-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathitens.py
100 lines (69 loc) · 3.33 KB
/
itens.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
import pygame,math
from random import randint
pygame.init()
potions_list = []
spw_potion = False
arma_atual = "magic_book"
class Potions:
class Cura:
def __init__(self):
self.sprite = pygame.image.load("sprites/potion.png")
self.sprite = pygame.transform.scale(self.sprite,(30,50))
self.rect = self.sprite.get_rect()
self.rect.x, self.rect.y = randint(50, 1000), randint(50, 700)
def colid(self, target):
return self.rect.colliderect(target.rect)
class Arsenal:
def get_weapon(arma_atual):
match arma_atual:
case "magic_book":
return Arsenal.Pistol
case "steff":
return Arsenal.steff
def drop_weapon(a):
match a:
case "magic_book":
return Arsenal.steff
case "steff":
return Arsenal.Pistol
class steff:
sprite = pygame.image.load("sprites/cajado of.png")
sprite_close = pygame.image.load("sprites/cajado of.png")
sprite = pygame.transform.scale(sprite, (25, 55))
sprite_close = pygame.transform.scale(sprite_close, (35, 60))
sprite_flipped = pygame.transform.flip(sprite, False, True)
sprite_flipped_close = pygame.transform.flip(sprite_close, False, True)
rect = sprite.get_rect()
rect.y, rect.x = 300, 800
def rotate_pistol(In, screen, angle):
Pistolrotated_image = pygame.transform.rotate(In, -angle)
Pistolrotated_rect = Pistolrotated_image.get_rect(center=Arsenal.steff.rect.center)
screen.blit(Pistolrotated_image, Pistolrotated_rect)
class Pistol:
sprite = pygame.image.load("sprites/book_open.bmp")
sprite_close = pygame.image.load("sprites/book_close.bmp")
sprite = pygame.transform.scale(sprite, (62, 62))
sprite_close = pygame.transform.scale(sprite_close, (45, 45))
sprite_flipped = pygame.transform.flip(sprite, False, True)
sprite_flipped_close = pygame.transform.flip(sprite_close, False, True)
rect = sprite.get_rect()
rect.y, rect.x = 300, 800
def rotate_pistol(In, screen, angle):
Pistolrotated_image = pygame.transform.rotate(In, -angle)
Pistolrotated_rect = Pistolrotated_image.get_rect(center=Arsenal.Pistol.rect.center)
screen.blit(Pistolrotated_image, Pistolrotated_rect)
class projetil:
def __init__(self, x, y, angle,x_proj, y_proj, speed = 20):
self.img = pygame.image.load("sprites/player_proj.png")
self.img = pygame.transform.scale(self.img, (x_proj, y_proj))
self.rect = self.img.get_rect(topleft=(x, y))
self.speed = speed
self.angle = angle
def up(self):
radian_angle = math.radians(self.angle)
self.rect.x += self.speed * math.cos(radian_angle)
self.rect.y += self.speed * math.sin(radian_angle)
def draw(self, surface):
surface.blit(self.img, self.rect)
def colid(self, target):
return self.rect.colliderect(target.rect)