forked from InfoProjekt/game
542 lines
22 KiB
Python
542 lines
22 KiB
Python
import pygame as pg
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from classes import *
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from main import *
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import random
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vec = pg.math.Vector2
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fps = 60
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pg.font.init()
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fonts = {
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'medieval': 'medieval.ttf',
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'minecraft': 'Minecraft Evenings.otf',
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'3dpixel': '3D-Pixel.ttf',
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'8bit': '8bitlim.ttf',
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'8bito': '8blimro.ttf',
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'arcade': 'ARCADECLASSIC.ttf',
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'modern_game': 'astron boy video.otf',
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'modern': 'astron boy.otf',
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'wonder': 'Beyond Wonderland.ttf',
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'curved': 'Digitag.ttf',
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'simple': 'DisposableDroidBB.ttf',
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'rounded': 'dpcomic.ttf',
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'playfull': 'Endalian Script.ttf',
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'blocky': 'FREAKSOFNATURE.ttf',
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'catchy': 'Future TimeSplitters.otf',
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'simple_wide': 'Halo3.ttf',
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'simple_fat': 'INVASION2000.ttf',
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'very_gamy': 'ka1.ttf',
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'simple_round': 'Karma Suture.otf',
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'mono': 'manaspc.ttf',
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'damaged': 'Merchant Copy.ttf',
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'big_natural': 'MorialCitadel.TTF',
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'spacy': 'nasalization-rg.otf',
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'sci-fi': 'neuropol.otf',
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'hollow_big_edge': 'papercut.ttf',
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'space_shuttle': 'pdark.ttf',
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'thin': 'PixelFJVerdana12pt.ttf',
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'random': 'Seattle Avenue.ttf',
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'pixel': 'yoster.ttf'
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}
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class Objects():
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def __init__(self, name, ms, sprite, x, y) -> None:
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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.x = x
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self.y = y
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self.hidden = False
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self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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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.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, '#ef0120', self.rect, 2)
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_scene, x, y) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.talking = False
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self.hidden = False
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self.conversation = Convo(self, convo_scene)
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self.lastUpdate = pg.time.get_ticks()
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def talk(self, objects):
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self.talking = True
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objects[0][0].talking = True
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def draw(self, screen):
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super().draw(screen)
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if self.talking:
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self.conversation.draw(screen)
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def update(self, keys, objects):
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if self.name == 'oldlady':
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if self.conversation.convo_scene==0 and 'rat' in objects[0][0].killed and objects[1]==[]:
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self.conversation.convo_scene=1
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if self.lastUpdate + 200 < pg.time.get_ticks():
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if self.talking:
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self.conversation.update(keys, objects)
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self.lastUpdate = pg.time.get_ticks()
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else:
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touches = pg.sprite.spritecollideany(self, objects[0])
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if touches is not None and keys[pg.K_f] and isinstance(touches, MainCharacter):
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self.talk(objects)
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self.lastUpdate = pg.time.get_ticks()
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class Convo(Label):
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def __init__(self, npc, convo_scene, text='', x = 140, y = 600, width = 1000, height = 100, font='simple', font_size = 20) -> None:
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super().__init__(x, y, width, height, text, font, font_size)
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self.convo_act=0
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self.npc = npc
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self.convo_scene = convo_scene
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self.convos = [
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['oldlady', 0, ['There are so many rats here.', 'I wish someone would to something against that.','An experienced fighter could kill them.', 'For them it only takes a mouseclick.']],
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['oldlady', 1, ['Oh, did you kill all the rats?', 'You must be the chosen one!', 'It would be nice if you would go and talk to the village elder.']],
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['elder', 0, ['Who are you?', 'You want to help us?', 'We have a serious problem with some monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal outside,', 'You will be send to some monsters.', 'PLEASE help us!']],
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['elder', 1, ['Who are you?', 'You want to help us?', 'We have a serious problem with some monsters.', 'One day they appeared out of nowhere and started attacking.', 'When you jump into the portal outside,', 'You will be send to some monsters.', 'PLEASE help us!']]
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]
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def draw(self, screen):
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self.text = self.findConversation()[2][self.convo_act]
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super().draw(screen)
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def findConversation(self):
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for convo in self.convos:
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if convo[0] == self.npc.name and convo[1] == self.convo_scene:
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return convo
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return ['ERROR']
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def update(self, keys, objects):
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if keys[pg.K_f]:
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convo = self.findConversation()
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if self.convo_act+1 < len(convo[2]):
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self.text = convo[2][self.convo_act]
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self.convo_act += 1
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else:
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if convo[0] == 'oldlady':
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if convo[1] == 0:
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for i in range(0,5):
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objects[1].append(Rat('rat', random.randint(150,250), 800, 400+i*20, 1, 1, 1, 100, 25))
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elif convo[1] == 1:
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objects[0][0].level.level = 5
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while 'rat' in objects[0][0].killed: objects[0][0].killed.remove('rat')
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if convo[0] == 'elder':
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if convo[1] == 0:
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objects[4].append(Obstacle('portal', 'interactable', 'art/images/background/portal.png', False, 700, 300))
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self.convo_scene += 1
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self.convo_act = 0
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self.npc.talking = False
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objects[0][0].talking = False
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class Fighter(Objects):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.health = health
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self.damage = damage
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self.level = level
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self.attack_speed = asp
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self.attack_range = atr
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self.lastHurt = pg.time.get_ticks()
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self.lastAttack = pg.time.get_ticks()
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self.hurtCooldown = 0
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, killed =[]) -> None:
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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, level, 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.thinks = Thinks(self.x+20, self.y-50, 150, 100, 'brr Im freezing')
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self.freezing = True
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self.killed = killed #amount of mobs that were killed
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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.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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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, '#e900fa', self.rect, 2)
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if self.thinks.hidden == False:
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self.thinks.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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self.health.hurt(damage)
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def obstacle_interaction(self, objects):
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touches = pg.sprite.spritecollideany(self, objects[4])
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if touches is not None:
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if touches.name == 'fireplace':
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self.freezing = False
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elif touches.name == 'portal' and self.level.level != 1:
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return 'play'
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elif touches.name == 'house' and self.level.level != 1:
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self.x = 500
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self.y = 400
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return 'house'
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elif 'wall' in touches.name:
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return 'wall'
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else:
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return True
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def walk(self, keys, objects):
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moveto = vec(0, 0)
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if keys[pg.K_w] or keys[pg.K_UP]:
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moveto += vec(0, -1)
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if keys[pg.K_a] or keys[pg.K_LEFT]:
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moveto += vec(-1, 0)
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if keys[pg.K_s] or keys[pg.K_DOWN]:
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moveto += vec(0, 1)
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if keys[pg.K_d] or keys[pg.K_RIGHT]:
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moveto += vec(1, 0)
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if not moveto == vec(0, 0):
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moveto.scale_to_length(self.speed)
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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[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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# print(touches.name)
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return
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if touches.type == 'wall':
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if touches.name == 'wall_l':
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self.x += (2 + (self.x - touches.rect.x))
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elif touches.name == 'wall_r':
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self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
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if touches.name == 'wall_t':
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self.y += (2 + (self.y - touches.rect.y))
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elif touches.name == 'wall_b':
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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return
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elif isinstance(touches, NPC):
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return
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66))
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#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
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"""
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if self.x <= 32:
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self.x = 33
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elif self.x >= objects[3][0].width - 32:
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self.x = objects[3][0].width - 32 - self.rect.width + 1
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if self.y <= 32:
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self.y = 33
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elif self.y >= objects[3][0].height - 32:
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self.y = objects[3][0].height - 32 - self.rect.height + 1
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"""
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def attack(self, obj, mouse):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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moveto = mouse - vec(self.x, self.y)
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if self.book.current_sp == 'fireball':
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weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
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elif self.book.current_sp == 'windslash':
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weapon = Windslash('ws1', 100, self.x, self.y, moveto, 10)
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else:
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weapon = Punch('punch', 100, self.x, self.y, moveto, 1, Mobs, life_ticks=500)
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obj[3].append(weapon)
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self.lastAttack = pg.time.get_ticks()
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def update(self, keys, mouse, objects):
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if not self.talking:
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self.walk(keys, objects)
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if pg.mouse.get_pressed()[0]:
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self.attack(objects, vec(mouse))
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self.thinks.update(self)
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if self.health.health <= 0:
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return 'village'
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else:
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return self.obstacle_interaction(objects)
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class Hearts():
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def __init__(self, health, sprite, x, y, hurtCooldown) -> None:
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self.x = x
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self.y = y
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self.health = health
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self.lastHurt = pg.time.get_ticks()
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self.hurtCooldown = hurtCooldown
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self.hidden = False
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self.sprite=[]
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for parts in sprite:
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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.rect = []
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for each in self.sprite:
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self.rect.append(pg.Rect(self.x, self.y, each.get_width(), each.get_height()))
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def hurt(self,damage):
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if self.lastHurt + self.hurtCooldown < pg.time.get_ticks():
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self.health -= damage
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self.lastHurt = pg.time.get_ticks()
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self.update()
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def draw(self, screen):
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if self.hidden:
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return
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for i in range(0, 5):
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self.rect[i].x, self.rect[i].y = self.x + i * 20, self.y
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screen.blit(self.sprite[i], self.rect[i])
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def update(self):
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sprite = []
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for i in range(0, 5):
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if self.health >= 4 + 4 * i:
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sprite.append('fullheart.png')
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elif self.health == 3 + 4 * i:
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sprite.append('dreiviertelheart.png')
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elif self.health >= 2 + 4 * i:
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sprite.append('halfheart.png')
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elif self.health >= 1 + 4 * i:
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sprite.append('viertelheart.png')
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elif self.health <= 4 * i:
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sprite.append('noheart.png')
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self.sprite = []
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for parts in sprite:
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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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class Level(Label):
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def __init__(self, x, y, width, height, level, text, font='simple', font_size=20, font_color='#1e90ff', sprite='label.png') -> None:
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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self.level = level
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def draw(self, screen):
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self.text = f'will to live: {self.level}%'
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super().draw(screen)
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class Thinks(Label):
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def __init__(self, x, y, width, height, text, font='simple', font_size=15, font_color='#000000', sprite='thinks.png') -> None:
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super().__init__(x, y, width, height, text, font, font_size, font_color, sprite)
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def draw(self, screen, x, y):
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if self.hidden:
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return
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self.x = x
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self.y = y
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super().draw(screen)
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def update(self, main):
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if not self.hidden:
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if not main.freezing:
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self.hidden = True
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class Book():
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def __init__(self, x, y, spells, current_spell, current_shield) -> None:
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with open(f'art/images/main_attributes/book.png') as i:
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self.sprite = pg.image.load(i)
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self.sprite = pg.transform.scale(self.sprite, (1280, 720))
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self.x = x
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self.y = y
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self.hidden = False
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self.rect = pg.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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self.sp_list = spells
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self.current_sp = current_spell
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self.text_left = ["Dear User, ", "in case you fell on the ground too hard,", "here is a quick reminder:",
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"You are a homeless person. One cold day","you went to the library to warm up yourself.",
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"There you got bored and found and opened me.", "This lead to you being thrown into this world.",
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"But you can find a way out of here again."]
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self.text_right = ["This book will help you to survive.", "You can open and close me when pressing e.",
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"Click on a picture to choose your spell.",
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"Talk to fairies to unlock new spells!"]
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self.buttons=[]
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self.buttons_y = 400
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self.buttons_x = 800
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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.rect.x, self.rect.y = self.x, self.y
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screen.blit(self.sprite, self.rect)
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text_left_y = 100
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text_right_y = 100
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for text in self.text_left:
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label = Label(100, text_left_y, 500, 50, text, font_color='#000000', sprite='empty.png')
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label.draw(screen)
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text_left_y += 50
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for text in self.text_right:
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label = Label(680, text_right_y, 500, 50, text, font_color='#000000', sprite='empty.png')
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label.draw(screen)
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text_right_y += 50
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for button in self.buttons:
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button.update(screen)
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def addspell(self, spell):
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if spell not in self.sp_list:
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self.sp_list.append(spell)
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self.current_sp = spell
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self.buttons.append(Button(self.buttons_x, self.buttons_y, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
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self.buttons_y += 100
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def update_spell(self, spell):
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self.current_sp = spell
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def update(self):
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pass
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class Mobs(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.drops = drops * (self.level / 2)
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def chase(self, obj):
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x = obj[0][0].x
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y = obj[0][0].y
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moveto = vec(x, y) - vec(self.x, self.y)
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if not (moveto).length() <= self.attack_range:
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moveto.scale_to_length(self.speed)
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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, obj[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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return
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if touches.type == 'wall':
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if touches.name == 'wall_l':
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self.x += (2 + (self.x - touches.rect.x))
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elif touches.name == 'wall_r':
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self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
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if touches.name == 'wall_t':
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self.y += (2 + (self.y - touches.rect.y))
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elif touches.name == 'wall_b':
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self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
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if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
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elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x - touches.rect.width * 0.66))
|
|
else:
|
|
self.attack(moveto, obj)
|
|
|
|
|
|
def hurt(self, damage, objects):
|
|
self.health -= damage
|
|
if self.health <= 0:
|
|
objects[0][0].killed.append(self.name)
|
|
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, MainCharacter))
|
|
self.lastAttack = pg.time.get_ticks()
|
|
|
|
class Rat(Mobs):
|
|
def __init__(self, name, ms, x, y, health, damage, level, asp, atr, sprite='people/rat.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, MainCharacter))
|
|
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)
|
|
self.moveto = moveto
|
|
self.damage = damage
|
|
self.life_ticks= life_ticks
|
|
self.spawn_tick = pg.time.get_ticks()
|
|
pos = vec(1,0)
|
|
angle = pos.angle_to(moveto)
|
|
|
|
self.sprite = pg.transform.rotate(self.sprite, -angle)
|
|
|
|
def die(self, objects, kills):
|
|
touches = pg.sprite.spritecollideany(self, objects[0] + objects[1])
|
|
if touches is not None and isinstance(touches, kills):
|
|
touches.hurt(self.damage, objects)
|
|
self.hidden = True
|
|
if self in objects[3]:
|
|
objects[3].remove(self)
|
|
|
|
def move(self, objects):
|
|
self.moveto.scale_to_length(self.speed)
|
|
self.x += self.moveto[0] / fps
|
|
self.y += self.moveto[1] / fps
|
|
if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
|
|
self.hidden = True
|
|
objects[3].remove(self)
|
|
|
|
class Spells(Weapons):
|
|
def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
|
|
class Fireball(Spells):
|
|
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):
|
|
self.move(objects)
|
|
self.die(objects, Mobs)
|
|
|
|
class Windslash(Spells):
|
|
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'weapons/windslash.png', life_ticks=1000) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
|
|
def update(self, objects):
|
|
self.move(objects)
|
|
self.die(objects, Mobs)
|
|
|
|
def move(self, objects):
|
|
super().move(objects)
|
|
self.moveto = self.moveto.rotate(5)
|
|
|
|
|
|
class Arrow(Weapons):
|
|
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, kills, sprite = 'weapons/empty.png', life_ticks=100) -> None:
|
|
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
|
|
self.kills = kills
|
|
|
|
def update(self, objects):
|
|
self.move(objects)
|
|
self.die(objects, self.kills)
|