Esempio n. 1
0
class LifeHud:
    def __init__(self,
                 bar_x=4,
                 bar_y=0,
                 life_hud=LIFE_HUD,
                 life_points=LIFE_POINTS):
        self.bar = GameImage(life_hud)
        self.bar.set_position(bar_x, bar_y)
        self.value = Sprite(*life_points)
        self.value.set_position(bar_x - 10, bar_y - 10)
        self.value.set_curr_frame(4)

    def draw(self):
        self.bar.draw()
        self.value.draw()

    def add_life(self):
        point = self.value.curr_frame + 1
        self.value.set_curr_frame(self.__checkLife(point))

    def full_life(self):
        self.value.set_curr_frame(4)

    def lose_life(self):
        point = self.value.curr_frame - 1
        if point >= 0:
            self.value.set_curr_frame(self.__checkLife(point))
        return point

    def is_empty_life(self):
        return self.value.curr_frame == 0

    def empty_life(self):
        self.value.set_curr_frame(0)

    def __checkLife(self, point):
        if point < 0:
            return 0
        elif point > 4:
            return 4
        else:
            return point

    def move(self, x, y):
        self.bar.set_position(x, y)
        self.value.set_position(x - 10, y - 10)
Esempio n. 2
0
class SpecialHud:
    def __init__(self):
        self.bar = GameImage(SPECIAL_HUD)
        self.bar.set_position(4, 76)
        self.value = Sprite(*SPECIAL_POINTS)
        self.value.set_position(-6, 65)
        self.value.set_curr_frame(0)

    def draw(self):
        self.bar.draw()
        self.value.draw()

    def addSpecial(self):
        point = self.value.curr_frame + 1
        self.value.set_curr_frame(self.__checkLife(point))

    def loseSpecial(self):
        self.value.set_curr_frame(0)

    def current_special(self):
        return self.value.curr_frame

    def __checkLife(self, point):
        if point < 0:
            return 0
        elif point > 4:
            return 4
        else:
            return point