def __init__(self, surface: Surface, weight: float, max_health: float, attack_cooldown: float,
              damage_reduction: float = 1):
     RigidPhysicsAwareGameObject.__init__(self, surface, weight)
     LivingEntity.__init__(self, max_health, damage_reduction)
     self._attack_cooldown: float = attack_cooldown
     self.__cooldown_expire: float = 0
     self._target: GameObject = None
     self._direction = 1
    def __init__(self, weight: float = .5):
        sprites = ResourceManagement.get_player_sprites()
        first_sprite = next(iter(sprites.values()))[0]

        RigidPhysicsAwareGameObject.__init__(self, first_sprite, weight)
        LivingEntity.__init__(self,
                              PlayerSettings.HEALTH_MAX,
                              invincibility_duration=1)
        AnimatedSprite.__init__(self, sprites, 3, PlayerState.IDLE)
        self.ability_tornado_jump = TornadoJumpAbility(1)
        self.ability_gust = GustAbility(0)
        self.ability_slam = SlamAbility(0)
        self.mana: float = PlayerSettings.MANA_MAX
        self._last_direction = 1
    def __init__(self, on_enter: [Callable[[], None]] = None, on_stay_inside: [Callable[[], None]] = None,
                 on_exit: [Callable[[], None]] = None):
        sprites = ResourceManagement.get_environment_button_sprites()
        first_sprite = next(iter(sprites.values()))[0]

        RigidPhysicsAwareGameObject.__init__(self, first_sprite, 0)
        AnimatedSprite.__init__(self, sprites, 1, ButtonState.OFF)
        self.on_enter = on_enter if on_enter is not None else []
        self.on_enter.append(self.__hide)

        self.during_activation = on_stay_inside if on_stay_inside is not None else []

        self.on_exit = on_exit if on_exit is not None else []
        self.on_exit.append(self.__show)

        self.was_pressed = False
        self.is_pressed = False
    def __init__(self, size: (int, int), direction: Vector2, force: float):
        surface = Surface(size)

        RigidPhysicsAwareGameObject.__init__(self, surface, 0)
        AnimatedSprite.__init__(
            self,
            ResourceManagement.get_environment_wind_stream_sprites(size),
            2, WindDirection.UP)
        self._direction = direction.normalize()
        self._force = force
        if abs(direction.x) > abs(direction.y):
            if direction.x > 0:
                self._state = WindDirection.RIGHT
            else:
                self._state = WindDirection.LEFT
        else:
            if direction.y > 0:
                self._state = WindDirection.DOWN
            else:
                self._state = WindDirection.UP
 def __init__(self, size: (int, int), level_name: str):
     surface: Surface = Surface(size, flags=pygame.SRCALPHA)
     surface.fill((0, 0, 0, 0))
     RigidPhysicsAwareGameObject.__init__(self, surface, 0)
     self._level_name = level_name
 def __init__(self, surface: Surface, weight: float, force_threshold: float):
     RigidPhysicsAwareGameObject.__init__(self, surface, weight)
     self.force_threshold = force_threshold
Beispiel #7
0
 def __init__(self):
     sprite: Surface = ResourceManagement.get_image('orb_slam.png')
     RigidPhysicsAwareGameObject.__init__(self, sprite, 0)
Beispiel #8
0
 def __init__(self, surface: Surface):
     RigidPhysicsAwareGameObject.__init__(self, surface, 0)
     self.resistance_amount = 0