def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, strategy, lvl=1, compl_sprite=None): Destroyable.__init__(self, name, pos, sprite, hp, defense, res) self.max_move = max_move self.on_move = [] self.timer = TIMER self.strength = strength self.alterations = [] self.lvl = lvl self.xp = 0 self.xp_next_lvl = self.determine_xp_goal() self.state = 0 self.items = [] self.nb_items_max = NB_ITEMS_MAX if compl_sprite: compl = pg.transform.scale( pg.image.load(compl_sprite).convert_alpha(), (TILE_SIZE, TILE_SIZE)) self.sprite.blit(compl, (0, 0)) '''Possible strategies : - STATIC : Entity will never move, just attack if possible - PASSIVE : Entity will react to attacks, and pursue opponent if it's trying to flee - SEMI_ACTIVE : Entity will only move if an opponent is at reach - ACTIVE : Entity always move to get closer from opponents''' self.strategy = strategy
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, lvl=1): Destroyable.__init__(self, name, pos, sprite, hp, defense, res) self.max_move = max_move self.on_move = [] self.timer = TIMER self.strength = strength self.alterations = [] self.lvl = lvl self.xp = 0 self.xp_next_lvl = self.determine_xp_goal() self.state = 0 self.items = [] self.nb_items_max = NB_ITEMS_MAX
def __init__(self, name, pos, sprite, hp, defense, res): Destroyable.__init__(self, name, pos, sprite, hp, defense, res)
def __init__(self, name, pos, sprite, hp, defense, res): Destroyable.__init__(self, name, pos, sprite, hp, defense, res) # Useful in case of saving self.sprite_link = sprite