def __init__(self, amount): Item.__init__( self, str(amount) + " Gold", "imgs/dungeon_crawl/item/gold/gold_pile_10.png", "Gold could be used to buy some items or other services", 0) self.amount = amount
def __init__(self, name, sprite, description, price, equipped_sprites, body_part, defense, res, atk, weight, restrictions): Item.__init__(self, name, sprite, description, price) self.defense = defense self.res = res self.atk = atk self.weight = weight self.restrictions = restrictions self.body_part = body_part self.equipped_sprite = pg.transform.scale( pg.image.load(equipped_sprites[0]).convert_alpha(), (TILE_SIZE, TILE_SIZE)) if len(equipped_sprites) > 1: for sp in equipped_sprites[1:]: self.equipped_sprite.blit( pg.transform.scale( pg.image.load(sp).convert_alpha(), (TILE_SIZE, TILE_SIZE)), (0, 0)) # Used when character wearing the equipment cannot be selected self.sprite_unavailable = self.equipped_sprite.copy() color_image = pg.Surface(self.sprite.get_size()).convert_alpha() color_image.fill(LIGHT_GREY) self.sprite_unavailable.blit(color_image, (0, 0), special_flags=pg.BLEND_RGBA_MULT) self.normal_sprite = self.equipped_sprite
def __init__(self, name, sprite, description, price, effects): Item.__init__(self, name, sprite, description, price) self.effects = effects
def __init__(self, name, sprite, description, price): Item.__init__(self, name, sprite, description, price)
def __init__(self, name, sprite, description, price, for_chest, for_door): Item.__init__(self, name, sprite, description, price) self.for_chest = for_chest self.for_door = for_door
def __init__(self, name, sprite, description, price, effects): Item.__init__(self, name, sprite, description, price) self.effects = effects self.drinksfx = pygame.mixer.Sound( os.path.join('sound_fx', 'potion.ogg'))