Merge pull request 'main' (#72) from Spafi/game:main into Development
Reviewed-on: InfoProjekt/game#72
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art/images/box/speech.png
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art/images/people/oldlady.png
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art/images/people/rat.png
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art/images/people/skeleton.png
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art/images/people/zombie.png
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art/images/weapons/empty.png
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21
classes.py
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@ -45,7 +45,7 @@ class Button():
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self.onePress = onePress
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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.transform.scale(self.box, (width, height))
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@ -57,7 +57,7 @@ class Button():
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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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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self.onclickFunction()
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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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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 = '#1e90ff', sprite = 'label.png') -> None:
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self.x = x
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self.y = y
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self.width = width
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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_color = font_color
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self.text = text
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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.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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if self.hidden:
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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.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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@ -110,7 +113,7 @@ class DropDown():
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self.menu_active = False
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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.transform.scale(self.box, (width, height))
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@ -178,7 +181,7 @@ class GameObjects():
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return
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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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self.level = level
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self.current_level = 0
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@ -282,5 +285,5 @@ class Obstacle(GameObjects):
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if not self.hidden:
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screen.blit(self.background, self.rect)
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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, '#e7f8e0', self.rect, 2)
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37
main.py
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@ -14,6 +14,7 @@ def setUp(config):
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else:
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screen = pygame.display.set_mode(config["res"])
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clock = pygame.time.Clock()
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pygame.display.set_caption('Between The Pages')
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return screen, clock, True, True, "start.png", []
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def readConfig():
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@ -29,21 +30,24 @@ def quitGame():
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = []
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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/river.png', True, random.randint(32, round(WIDTH * 0.75)), 32, WIDTH=96, HEIGHT=round(HEIGHT * 0.66)))
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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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room_backgrounds = [f'art/images/background/{type}{i}.png' for i in range(1)]
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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, 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, 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, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
|
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]
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return rooms
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Room(type, 'normal', room_backgrounds[random.randint(0, 0)], [objects[0], objects[1], objects[2], objects[3], objects[4] + [room_objects[random.randint(0, 0)] for i in range(0, random.randint(0, 1))]], WIDTH - 64, HEIGHT - 64, [True, True, True, True], j)
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for j in range(random.randint(5, 10))
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]
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#rooms =Room(type, 'normal', room_backgrounds[random.randint(0, 4)], [objects[0], objects[1], objects[2], [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, True], j)
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return rooms
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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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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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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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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), random.randint(50, WIDTH - 50), random.randint(50, HEIGHT - 50), 5, 1, 1, 1, 200) for i in range(0,random.randint(2, 8))]+[Zombie(i, random.randint(40, 60), random.randint(50, WIDTH-50), random.randint(50, HEIGHT-50), 5, 1, 1, 1, 100) for i in range(0,random.randint(2, 8))]
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weapons = []
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others = [Fire('f1', 0, 200, 300)]
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npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)]
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objects = [main, mobs, npcs, weapons, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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@ -69,10 +73,15 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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if not freeze:
|
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objects = scene.getObjects()
|
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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.draw(screen)
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|
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|
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for thing in objects[0]:
|
||||
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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@ -148,7 +157,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
|
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running = False
|
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quitGame()
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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.transform.scale(bg, (WIDTH, HEIGHT))
|
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# fill the screen with an image to clear the screen
|
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119
viecher.py
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@ -44,7 +44,7 @@ class Objects():
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self.name = name
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self.speed = ms
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with open(f'art/images/{sprite}') as i:
|
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self.sprite = pg.transform.scale2x(pg.image.load(i))
|
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self.sprite = pg.transform.scale2x(pg.image.load(i))
|
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self.x = x
|
||||
self.y = y
|
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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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self.rect.x, self.rect.y = self.x, self.y
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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, '#ef0120', self.rect, 2)
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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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@ -110,9 +110,11 @@ class MainCharacter(Fighter):
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.book = Book(0, 0, [], None, None)
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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.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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if self.hidden:
|
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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.level.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, '#e900fa', 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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if not self.talking:
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@ -142,7 +146,7 @@ class MainCharacter(Fighter):
|
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|
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self.x += moveto[0] / fps
|
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self.y += moveto[1] / fps
|
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touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
|
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touches = pg.sprite.spritecollideany(self, objects[2] + objects[4])
|
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if touches is not None and not isinstance(touches, Weapons):
|
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if isinstance(touches, Obstacle):
|
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if not touches.collision:
|
||||
|
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@ -157,15 +161,20 @@ class MainCharacter(Fighter):
|
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elif touches.name == 'wall_b':
|
||||
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
|
||||
return
|
||||
|
||||
elif isinstance(touches, NPC):
|
||||
if keys[pg.K_SPACE]:
|
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touches.talk(objects)
|
||||
return
|
||||
else:
|
||||
return
|
||||
|
||||
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))
|
||||
#if self.y <= touches.y: pass
|
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#elif self.y > touches.y: pass
|
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self.x -= moveto[0] * 2 / fps
|
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self.y -= moveto[1] * 2 / fps
|
||||
if isinstance(touches, NPC):
|
||||
touches.talk(objects)
|
||||
|
||||
"""
|
||||
if self.x <= 32:
|
||||
self.x = 33
|
||||
|
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@ -194,6 +203,7 @@ class MainCharacter(Fighter):
|
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self.walk(keys, objects)
|
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if keys[pg.K_f]:
|
||||
self.attack(objects, vec(mouse))
|
||||
self.speech.update(self)
|
||||
if self.health.health <= 0:
|
||||
return False
|
||||
else:
|
||||
|
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@ -209,7 +219,7 @@ class Hearts():
|
|||
self.hidden = False
|
||||
self.sprite=[]
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
with open(f'art/images/main_attributes/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
self.rect = []
|
||||
for each in self.sprite:
|
||||
|
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@ -243,17 +253,33 @@ class Hearts():
|
|||
sprite.append('noheart.png')
|
||||
self.sprite = []
|
||||
for parts in sprite:
|
||||
with open(f'art/images/{parts}') as i:
|
||||
with open(f'art/images/main_attributes/{parts}') as i:
|
||||
self.sprite.append(pg.image.load(i))
|
||||
|
||||
|
||||
class Level(Label):
|
||||
def __init__(self, x, y, width, height, text, font, font_size) -> None:
|
||||
super().__init__(x, y, width, height, text, font, font_size)
|
||||
def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
|
||||
super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
|
||||
|
||||
class Speech(Label):
|
||||
def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', 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():
|
||||
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.transform.scale(self.sprite, (1280, 720))
|
||||
self.x = x
|
||||
|
|
@ -295,10 +321,6 @@ class Mobs(Fighter):
|
|||
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)
|
||||
self.drops = drops * (self.level / 2)
|
||||
|
||||
class Skeleton(Mobs):
|
||||
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)
|
||||
|
||||
def chase(self, obj):
|
||||
x = obj[0][0].x
|
||||
|
|
@ -310,22 +332,39 @@ class Skeleton(Mobs):
|
|||
self.y += moveto[1] / fps
|
||||
else:
|
||||
self.attack(moveto, obj)
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
|
||||
def hurt(self, damage, objects):
|
||||
self.health -= damage
|
||||
if self.health <= 0:
|
||||
self.hidden = True
|
||||
objects[1].remove(self)
|
||||
|
||||
|
||||
|
||||
def update(self, obj):
|
||||
self.chase(obj)
|
||||
|
||||
|
||||
class Skeleton(Mobs):
|
||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite = 'people/skeleton.png', drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
|
||||
class Zombie(Mobs):
|
||||
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/zombie.png', drops=0) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
|
||||
|
||||
|
||||
def attack(self, moveto, obj):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
obj[3].append(Punch('punch', 100, self.x, self.y, moveto, self.damage))
|
||||
self.lastAttack = pg.time.get_ticks()
|
||||
|
||||
class Weapons(Objects):
|
||||
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
|
||||
super().__init__(name, ms, sprite, x, y)
|
||||
|
|
@ -335,8 +374,8 @@ class Weapons(Objects):
|
|||
self.spawn_tick = pg.time.get_ticks()
|
||||
pos = vec(1,0)
|
||||
angle = pos.angle_to(moveto)
|
||||
with open(f'art/images/{sprite}') as i:
|
||||
self.sprite = pg.transform.scale2x(pg.transform.rotate(pg.image.load(i), -angle))
|
||||
|
||||
self.sprite = pg.transform.rotate(self.sprite, -angle)
|
||||
|
||||
def die(self, objects, kills):
|
||||
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
||||
|
|
@ -358,7 +397,7 @@ class Spells(Weapons):
|
|||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
|
||||
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)
|
||||
|
||||
def update(self, objects):
|
||||
|
|
@ -366,7 +405,7 @@ class Fireball(Spells):
|
|||
self.die(objects, Mobs)
|
||||
|
||||
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=700) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
|
||||
def update(self, objects):
|
||||
|
|
@ -379,9 +418,31 @@ class Windslash(Spells):
|
|||
|
||||
|
||||
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)
|
||||
|
||||
def update(self, objects):
|
||||
self.move(objects)
|
||||
self.die(objects, MainCharacter)
|
||||
|
||||
|
||||
class Punch(Weapons):
|
||||
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/empty.png', life_ticks=100) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
||||
|
||||
def update(self, objects):
|
||||
self.move(objects)
|
||||
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)
|
||||
|
||||
|
|
|
|||