooldown self.hurtCooldown = hurtCooldown
self.hidden = False self.hidden = False
self.sprite=[] self.sprite=[]
for parts in sprite: for parts in sprite:
with open(f'art/images/{parts}') as i: with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i)) self.sprite.append(pg.image.load(i))
self.rect = [] self.rect = []
for each in self.sprite: for each in self.sprite:
self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height())) self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
def hurt(self,damage): def hurt(self,damage):
if self.lastHurt + self.hurtCooldown < pg.time.get_ticks(): if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
self.health -= damage self.health -= damage
self.lastHurt = pg.time.get_ticks() self.lastHurt = pg.time.get_ticks()
self.update() self.update()
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
for i in range(0, 5): for i in range(0, 5):
self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
screen.blit(self.sprite[i], self.rect[i]) screen.blit(self.sprite[i], self.rect[i])
def update(self): def update(self):
sprite = [] sprite = []
for i in range(0, 5): for i in range(0, 5):
if self.health >= 4 + 4 * i: if self.health >= 4 + 4 * i:
sprite.append('fullheart.png') sprite.append('fullheart.png')
elif self.health == 3 + 4 * i: elif self.health == 3 + 4 * i:
sprite.append('dreiviertelheart.png') sprite.append('dreiviertelheart.png')
elif self.health >= 2 + 4 * i: elif self.health >= 2 + 4 * i:
sprite.append('halfheart.png') sprite.append('halfheart.png')
elif self.health >= 1 + 4 * i: elif self.health >= 1 + 4 * i:
sprite.append('viertelheart.png') sprite.append('viertelheart.png')
elif self.health <= 4 * i: elif self.health <= 4 * i:
sprite.append('noheart.png') sprite.append('noheart.png')
self.sprite = [] self.sprite = []
for parts in sprite: for parts in sprite:
with open(f'art/images/{parts}') as i: with open(f'art/images/{parts}') as i:
self.sprite.append(pg.image.load(i)) self.sprite.append(pg.image.load(i))
class Level(Label): class Level(Label):
def __init__(self, x, y, width, height, text, font, font_size) -> None: def __init__(self, x, y, width, height, text, font, font_size) -> None:
super().__init__(x, y, width, height, text, font, font_size) super().__init__(x, y, width, height, text, font, font_size)
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/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
self.y = y self.y = y
self.hidden = True self.hidden = True
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='#000000', 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='#000000', 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='#000000', 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='#000000', sprite='empty.png')]
self.buttons=[] self.buttons=[]
self.buttons_height = 400 self.buttons_height = 400
def draw(self, screen): def draw(self, screen):
if self.hidden: if self.hidden:
return return
self.rect.x, self.rect.y = self.x, self.y self.rect.x, self.rect.y = self.x, self.y
screen.blit(self.sprite, self.rect) screen.blit(self.sprite, self.rect)
for label in self.labels: for label in self.labels:
label.draw(screen) label.draw(screen)
for button in self.buttons: for button in self.buttons:
button.update(screen) button.update(screen)
def addspell(self, spell): def addspell(self, spell):
if spell not in self.sp_list: if spell not in self.sp_list:
self.sp_list.append(spell) self.sp_list.append(spell)
self.current_sp = spell self.current_sp = spell
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell)) self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 100 self.buttons_height += 100
def update_spell(self, spell): def update_spell(self, spell):
self.current_sp = spell self.current_sp = spell
def update(self): def update(self):
pass pass
class Mobs(Fighter): class Mobs(Fighter):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
self.drops = drops * (self.level / 2) self.drops = drops * (self.level / 2)
class Skeleton(Mobs): class Skeleton(Mobs):
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None: def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops) super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
def chase(self, obj): def chase(self, obj):
x = obj[0][0].x x = obj[0][0].x
y = obj[0][0].y y = obj[0][0].y
moveto = vec(x, y) - vec(self.x, self.y) moveto = vec(x, y) - vec(self.x, self.y)
if not (moveto).length() <= self.attack_range: if not (moveto).length() <= self.attack_range:
moveto.scale_to_length(self.speed) moveto.scale_to_length(self.speed)
self.x += moveto[0] / fps self.x += moveto[0] / fps
self.y += moveto[1] / fps self.y += moveto[1] / fps
else: else:
self.attack(moveto, obj) self.attack(moveto, obj)
def attack(self, moveto, obj): def attack(self, moveto, obj):
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks(): if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage)) obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
self.lastAttack = pg.time.get_ticks() self.lastAttack = pg.time.get_ticks()
def hurt(self, damage, objects): def hurt(self, damage, objects):
self.health -= damage self.health -= damage
if self.health <= 0: if self.health <= 0:
self.hidden = True self.hidden = True
objects[1].remove(self) objects[1].remove(self)
def update(self, obj): def update(self, obj):
self.chase(obj) self.chase(obj)
class Weapons(Objects): class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
super().__init__(name, ms, sprite, x, y) super().__init__(name, ms, sprite, x, y)
self.moveto = moveto self.moveto = moveto
self.damage = damage self.damage = damage
self.life_ticks= life_ticks self.life_ticks= life_ticks
self.spawn_tick = pg.time.get_ticks() self.spawn_tick = pg.time.get_ticks()
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])
if touches is not None and isinstance(touches, kills): if touches is not None and isinstance(touches, kills):
touches.hurt(self.damage, objects) touches.hurt(self.damage, objects)
self.hidden = True self.hidden = True
objects[3].remove(self) objects[3].remove(self)
def move(self, objects): def move(self, objects):
self.moveto.scale_to_length(self.speed) self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps self.y += self.moveto[1] / fps
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks: if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
self.hidden = True self.hidden = True
objects[3].remove(self) objects[3].remove(self)
class Spells(Weapons): class Spells(Weapons):
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None: def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
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 = '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):
self.move(objects) self.move(objects)
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 = '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):
self.move(objects) self.move(objects)
self.die(objects, Mobs) self.die(objects, Mobs)
def move(self, objects): def move(self, objects):
super().move(objects) super().move(objects)
self.moveto = self.moveto.rotate(5) self.moveto = self.moveto.rotate(5)
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 = '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)