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2 changed files with 118 additions and 32 deletions
16
main.py
16
main.py
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@ -27,10 +27,11 @@ def quitGame():
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quit()
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quit()
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 125, 5, 1, 1, 50)]
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main = [MainCharacter('Herbert', 100, 'reddy.png', 500, 500, 20, 5, 1, 1, 50)]
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mobs=[]
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mobs=[]
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mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 5, 1, 1, 200))
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mobs.append(Skeleton('s1', 50, 'reddy.png', 250, 250, 125, 1, 1, 1, 200))
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objects = [main,mobs]
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others = []
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objects = [main, mobs, others]
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while running:
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while running:
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screen.fill('#000000')
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screen.fill('#000000')
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@ -46,12 +47,19 @@ def play(screen, clock, running, background, isblack, WIDTH, HEIGHT):
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screen.blit(bg, (0, 0))
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screen.blit(bg, (0, 0))
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"""
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"""
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for thing in objects[0]:
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for thing in objects[0]:
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thing.update(pygame.key.get_pressed())
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if thing.update(pygame.key.get_pressed()) ==False:
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quitGame()
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thing.draw(screen)
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thing.draw(screen)
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for mob in objects[1]:
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for mob in objects[1]:
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mob.update(objects)
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mob.update(objects)
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mob.draw(screen)
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mob.draw(screen)
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for thing in objects[2]:
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thing.update(objects)
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thing.draw(screen)
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# flip() the display to put your work on 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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pygame.display.flip()
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134
viecher.py
134
viecher.py
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@ -1,5 +1,5 @@
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import pygame
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import pygame as pg
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vec = pygame.math.Vector2
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vec = pg.math.Vector2
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fps = 60
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fps = 60
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class Objects():
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class Objects():
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@ -7,12 +7,12 @@ class Objects():
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self.name = name
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self.name = name
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self.speed = ms
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self.speed = ms
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with open(f'art/images/{sprite}') as i:
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with open(f'art/images/{sprite}') as i:
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self.sprite = pygame.image.load(i)
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self.sprite = pg.image.load(i)
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.hidden = False
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self.hidden = False
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self.rect = pygame.Rect(self.x, self.y, self.sprite.get_width(), self.sprite.get_height())
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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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def draw(self, screen):
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if self.hidden:
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if self.hidden:
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@ -33,6 +33,11 @@ class Fighter(Objects):
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self.level = level
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self.level = level
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self.attack_speed = asp
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self.attack_speed = asp
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self.attack_range = atr
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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 = 1000
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class MainCharacter(Fighter):
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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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def __init__(self, name, ms, sprite, x, y, health, damage, level, asp, atr, weapon=None, shield=None) -> None:
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@ -40,25 +45,87 @@ class MainCharacter(Fighter):
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self.attack_spell = weapon
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self.attack_spell = weapon
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self.shield_spell = shield
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self.shield_spell = shield
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self.talking = False
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self.talking = False
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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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def update(self, keys):
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def hurt(self,damage):
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self.health.hurt(damage)
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def walk(self,keys):
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moveto=vec(0,0)
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moveto=vec(0,0)
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if keys[pygame.K_w] or keys[pygame.K_UP]:
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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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moveto += vec(0,-1)
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if keys[pygame.K_a] or keys[pygame.K_LEFT]:
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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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moveto += vec(-1,0)
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if keys[pygame.K_s] or keys[pygame.K_DOWN]:
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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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moveto += vec(0,1)
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if keys[pygame.K_d] or keys[pygame.K_RIGHT]:
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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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moveto += vec(1,0)
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if not moveto == vec(0,0):
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if not moveto == vec(0,0):
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moveto.scale_to_length(self.speed)
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moveto.scale_to_length(self.speed)
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self.x += moveto[0] / fps
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self.x += moveto[0] / fps
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self.y += moveto[1] / fps
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self.y += moveto[1] / fps
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def update(self, keys):
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self.walk(keys)
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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 Mobs(Fighter):
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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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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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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr)
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@ -67,9 +134,8 @@ class Mobs(Fighter):
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class Skeleton(Mobs):
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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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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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super().__init__(name, ms, sprite, x, y, health, damage, level, asp, atr, drops)
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self.canAttack=True
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def follow(self,obj):
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def chase(self,obj):
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x=obj[0][0].x
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x=obj[0][0].x
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y=obj[0][0].y
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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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moveto = vec(x,y) - vec(self.x,self.y)
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@ -81,28 +147,40 @@ class Skeleton(Mobs):
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self.attack(moveto,obj)
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self.attack(moveto,obj)
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def attack(self,moveto,obj):
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def attack(self,moveto,obj):
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if self.canAttack==True:
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if self.lastAttack+self.attack_speed*1000<pg.time.get_ticks():
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obj[1].append(Arrow("arrow",100,self.x,self.y,moveto))
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obj[1].append(Arrow("arrow",200,self.x,self.y,moveto, self.damage))
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self.canAttack=False
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self.lastAttack=pg.time.get_ticks()
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def cooldown(self):
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pass
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def update(self,obj):
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def update(self,obj):
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self.follow(obj)
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self.chase(obj)
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class Weapons(Objects):
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class Weapons(Objects):
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def __init__(self, name, ms, sprite, x, y, moveto) -> None:
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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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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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class Arrow(Weapons):
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def __init__(self, name, ms, x, y, moveto, sprite="textbox.png") -> None:
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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)
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super().__init__(name, ms, sprite, x, y, moveto, damage)
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self.moveto = moveto
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pos = vec(x,y)
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angle = pos.angle_to(moveto)
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def update(self,objects):
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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.moveto.scale_to_length(self.speed)
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self.x += self.moveto[0]/fps
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self.x += self.moveto[0]/fps
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self.y += self.moveto[1]/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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