added a new missile

new to character: wind slash attack
added projectile lifetime (in frames, maybe change to 5*fps later)

Signed-off-by: SpagettiFisch <63868515+SpagettiFisch@users.noreply.github.com>
This commit is contained in:
SpagettiFisch 2024-03-06 14:26:32 +01:00
parent 953edca694
commit 501e84181f
3 changed files with 35 additions and 21 deletions

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art/images/windslash.png Normal file

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@ -87,6 +87,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
for npc in objects[2]:
npc.update(pygame.key.get_pressed(), objects)
npc.draw(screen)
if objects[1] ==[]:
objects[0][0].book.addspell('windslash')
else:
objects[0][0].book.hidden = not freeze

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@ -202,6 +202,8 @@ class MainCharacter(Fighter):
moveto = mouse- vec(self.x, self.y)
if self.book.current_sp == 'fireball':
weapon = Fireball('fb1', 100, self.x, self.y, moveto, 5)
elif self.book.current_sp == 'windslash':
weapon = Windslash('ws1', 100, self.x, self.y, moveto, 5)
else:
return
obj[3].append(weapon)
@ -313,7 +315,7 @@ class Book():
if spell not in self.sp_list:
self.sp_list.append(spell)
self.current_sp = spell
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
self.buttons_height += 100
def update_spell(self, spell):
@ -357,10 +359,12 @@ class Skeleton(Mobs):
class Weapons(Objects):
def __init__(self, name, ms, sprite, x, y, moveto, damage) -> None:
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)
with open(f'art/images/{sprite}') as i:
@ -372,33 +376,39 @@ class Weapons(Objects):
touches.hurt(self.damage, objects)
self.hidden = True
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) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage)
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 = 'fireball.png') -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move()
self.move(objects)
self.die(objects, Mobs)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png') -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage)
def move(self):
self.moveto.scale_to_length(self.speed)
self.x += self.moveto[0] / fps
self.y += self.moveto[1] / fps
class Windslash(Spells):
def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=150) -> None:
super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
def update(self, objects):
self.move()
self.move(objects)
self.die(objects, Mobs)
class Arrow(Weapons):
def __init__(self, name, ms, x, y, moveto, damage, sprite = '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)