Changed Book and fixed NPC convo #75
					 3 changed files with 20 additions and 8 deletions
				
			
		
							
								
								
									
										
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							| After Width: | Height: | Size: 626 B | 
							
								
								
									
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								main.py
									
										
									
									
									
								
							
							
						
						
									
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								main.py
									
										
									
									
									
								
							|  | @ -52,7 +52,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) | ||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||
|     freeze = True #Gameplay is freezed in certain situations | ||||
|     freeze = False #Gameplay is freezed in certain situations | ||||
| 
 | ||||
|     while running: | ||||
|         screen.fill('#000000') | ||||
|  | @ -85,7 +85,7 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|             for thing in objects[0]: | ||||
|                 thing.book.hidden = not freeze | ||||
|                 if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): | ||||
|                     menu(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                     village(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                 thing.draw(screen) | ||||
|          | ||||
|             for mob in objects[1]: | ||||
|  | @ -99,7 +99,6 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|             objects[0][0].book.addspell('windslash') | ||||
|             scene.update(False, objects) | ||||
| 
 | ||||
|          | ||||
|         else: | ||||
|             objects[0][0].book.hidden = not freeze | ||||
|             objects[0][0].book.draw(screen) | ||||
|  | @ -113,7 +112,7 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|     main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||
|     mobs = [] | ||||
|     weapons = [] | ||||
|     others = [Fire('f1', 0, 200, 300)] | ||||
|     others = [Fire('f1', 0, 200, 300), Portal('p1', 0, 1000, 500)] | ||||
|     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] | ||||
|     objects = [main, mobs, npcs, weapons, others] | ||||
|     room = Room('village', 'village', 'art/images/background/village.png', objects, WIDTH - 64, HEIGHT - 64, [True, True, True, True], 0) | ||||
|  | @ -139,14 +138,15 @@ def village(screen, clock, running, background, isblack, WIDTH, HEIGHT): | |||
|             objects = room.getObjects() | ||||
|             screen.blit(room.background, (32, 32)) | ||||
|          | ||||
|             for thing in objects[4]: | ||||
|                 if thing.update(objects): | ||||
|                     play(screen, clock, running, background, isblack, WIDTH, HEIGHT) | ||||
|                 thing.draw(screen) | ||||
| 
 | ||||
|             for weapon in objects[3]: | ||||
|                 weapon.update(objects) | ||||
|                 weapon.draw(screen) | ||||
| 
 | ||||
|             for thing in objects[4]: | ||||
|                 thing.update(objects) | ||||
|                 thing.draw(screen) | ||||
| 
 | ||||
|             for thing in objects[0]: | ||||
|                 thing.book.hidden = not freeze | ||||
|                 if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects): | ||||
|  |  | |||
							
								
								
									
										12
									
								
								viecher.py
									
										
									
									
									
								
							
							
						
						
									
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								viecher.py
									
										
									
									
									
								
							|  | @ -481,4 +481,16 @@ class Fire(Objects): | |||
| 
 | ||||
|     def update(self, objects): | ||||
|         self.warming(objects) | ||||
|         return False | ||||
| 
 | ||||
| 
 | ||||
| class Portal(Objects): | ||||
|     def __init__(self, name, ms, x, y, sprite='portal.png') -> None: | ||||
|         super().__init__(name, ms, sprite, x, y) | ||||
|      | ||||
|     def update(self, objects): | ||||
|         touches = pg.sprite.spritecollideany(self, objects[0]) | ||||
|         if touches is not None and isinstance(touches, MainCharacter): | ||||
|             return True | ||||
|         else: | ||||
|             return False | ||||
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