def __init__(self, x, y, name, oid=None, ai=None, hp=None, max_hp=None, mp=None, max_mp=None, death=None, fov_radius=cfg.TORCH_RADIUS, inventory=None): if death is None: death = player_death Monster.__init__(self, x, y, name, oid=oid, ai=ai, hp=hp, max_hp=max_hp, mp=mp, max_mp=max_mp, death=death, fov_radius=fov_radius, inventory=inventory)
def __init__(self): Hero.__init__(self) Monster.__init__(self) self.where = "on shoulders"
def __init__(self): Monster.__init__(self) # we don't use super here because weird things will happen and overlap with multiple #inheritance Hero.__init__(self) # instead of super, we must specificy each parent class from which MonsterHero #is inheriting self.second_weapon = None # staying consistent with weapon variable
def __init__(self): # Takes this instance(self) of Monster and adds all init properties from Monster class Monster.__init__(self) # Takes this instance(self) of Monster and adds all init properties from Monster class Hero.__init__(self) #MonsterHero to have a second weapon self.second_weapon = "second weapon!"
def __init__(self, terrain, initialPos, target, aiWorld, size, name): #terrain, initialPos, modelPath, movingSpeed, scale, lifePoint, volumicMass, target, aiWorld, detectionDistance, name, specificUpdate Monster.__init__(self, terrain, initialPos, "assets/models/kamikaze.egg", 175, size, 1, 100, target, aiWorld, 1000, name, self.Hpr) self.AIbehaviors.pursue(self.target.model) self.dx = 0 self.dy = 0 self.posx2, self.posy2 = self.pos[0], self.pos[1]
def __init__(self): #super is a builtin python function that represents the parent class of #this object (parent class = Creature here). This makes a monster inside #the parent class of creature, with all the properties of creature. Monster.__init__(self) Hero.__init__(self) self.weapon2 = None
def __init__(self,x,y): Monster.__init__(self,x,y,0,BAT_RADIUS,BAT_MOVE_SPEED) self._color = BAT_COLOR self._hp = BAT_HP self._timer = BAT_TIMER self._base_speed = self._speed self._boost = self._speed * BAT_BOOST_SPEED self._randangle = choice([1,-1])
def __init__(self, move_time, nodes): Monster.__init__(self, move_time, nodes) self.image = Surface((20, 20)).convert() self.image_inside = Surface((18, 18)).convert() self.image_inside.fill((255, 255, 0)) self.image.blit(self.image_inside, (1, 1)) self.rect = Rect(self.pos, (40, 40)) self.speed = 4 self.diag_speed = 3 self.value = 0.5 self.health = 50 self.name = "Fast Monster" self.description = "A small monster with very quick movement speed, but low health."
def __init__(self, move_time, nodes): Monster.__init__(self, move_time, nodes) self.image_inside.fill((142, 163, 12)) self.image.blit(self.image_inside, (1, 1)) self.rect = Rect(self.pos, (40, 40)) self.speed = 1 self.diag_speed = 3 self.value = 10 self.health = 100 self.armor = 500 self.name = "Armored Monster" self.description = "An armored monster that takes progressively more damage as it is hit"
def __init__(self, terrain, initialPos, target, aiWorld, size, name): #terrain, initialPos, modelPath, movingSpeed, scale, lifePoint, volumicMass, target, aiWorld, detectionDistance, name, specificUpdate Monster.__init__(self, terrain, initialPos, "assets/models/evil_slime.egg", 10, size, 50 + size // 2, 10, target, aiWorld, 500, name, self.detection) #initialise AI stuff related to this object targetDistance = distance(self.pos, self.target.pos) self.statusD = (targetDistance < self.detectionDistance) self.statusS = (self.target.scale < self.scale) self.AIbehaviors.pursue(self.target.model, 1) self.AIbehaviors.flee(self.target.model, 500, 500) self.AIbehaviors.wander(50, 0, 50, 1) self.AIbehaviors.pauseAi("pursue") self.AIbehaviors.pauseAi("flee")
def __init__(self, x, y, level, game): Monster.__init__(self, x=x, y=y, game=game, name="player", disp="@", color="Player", description="A hero of might and courage.", blocks=True, fighter_comp=Fighter(st=14, dx=12, iq=14, ht=14)) self.fighter_comp.equipped['right hand'] = weapon.Weapon( 'Longsword', ')', 'player', game, None, 5, 'slashing', self, 'Longswords') self.fighter_comp.add_skill("Longswords", 'ST', 10, 0, 'attack') self.fighter_comp.add_skill("Defense", 'DX', 0, 0, 'defense')
def __init__(self,x,y): Monster.__init__(self,x,y,0,GHOUL_RADIUS,GHOUL_MOVE_SPEED) self._color = GHOUL_COLOR self._hp = GHOUL_HP
def __init__(self): #passing the memory reference of self and calling monster initiation Monster.__init__(self) #passing the memory ref of self and calling hero initiation Hero.__init__(self)
def __init__(self, x, y, end, lives, begin=0, IA='random', look=1): Monster.__init__(self, x, y, 5, 13, 40, 55, 6, 30, 8, end, lives, begin, 6, IA, look) self.name = "goblin"
def __init__(self, x, y, end, lives, begin=0, IA='agressive', look=1): Monster.__init__(self, x, y, 10, 25, 80, 75, 10, 200, 10, end, lives, begin, 3, IA, look) self.name = "golem"
def __init__(self,x,y): Monster.__init__(self,x,y,0,ABOM_RADIUS,ABOM_MOVE_SPEED) self._color = ABOM_COLOR self._hp = ABOM_HP
def __init__(self, terrain, initialPos, target, aiWorld, size, name): #terrain, initialPos, modelPath, movingSpeed, scale, lifePoint, volumicMass, target, aiWorld, detectionDistance, name Monster.__init__(self, terrain, initialPos, "assets/models/candy.egg", 100, size, 1, 10, target, aiWorld, 100000, name, self.none) self.AIbehaviors.flee(self.target.model, 300, 600)
def __init__(self, x, y, end, lives, begin=0, IA='random', look=1): Monster.__init__(self, x, y, 7, 12, 45, 45, 4, 10, 3, end, lives, begin, 5, IA, look) self.name = "ghost"
def __init__(self, x, y): Monster.__init__(self, x, y, 1, 1) self.image = pygame.image.load("./images/goblin.png").convert_alpha() self.rect = self.image.get_rect() self.rect.center = self.x, self.y
def __init__(self, x, y, end, lives, begin=0, IA='random', look=1): Monster.__init__(self, x, y, 10, 15, 40, 60, 6, 40, 8, end, lives, begin, 4, IA, look) self.name = "human"
def __init__(self,x,y): Monster.__init__(self,x,y,0,ZOMBIE_RADIUS,ZOMBIE_MOVE_SPEED) self._color = ZOMBIE_COLOR self._hp = ZOMBIE_HP
def __init__(self): Monster.__init__(self) Hero.__init__(self) self.second_weapon = self.weapon
def __init__(self): Monster.__init__(self) Hero.__init__(self) #self.weapon = Monster_hero.SECOND_WEAPON