Created
April 19, 2013 22:02
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New bolt class
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class Bolt(pygame.sprite.DirtySprite): | |
def __init__(self, player): | |
self.player = player | |
self.image = pygame.image.load("bolt.png").convert_alpha() | |
self.rect = self.image.get_rect() | |
self.pos = vec2d(player.rect.center) | |
self.dirty = 1 | |
self.lvl = 1 | |
self.dmg = int((player.lvl * 0.5) + (self.lvl * 0.5) + 25) | |
self.speed = 25 + self.lvl | |
self.state = "Normal" | |
self.aoe = 0 | |
def update(self, mobs, walls, dt): | |
self.rect.center = self.pos.inttup() | |
self.discharge(mobs) | |
for mob in mobs: | |
if self.rect.colliderect(mob) | |
self.state == "Dead" | |
self.dot(mob, dt) | |
self.knockback(mob) | |
self.aoe(mobs) | |
self.fear(mob, dt) | |
self.bounce() | |
for wall in walls: | |
if self.rect.colliderect(wall) | |
self.state == "Dead" | |
self.aoe(mobs) | |
self.bounce() | |
if self.state == "Dead": | |
self.kill() | |
def aoe(self, mobs): | |
if self.aoe_lvl > 0: | |
aoe_range = self.aoe_lvl * 50 | |
dmg = self.aoe_lvl + 50 | |
for mob in mobs: | |
if mob.pos - self.pos <= aoe_range: | |
mob.hp -= dmg | |
def bounce(self): | |
if self.bounce_lvl > 0: | |
if self.bounce_counter <= self.bounce_lvl: | |
self.state = "Firing" | |
self.pos.x *= -1 | |
self.pos.y *= -1 | |
self.bounce_counter += 1 | |
def discharge(self, mobs): | |
if self.state == "Firing": | |
if self.discharge_lvl > 0: | |
discharge_range = self.discharge_lvl * 5 | |
dmg = self.discharge_lvl + 5 | |
for mob in mobs: | |
if mob.pos - self.pos <= discharge_range: | |
mob.hp -= dmg | |
def dot(self, mob, dt): | |
if self.dot_lvl > 0: | |
dot_dmg = self.dot_lvl + 10 | |
mob.dotted(dot_dmg, dt) | |
def knockback(self, mob): | |
if self.knockback_lvl > 0: | |
shove = self.pos - mob.pos | |
distance = self.knockback_lvl * 32 | |
mob.pos += distance | |
def fear(self, mob): | |
if self.fear_lvl > 0: | |
fear_timer = self.fear_ lvl + 3: | |
mob.feared(fear_timer, dt) |
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