def render(self, player): if self.attack_i >= 3000: self.attack_i = 0 self.current_frame = [192, 192] if self.attack_i % 1000 == 0: self.current_frame[1] += 192 self.attack_i += 1 displaysurface.blit( self.image, (player.pos.x, player.pos.y), (self.current_frame[0], self.current_frame[1], 192, 192))
def hit(self, player_group, player, enemy_stun_cooldown): hits = pygame.sprite.spritecollide(self, player_group, False) if hits and player.attacking: if self.stunned == False: if player.direction == "RIGHT" and player.pos.x < self.pos.x: self.hp -= 10 self.stunned = True pygame.time.set_timer(enemy_stun_cooldown, player.normal_attack_frames * 100) elif player.direction == "LEFT" and player.pos.x > self.pos.x: self.hp -= 10 self.stunned = True pygame.time.set_timer(enemy_stun_cooldown, player.normal_attack_frames * 100) if self.stunned == True: displaysurface.blit(player.attack_image, (self.pos.x, self.pos.y), (192, 192))
def render(self): displaysurface.blit(self.image, (self.pos.x, self.pos.y))
def render(self): displaysurface.blit(self.bgimage, (self.bgX, self.bgY))
player.attacking = True if event.type == hit_cooldown: player.iframe = False pygame.time.set_timer(hit_cooldown, 0) if event.type == enemy_stun_cooldown: slime.stunned = False pygame.time.set_timer(enemy_stun_cooldown, 0) ground.render() background.render() if player.hp != 0: displaysurface.blit(player.image, player.rect) player.move() player.update() if hits: # slime_atk.render(player) player.hit(slime, hit_cooldown) else: player.kill() if slime.hp != 0: slime.render() slime.hit(player_group, player, enemy_stun_cooldown) else: slime.kill() if player.attacking == True:
def render(self): displaysurface.blit(self.image, (0, 0))