forked from InfoProjekt/game
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:
parent
953edca694
commit
501e84181f
3 changed files with 35 additions and 21 deletions
BIN
art/images/windslash.png
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BIN
art/images/windslash.png
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After Width: | Height: | Size: 400 B |
4
main.py
4
main.py
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@ -87,6 +87,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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for npc in objects[2]:
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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if objects[1] ==[]:
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objects[0][0].book.addspell('windslash')
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else:
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objects[0][0].book.hidden = not freeze
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52
viecher.py
52
viecher.py
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@ -202,6 +202,8 @@ class MainCharacter(Fighter):
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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, 5)
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else:
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return
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obj[3].append(weapon)
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@ -313,7 +315,7 @@ class Book():
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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(200, self.buttons_height, 58, 50, f'{spell}.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
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self.buttons.append(Button(200, self.buttons_height, 58, 50, f'{spell}_icon.png', 'medieval', 23, attributes=[spell], onclickFunction=self.update_spell))
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self.buttons_height += 100
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def update_spell(self, spell):
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@ -357,10 +359,12 @@ class Skeleton(Mobs):
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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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def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> 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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self.life_ticks= life_ticks
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self.spawn_tick = pg.time.get_ticks()
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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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@ -372,33 +376,39 @@ class Weapons(Objects):
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touches.hurt(self.damage, objects)
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self.hidden = True
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objects[3].remove(self)
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def move(self, objects):
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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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if pg.time.get_ticks() - self.spawn_tick > self.life_ticks:
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self.hidden = True
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objects[3].remove(self)
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class Spells(Weapons):
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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, moveto, damage)
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def __init__(self, name, ms, sprite, x, y, moveto, damage, life_ticks) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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class Fireball(Spells):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png') -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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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 __init__(self, name, ms, x, y, moveto, damage, sprite = 'fireball.png', life_ticks=5000) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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self.move()
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self.move(objects)
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self.die(objects, Mobs)
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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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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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class Windslash(Spells):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'windslash.png', life_ticks=150) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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self.move()
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self.move(objects)
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self.die(objects, Mobs)
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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, damage, sprite = 'arrow.png', life_ticks=5000) -> None:
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super().__init__(name, ms, sprite, x, y, moveto, damage, life_ticks)
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def update(self, objects):
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self.move(objects)
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self.die(objects, MainCharacter)
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