forked from InfoProjekt/game
Merge pull request 'Development' (#6) from InfoProjekt/game:Development into main
Reviewed-on: Lyzzy/game#6
This commit is contained in:
commit
e2ec301fce
6 changed files with 187 additions and 70 deletions
BIN
art/images/fireball_icon.png
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art/images/fireball_icon.png
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After Width: | Height: | Size: 581 B |
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art/images/windslash.png
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art/images/windslash.png
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After Width: | Height: | Size: 400 B |
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art/images/windslash_icon.png
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art/images/windslash_icon.png
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After Width: | Height: | Size: 433 B |
74
classes.py
74
classes.py
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@ -34,12 +34,13 @@ fonts = {
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}
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class Button():
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def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False):
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def __init__(self, x, y, width, height, image, font, font_size, buttonText='', onclickFunction=None, onePress=False, attributes=None):
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self.font = pygame.font.Font(f'fonts/{fonts[font]}', font_size)
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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self.attributes = attributes
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self.onclickFunction = onclickFunction
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self.onePress = onePress
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self.alreadyPressed = False
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@ -53,15 +54,15 @@ class Button():
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self.buttonSurf = self.font.render(buttonText, True, '#baab80')
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def update(self, screen, clock=None, running=None, background=None, isblack=None, WIDTH=None, HEIGHT=None):
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def update(self, screen):
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mousePos = pygame.mouse.get_pos()
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if self.buttonRect.collidepoint(mousePos):
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if pygame.mouse.get_pressed(num_buttons=3)[0]:
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if self.onePress:
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self.onclickFunction()
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elif not self.alreadyPressed:
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if 'play' in str(self.onclickFunction):
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self.onclickFunction(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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if self.attributes:
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self.onclickFunction(*self.attributes)
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self.alreadyPressed = True
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else:
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self.onclickFunction()
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@ -147,6 +148,10 @@ class GameObjects():
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self.background = pygame.transform.scale(pygame.image.load(bg), [WIDTH, HEIGHT])
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self.objects = objects
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def update(self, objects):
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return
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def draw(self, screen):
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return
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class Scene(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list | None, WIDTH, HEIGHT, level:list) -> None:
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@ -154,19 +159,23 @@ class Scene(GameObjects):
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self.level = level
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self.current_level = 0
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def update(self, change:bool):
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def update(self, change:bool, objects):
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if change:
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self.current_level += 1
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self.level[self.current_level].update()
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self.level[self.current_level].update(objects)
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self.background = self.level[self.current_level].background
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if isinstance(self.objects, list):
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for obj in self.objects:
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for obj in self.objects[0] + self.objects[1] + self.objects[2]:
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obj.update()
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def draw(self, screen):
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if isinstance(self.objects, list):
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for obj in self.objects:
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for obj in self.objects[0] + self.objects[1] + self.objects[2] + self.objects[3]:
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obj.draw(screen)
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self.level[self.current_level].draw(screen)
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def getObjects(self):
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return self.level[self.current_level].getObjects()
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class Stage(GameObjects):
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@ -176,10 +185,11 @@ class Stage(GameObjects):
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self.rooms = rooms
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self.current = 0
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def update(self):
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def update(self, objects):
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for room in self.rooms:
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if room.id == self.current:
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room.update()
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room.update(objects)
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self.background = room.background
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keys = pygame.key.get_pressed()
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if keys[pygame.K_RIGHT]:
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self.current += 1
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@ -191,6 +201,11 @@ class Stage(GameObjects):
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if room.id == self.current:
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room.draw(screen)
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def getObjects(self):
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for room in self.rooms:
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if room.id == self.current:
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return room.getObjects()
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class Room(GameObjects):
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def __init__(self, name:str, _type:str, bg, objects:list, WIDTH, HEIGHT, exits:list, id:int) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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@ -200,31 +215,46 @@ class Room(GameObjects):
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self.locked = True
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else:
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self.locked = False
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self.objects.append(self.genWalls(WIDTH, HEIGHT))
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[self.objects[3].append(wall) for wall in self.genWalls(WIDTH, HEIGHT)]
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def genWalls(self, WIDTH, HEIGHT):
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walls = []
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walls.append(pygame.Rect(0, 0, 4, HEIGHT))
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walls.append(pygame.Rect(WIDTH - 4, 0, 4, HEIGHT))
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walls.append(pygame.Rect(0, 0, WIDTH, 4))
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walls.append(pygame.Rect(0, HEIGHT - 4, WIDTH, 4))
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walls.append(Obstacle('wall_l', 'wall', None, True, 32, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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walls.append(Obstacle('wall_r', 'wall', None, True, WIDTH + 28, 32, True, WIDTH=4, HEIGHT=HEIGHT))
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walls.append(Obstacle('wall_t', 'wall', None, True, 32, 32, True, WIDTH=WIDTH, HEIGHT=4))
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walls.append(Obstacle('wall_b', 'wall', None, True, 32, HEIGHT + 28, True, WIDTH=WIDTH, HEIGHT=4))
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return walls
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def update(self):
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pass
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def update(self, objects):
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self.objects = objects
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if not self.objects[1]:
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self.locked = False
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return
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def draw(self, screen):
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screen.blit(self.background, (32, 32))
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if isinstance(self.objects, list):
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for obj in self.objects[0]:
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for obj in self.objects[3] + self.objects[0] + self.objects[1] + self.objects[2]:
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obj.draw(screen)
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def getObjects(self):
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return self.objects
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class Obstacle(GameObjects):
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def __init__(self, name: str, _type: str, bg, collision: bool, x: int, y: int, hidden: bool=False, objects: list = None, WIDTH=None, HEIGHT=None) -> None:
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super().__init__(name, _type, bg, objects, WIDTH, HEIGHT)
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self.collision = collision
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self.rect = pygame.Rect((x, y), self.background.get_size())
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self.hidden = hidden
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self.width = WIDTH
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self.height = HEIGHT
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if self.background is not None:
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self.rect = pygame.Rect((x, y), self.background.get_size())
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else:
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self.rect = pygame.Rect(x, y, WIDTH, HEIGHT)
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def draw(self, screen):
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screen.blit(self.background, self.rect)
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if not self.hidden:
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screen.blit(self.background, self.rect)
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else:
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pygame.draw.rect(screen, '#e0a77f', self.rect, 2)
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84
main.py
84
main.py
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@ -27,22 +27,27 @@ def quitGame():
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pygame.quit()
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quit()
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def genRooms(WIDTH, HEIGHT, type:str):
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def genRooms(WIDTH, HEIGHT, type:str, objects:list):
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room_objects = [Obstacle('dirt', 'boulder', 'art/images/dirt2.png', False, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64)]
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room_objects.append(Obstacle('river', 'water', 'art/images/river1.png', True, 32, 32, WIDTH=WIDTH - 64, HEIGHT=HEIGHT - 64))
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rooms = [
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Room(type, 'normal', f'art/images/{type}.png', [[room_objects[i] for i in range(0, random.randint(0, len(room_objects)))]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 0),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 1),
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Room(type, 'normal', f'art/images/{type}.png', [objects[0], objects[1], objects[2], [room_objects[random.randint(0, len(room_objects) - 1)] for i in range(0, 5)]], WIDTH - 64, HEIGHT - 64, [True, True, True, False], 2),
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]
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return rooms
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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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))]
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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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freeze = False #Gameplay is freezed in certain situations
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while running:
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@ -62,6 +67,13 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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screen.blit(bg, (0, 0))
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"""
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if not freeze:
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scene.update(False, objects)
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objects = scene.getObjects()
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screen.blit(scene.background, (32, 32))
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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), pygame.mouse.get_pos(), objects):
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@ -76,9 +88,10 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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npc.update(pygame.key.get_pressed(), objects)
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npc.draw(screen)
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for thing in objects[3]:
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thing.update(objects)
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thing.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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objects[0][0].book.draw(screen)
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@ -127,7 +140,7 @@ def options(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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objects = []
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2, 160, 64, 'textbox.png', 'medieval', 48, "Play", play, attributes=[screen, clock, running, background, isblack, WIDTH, HEIGHT]))
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#objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 - 72, 160, 64, 'textbox.png', 'medieval', 48, "Options", uwu))
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objects.append(Button(WIDTH / 2 - 80, HEIGHT / 2 + 72, 160, 64, 'textbox.png', 'medieval', 48, "Exit game", quitGame))
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while running:
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@ -142,7 +155,7 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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# fill the screen with an image to clear the screen
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screen.blit(bg, (0, 0))
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for obj in objects:
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obj.update(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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obj.update(screen)
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# flip() the display to put your work on screen
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pygame.display.flip()
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@ -150,27 +163,60 @@ def menu(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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clock.tick(60) # limits FPS to 60
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def test(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'oldman.png', 500, 500, 20, 5, 1, 1, 50)]
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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))]
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others = []
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npcs = [NPC('name', 100, 'reddy.png', 1, 200, 200)]
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objects = [main, mobs, npcs, others]
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level = []
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rooms = genRooms(WIDTH, HEIGHT, 'grass')
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rooms = genRooms(WIDTH, HEIGHT, 'grass', objects)
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level.append(Stage('blau', 'normal', None, [], WIDTH, HEIGHT, 'blue', rooms))
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freeze = False #Gameplay is freezed in certain situations
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level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
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Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
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Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
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Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
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]))
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#level.append(Stage('rot', 'normal', None, [], WIDTH, HEIGHT, 'red', [
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# Room('red1', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 0),
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# Room('red2', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 1),
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# Room('red3', 'normal', 'art/images/grass.png', [], WIDTH, HEIGHT, [True, True, True, False], 2),
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# ]))
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scene = Scene('test', 'normal', None, None, WIDTH, HEIGHT, level)
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# RENDER YOUR GAME HERE
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while True:
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for event in pygame.event.get():
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screen.fill('#000000')
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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running = False
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quitGame()
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screen.fill('#000000')
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scene.update(False)
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scene.draw(screen)
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_e: #when book is open gameplay is freezed
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freeze = not freeze
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if not freeze:
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objects = scene.getObjects()
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for thing in objects[0]:
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thing.book.hidden = not freeze
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if not thing.update(pygame.key.get_pressed(), objects):
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menu(screen, clock, running, background, isblack, WIDTH, HEIGHT)
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thing.draw(screen)
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for mob in objects[1]:
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mob.update(objects)
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mob.draw(screen)
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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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for thing in objects[3]:
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thing.update(objects)
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thing.draw(screen)
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else:
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objects[0][0].book.hidden = not freeze
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objects[0][0].book.draw(screen)
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objects[0][0].book.update()
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# flip() the display to put your work on screen
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pygame.display.flip()
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|
|
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99
viecher.py
99
viecher.py
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@ -1,5 +1,6 @@
|
|||
import pygame as pg
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from classes import *
|
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from main import *
|
||||
|
||||
vec = pg.math.Vector2
|
||||
fps = 60
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||||
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@ -54,6 +55,7 @@ class Objects():
|
|||
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, '#ff0000', self.rect, 2)
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|
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class NPC(Objects):
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def __init__(self, name, ms, sprite, convo_act, x, y) -> None:
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||||
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@ -139,6 +141,7 @@ class MainCharacter(Fighter):
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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, '#ff00ee', self.rect, 2)
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||||
|
||||
def hurt(self, damage, objects):
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if not self.talking:
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||||
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@ -156,20 +159,51 @@ class MainCharacter(Fighter):
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moveto += vec(1, 0)
|
||||
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
|
||||
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2])
|
||||
if touches is not None:
|
||||
self.x -= moveto[0]*1.5 / fps #change later
|
||||
self.y -= moveto[1]*1.5 / fps #change later
|
||||
touches = pg.sprite.spritecollideany(self, objects[1] + objects[2] + objects[3])
|
||||
if touches is not None and not isinstance(touches, Weapons):
|
||||
if isinstance(touches, Obstacle):
|
||||
if not touches.collision:
|
||||
return
|
||||
if touches.type == 'wall':
|
||||
if touches.name == 'wall_l':
|
||||
self.x += (2 + (self.x - touches.rect.x))
|
||||
elif touches.name == 'wall_r':
|
||||
self.x -= (2 + self.rect.width - (touches.rect.x - self.x))
|
||||
if touches.name == 'wall_t':
|
||||
self.y += (2 + (self.y - touches.rect.y))
|
||||
elif touches.name == 'wall_b':
|
||||
self.y -= (2 + self.rect.height - (touches.rect.y - self.y))
|
||||
return
|
||||
|
||||
if self.x <= touches.rect.x: self.x -= (self.rect.width - (touches.rect.x - self.x))
|
||||
elif self.x > touches.rect.x: self.x += (self.rect.width - (self.x - touches.rect.x))
|
||||
#if self.y <= touches.y: pass
|
||||
#elif self.y > touches.y: pass
|
||||
self.x -= moveto[0] * 2 / fps
|
||||
self.y -= moveto[1] * 2 / fps
|
||||
if isinstance(touches, NPC):
|
||||
touches.talk(objects)
|
||||
"""
|
||||
if self.x <= 32:
|
||||
self.x = 33
|
||||
elif self.x >= objects[3][0].width - 32:
|
||||
self.x = objects[3][0].width - 32 - self.rect.width + 1
|
||||
if self.y <= 32:
|
||||
self.y = 33
|
||||
elif self.y >= objects[3][0].height - 32:
|
||||
self.y = objects[3][0].height - 32 - self.rect.height + 1
|
||||
"""
|
||||
|
||||
def attack(self, obj, mouse):
|
||||
if self.lastAttack + self.attack_speed * 1000 < pg.time.get_ticks():
|
||||
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)
|
||||
|
|
@ -281,15 +315,14 @@ 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))
|
||||
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):
|
||||
self.current_sp = None
|
||||
|
||||
def update_spell(self, spell):
|
||||
self.current_sp = spell
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
class Mobs(Fighter):
|
||||
def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, drops) -> None:
|
||||
super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
|
||||
|
|
@ -326,10 +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:
|
||||
|
|
@ -341,33 +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)
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue