forked from InfoProjekt/game
added character collisions (not great yet tho) some simple background elements added and testet WIP
249 lines
8.4 KiB
Python
249 lines
8.4 KiB
Python
import pygame as pg
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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.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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class NPC(Objects):
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pass
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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 = 250
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class MainCharacter(Fighter):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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self.attack_spell = weapon
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self.shield_spell = shield
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self.talking = False
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self.level = Level(1000, 38, level, 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)
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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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def hurt(self, damage):
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self.health.hurt(damage)
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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[1] + objects[2])
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if touches is not None:
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self.x -= moveto[0] / fps #change later
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self.y -= moveto[1] / fps #change later
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def update(self, keys, objects):
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self.walk(keys, objects)
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if self.health.health <= 0:
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return False
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else:
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return True
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class Hearts():
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def __init__(self, health, sprite, x, y) -> 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 = 1000
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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/{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/{parts}') as i:
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self.sprite.append(pg.image.load(i))
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class Level():
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def __init__(self, x, y, level, width, height, text, font, font_size) -> None:
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self.x = x
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self.y = y
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self.level = level
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self.width = width
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self.height = height
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self.font = pg.font.Font(f'fonts/{fonts[font]}', font_size)
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self.hidden = False
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with open('art/images/label.png', 'r') as tb:
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self.box = pg.image.load(tb)
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self.box = pg.transform.scale(self.box, (width, height))
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self.labelRect = pg.Rect(self.x, self.y, self.width, self.height)
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self.labelSurf = self.font.render(text, True, '#1E90FF')
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def draw(self, screen):
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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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])
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screen.blit(self.box, self.labelRect)
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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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class Skeleton(Mobs):
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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops=0) -> None:
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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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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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else:
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self.attack(moveto, obj)
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def attack(self, moveto, obj):
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if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
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obj[1].append(Arrow("arrow", 200, self.x, self.y, moveto, self.damage))
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self.lastAttack = pg.time.get_ticks()
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def update(self, obj):
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self.chase(obj)
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class Weapons(Objects):
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def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
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super().__init__(name, ms, sprite, x, y)
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self.moveto = moveto
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self.damage = damage
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, damage, sprite="arrow.png") -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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pos = vec(1,0)
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angle = pos.angle_to(moveto)
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with open(f'art/images/{sprite}') as i:
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self.sprite = pg.transform.rotate(pg.image.load(i), -angle)
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def move(self):
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self.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0] / fps
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self.y += self.moveto[1] / fps
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def die(self, objects):
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touches = pg.sprite.spritecollideany(self, objects[0])
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if touches is not None and isinstance(touches, MainCharacter):
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touches.hurt(self.damage)
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self.hidden = True
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def update(self, objects):
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self.move()
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self.die(objects)
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