forked from InfoProjekt/game
		
	Development #8
					 5 changed files with 111 additions and 45 deletions
				
			
		
							
								
								
									
										
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										23
									
								
								classes.py
									
										
									
									
									
								
							
							
						
						
									
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								classes.py
									
										
									
									
									
								
							|  | @ -45,19 +45,19 @@ class Button(): | ||||||
|         self.onePress = onePress |         self.onePress = onePress | ||||||
|         self.alreadyPressed = False |         self.alreadyPressed = False | ||||||
| 
 | 
 | ||||||
|         with open(f'art/images/{image}', 'r') as tb: |         with open(f'art/images/box/{image}', 'r') as tb: | ||||||
|             self.box = pygame.image.load(tb) |             self.box = pygame.image.load(tb) | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
|         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) |         self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||||
| 
 | 
 | ||||||
|         self.buttonSurf = self.font.render(buttonText, True, '#baab80') |         self.buttonSurf = self.font.render(buttonText, True, (0,0,0)) | ||||||
| 
 | 
 | ||||||
|     def update(self, screen): |     def update(self, screen): | ||||||
|         mousePos = pygame.mouse.get_pos() |         mousePos = pygame.mouse.get_pos() | ||||||
|         if self.buttonRect.collidepoint(mousePos): |         if self.buttonRect.collidepoint(mousePos): | ||||||
|             if pygame.mouse.get_pressed(num_buttons=3)[0]: |             if pygame.mouse.get_pressed(3)[0]: | ||||||
|                 if self.onePress: |                 if self.onePress: | ||||||
|                     self.onclickFunction() |                     self.onclickFunction() | ||||||
|                 elif not self.alreadyPressed: |                 elif not self.alreadyPressed: | ||||||
|  | @ -76,22 +76,25 @@ class Button(): | ||||||
|         screen.blit(self.box, self.buttonRect) |         screen.blit(self.box, self.buttonRect) | ||||||
| 
 | 
 | ||||||
| class Label(): | class Label(): | ||||||
|     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = '#1E90FF', sprite = 'label.png') -> None: |     def __init__(self, x, y, width, height, text, font='simple', font_size=20, font_color = (0,0,0), sprite = 'label.png') -> None: | ||||||
|         self.x = x |         self.x = x | ||||||
|         self.y = y |         self.y = y | ||||||
|         self.width = width |         self.width = width | ||||||
|         self.height = height |         self.height = height | ||||||
|         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) |         self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size) | ||||||
|  |         self.font_color = font_color | ||||||
|  |         self.text = text | ||||||
|         self.hidden = False |         self.hidden = False | ||||||
|         with open(f'art/images/{sprite}', 'r') as tb: |         with open(f'art/images/box/{sprite}', 'r') as tb: | ||||||
|             self.box = pygame.image.load(tb) |             self.box = pygame.image.load(tb) | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
|         self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height) |          | ||||||
|         self.labelSurf = self.font.render(text, True, font_color) |  | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|             return |             return | ||||||
|  |         self.labelRect = pygame.Rect(self.x, self.y, self.width, self.height) | ||||||
|  |         self.labelSurf = self.font.render(self.text, True, self.font_color) | ||||||
|         self.box.blit(self.labelSurf, [ |         self.box.blit(self.labelSurf, [ | ||||||
|             self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, |             self.labelRect.width / 2 - self.labelSurf.get_rect().width / 2, | ||||||
|             self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 |             self.labelRect.height / 2 - self.labelSurf.get_rect().height / 2 | ||||||
|  | @ -110,7 +113,7 @@ class DropDown(): | ||||||
|         self.menu_active = False |         self.menu_active = False | ||||||
|         self.active_option = -1 |         self.active_option = -1 | ||||||
| 
 | 
 | ||||||
|         with open('art/images/textbox.png', 'r') as tb: |         with open('art/images/box/textbox.png', 'r') as tb: | ||||||
|             self.box = pygame.image.load(tb) |             self.box = pygame.image.load(tb) | ||||||
|             self.box = pygame.transform.scale(self.box, (width, height)) |             self.box = pygame.transform.scale(self.box, (width, height)) | ||||||
| 
 | 
 | ||||||
|  | @ -178,7 +181,7 @@ class GameObjects(): | ||||||
|         return |         return | ||||||
| 
 | 
 | ||||||
| class Scene(GameObjects): | class Scene(GameObjects): | ||||||
|     def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None: |     def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, level:list) -> None: | ||||||
|         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) |         super().__init__(name, _type, bg, objects, WIDTH, HEIGHT) | ||||||
|         self.level = level |         self.level = level | ||||||
|         self.current_level = 0 |         self.current_level = 0 | ||||||
|  | @ -282,5 +285,5 @@ class Obstacle(GameObjects): | ||||||
|         if not self.hidden: |         if not self.hidden: | ||||||
|             screen.blit(self.background, self.rect) |             screen.blit(self.background, self.rect) | ||||||
|         else: |         else: | ||||||
|             pygame.draw.rect(screen, '#e0a77f', self.rect, 2) |             pygame.draw.rect(screen, (0,0,0), self.rect, 2) | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
							
								
								
									
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								main.py
									
										
									
									
									
								
							
							
						
						
									
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								main.py
									
										
									
									
									
								
							|  | @ -42,19 +42,21 @@ def genRooms(WIDTH, HEIGHT, type:str, objects:list): | ||||||
|     return rooms |     return rooms | ||||||
|          |          | ||||||
| def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|     main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)] |     main = [MainCharacter('Herbert', 100, 'people/oldman.png', 500, 500, 20, 5, 1, 1, 50)] | ||||||
|     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))] |     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))] | ||||||
|     others = [] |      | ||||||
|     npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)] |     weapons = [] | ||||||
|     objects = [main, mobs, npcs, others] |     others = [Fire('f1', 0, 200, 300)] | ||||||
|  |     npcs = [NPC('name', 100, 'people/oldlady.png', 1, 200, 200)] | ||||||
|  |     objects = [main, mobs, npcs, weapons, others] | ||||||
|     level = [] |     level = [] | ||||||
|     rooms = genRooms(WIDTH, HEIGHT, 'grass', objects) |     rooms = genRooms(WIDTH, HEIGHT, 'background/grass', objects) | ||||||
|     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) |     level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms)) | ||||||
|     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) |     scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level) | ||||||
|     freeze = False #Gameplay is freezed in certain situations |     freeze = False #Gameplay is freezed in certain situations | ||||||
| 
 | 
 | ||||||
|     while running: |     while running: | ||||||
|         screen.fill('#000000') |         screen.fill((0,0,0)) | ||||||
|         events = pygame.event.get() |         events = pygame.event.get() | ||||||
|         for event in events: |         for event in events: | ||||||
|             if event.type == pygame.QUIT: |             if event.type == pygame.QUIT: | ||||||
|  | @ -72,7 +74,12 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|         if not freeze: |         if not freeze: | ||||||
|             objects = scene.getObjects() |             objects = scene.getObjects() | ||||||
|             screen.blit(scene.background, (32, 32)) |             screen.blit(scene.background, (32, 32)) | ||||||
|             for thing in objects[3]: |          | ||||||
|  |             for weapon in objects[3]: | ||||||
|  |                 weapon.update(objects) | ||||||
|  |                 weapon.draw(screen) | ||||||
|  |              | ||||||
|  |             for thing in objects[4]: | ||||||
|                 thing.update(objects) |                 thing.update(objects) | ||||||
|                 thing.draw(screen) |                 thing.draw(screen) | ||||||
| 
 | 
 | ||||||
|  | @ -151,7 +158,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT): | ||||||
|                 running = False |                 running = False | ||||||
|                 quitGame() |                 quitGame() | ||||||
|         # RENDER YOUR GAME HERE |         # RENDER YOUR GAME HERE | ||||||
|         with open(f'art/images/{background}', 'r') as i: |         with open(f'art/images/background/{background}', 'r') as i: | ||||||
|             bg = pygame.image.load(i) |             bg = pygame.image.load(i) | ||||||
|             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) |             bg = pygame.transform.scale(bg, (WIDTH, HEIGHT)) | ||||||
|         # fill the screen with an image to clear the screen |         # fill the screen with an image to clear the screen | ||||||
|  |  | ||||||
							
								
								
									
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								viecher.py
									
										
									
									
									
								
							
							
						
						
									
										100
									
								
								viecher.py
									
										
									
									
									
								
							|  | @ -44,7 +44,7 @@ class Objects(): | ||||||
|         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.transform.scale2x(pg.image.load(i)) |             self.sprite = pg.transform.scale2x(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 | ||||||
|  | @ -55,7 +55,7 @@ class Objects(): | ||||||
|             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, (0,0,0), 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: | ||||||
|  | @ -112,6 +112,8 @@ class MainCharacter(Fighter): | ||||||
|         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) | ||||||
|  |         self.speech = Speech(self.x+20, self.y-50, 150, 100, 'brr Im freezing') | ||||||
|  |         self.freezing = True | ||||||
| 
 | 
 | ||||||
|     def draw(self, screen): |     def draw(self, screen): | ||||||
|         if self.hidden: |         if self.hidden: | ||||||
|  | @ -121,7 +123,9 @@ class MainCharacter(Fighter): | ||||||
|         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, (0,0,0), self.rect, 2) | ||||||
|  |         if self.speech.hidden == False: | ||||||
|  |             self.speech.draw(screen, self.x+20, self.y-100) | ||||||
| 
 | 
 | ||||||
|     def hurt(self, damage, objects): |     def hurt(self, damage, objects): | ||||||
|         if not self.talking: |         if not self.talking: | ||||||
|  | @ -194,6 +198,7 @@ class MainCharacter(Fighter): | ||||||
|             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)) | ||||||
|  |             self.speech.update(self) | ||||||
|         if self.health.health <= 0: |         if self.health.health <= 0: | ||||||
|             return False |             return False | ||||||
|         else: |         else: | ||||||
|  | @ -209,7 +214,7 @@ class Hearts(): | ||||||
|         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/main_attributes/{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: | ||||||
|  | @ -243,7 +248,7 @@ class Hearts(): | ||||||
|                 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/main_attributes/{parts}') as i: | ||||||
|                 self.sprite.append(pg.image.load(i)) |                 self.sprite.append(pg.image.load(i)) | ||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
|  | @ -251,9 +256,25 @@ 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 Speech(Label): | ||||||
|  |     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 | ||||||
|      |      | ||||||
|  | @ -296,10 +317,6 @@ class Mobs(Fighter): | ||||||
|         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): |  | ||||||
|     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): |     def chase(self, obj): | ||||||
|         x = obj[0][0].x |         x = obj[0][0].x | ||||||
|         y = obj[0][0].y |         y = obj[0][0].y | ||||||
|  | @ -311,10 +328,6 @@ class Skeleton(Mobs): | ||||||
|         else: |         else: | ||||||
|             self.attack(moveto, obj) |             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): |     def hurt(self, damage, objects): | ||||||
|         self.health -= damage |         self.health -= damage | ||||||
|  | @ -322,10 +335,31 @@ class Skeleton(Mobs): | ||||||
|             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 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): | 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) | ||||||
|  | @ -336,7 +370,7 @@ 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.scale2x(pg.transform.rotate(pg.image.load(i), -angle)) |             self.sprite =pg.transform.scale2x(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 +392,7 @@ 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 +400,7 @@ 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=700) -> 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 +413,31 @@ 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 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) | ||||||
|  | 
 | ||||||
|  |  | ||||||
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		Reference in a new issue