def __init__(self, locktype, pos): self.lock_type = locktype self.pos = pos frames = 1 if self.lock_type == KeyEnum.SILVER or self.lock_type == KeyEnum.GOLD: frames = 32 self.sprite = AnimatedSprite(LockSprites[self.lock_type.value], frames) self.sprite.set_location(pos)
def __init__(self, keytype, pos): self.key_type = keytype self.pos = pos frames = 1 if self.key_type == KeyEnum.SILVER or self.key_type == KeyEnum.GOLD: frames = 32 self.sprite = AnimatedSprite(KeySprites[self.key_type.value], frames) self.sprite.set_location(pos)
class Key: def __init__(self, keytype, pos): self.key_type = keytype self.pos = pos frames = 1 if self.key_type == KeyEnum.SILVER or self.key_type == KeyEnum.GOLD: frames = 32 self.sprite = AnimatedSprite(KeySprites[self.key_type.value], frames) self.sprite.set_location(pos) def draw(self,screen,camera): self.sprite.draw(screen, camera) def update(self, deltatime): self.sprite.update(deltatime) def save(self, file): file.write(str(self.key_type.value)) file.write('\n') file.write(str(self.pos[0])) file.write('\n') file.write(str(self.pos[1])) file.write('\n') @staticmethod def load(file, level): key_type = int(file.readline()) posx = int(file.readline()) posy = int(file.readline()) pos = (posx, posy) return (Key(KeyEnum(key_type),pos))
class WeaponItem: def __init__(self, weapon_type, pos): self.sprite = AnimatedSprite(WeaponSprites[weapon_type.value], 1) self.sprite.set_location(pos) self.weapon_type = weapon_type self.pos = pos def draw(self,screen,camera): self.sprite.draw(screen, camera) def update(self, deltatime): self.sprite.update(deltatime) def save(self, file): file.write(str(self.weapon_type.value)) file.write('\n') file.write(str(self.pos[0])) file.write('\n') file.write(str(self.pos[1])) file.write('\n') @staticmethod def load(file, level): weapon_type = int(file.readline()) posx = int(file.readline()) posy = int(file.readline()) pos = (posx, posy) return (WeaponItem(WeaponEnum(weapon_type), pos))
class Lock: def __init__(self, locktype, pos): self.lock_type = locktype self.pos = pos frames = 1 if self.lock_type == KeyEnum.SILVER or self.lock_type == KeyEnum.GOLD: frames = 32 self.sprite = AnimatedSprite(LockSprites[self.lock_type.value], frames) self.sprite.set_location(pos) def draw(self, screen, camera): self.sprite.draw(screen, camera) def update(self, deltatime): self.sprite.update(deltatime) def save(self, file): file.write(str(self.lock_type.value)) file.write('\n') file.write(str(self.pos[0])) file.write('\n') file.write(str(self.pos[1])) file.write('\n') @staticmethod def load(file, level): key_type = int(file.readline()) posx = int(file.readline()) posy = int(file.readline()) pos = (posx,posy) return (Lock(KeyEnum(key_type),pos))
class Powerup: def __init__(self, spriteenum, frames, pos): self.sprite = AnimatedSprite(spriteenum, frames) self.sprite.set_location(pos) self.buff = None def draw(self, screen, camera): self.sprite.draw(screen, camera) def update(self, deltatime): self.sprite.update(deltatime)
class Powerup: def __init__(self, spriteenum, frames, pos): self.sprite = AnimatedSprite(spriteenum, frames) self.sprite.set_location(pos) self.buff = None def draw(self,screen,camera): self.sprite.draw(screen, camera) def update(self, deltatime): self.sprite.update(deltatime)
def __init__(self, weapon_type, pos): self.sprite = AnimatedSprite(WeaponSprites[weapon_type.value], 1) self.sprite.set_location(pos) self.weapon_type = weapon_type self.pos = pos
def __init__(self, spriteenum, frames, pos): self.sprite = AnimatedSprite(spriteenum, frames) self.sprite.set_location(pos) self.buff = None