def swapWeapons(self): temp = self.primaryWeapon self.primaryWeapon = self.secondaryWeapon self.secondaryWeapon = temp self.image = functions.loadImage('../images/%s' % self.type + '_%s' % self.primaryWeapon.name + '.png') self.rangeHaloImage = functions.loadImage( HALOS[self.primaryWeapon.range * 2]) self.rangeHaloRect = pygame.rect.Rect( self.rect.center, (self.primaryWeapon.range * 2, self.primaryWeapon.range * 2))
def switchWeapons(self, weapon): self.primaryWeapon = weapon self.image = functions.loadImage('../images/%s' % self.type + '_%s' % self.primaryWeapon.name + '.png') self.rangeHaloImage = pygame.image.load( HALOS[self.primaryWeapon.range * 2]) self.rangeHaloRect = self.rangeHaloImage.get_rect( center=self.rect.center) self.rangeHaloUnderlay = Element(self.rangeHaloImage, self.rangeHaloRect, True)
def __init__(self, image='../images/squad1_handToHand.png', critical=False, spawn=(20, 20)): self.speed = 6 self.aiming = False self.moving = False self.shoot = False self.lastAttack = 0 self.critical = critical self.spawn = spawn self.primaryWeapon = guns.HandToHand() self.secondaryWeapon = guns.HandToHand() self.image = functions.loadImage(image) self.rect = self.image.get_rect(center=self.spawn) self.hitbox = self.image.get_rect(center=self.spawn, width=30, height=30) self.type = image[10:16] self.name = self.type super(Squad, self).__init__() self.lifeBarImage = pygame.image.load('../images/lifebar.png') self.lifeBarRect = self.lifeBarImage.get_rect(left=self.rect.left) self.lifeBar = Element(self.lifeBarImage, self.lifeBarRect, True) self.rangeHaloImage = pygame.image.load( HALOS[self.primaryWeapon.range * 2]) self.rangeHaloRect = self.rangeHaloImage.get_rect( center=self.rect.center) self.rangeHaloUnderlay = Element(self.rangeHaloImage, self.rangeHaloRect, True) self.moving = False self.vectorStack = [] self.vector = None self.rawX = float(self.rect.centerx) self.rawY = float(self.rect.centery)
def __init__(self, image="../images/player_handToHand.png"): self.image = functions.loadImage(image) self.rect = self.image.get_rect() self.hitbox = self.image.get_rect(width=30, height=30) self.type = 'player' self.speed = 10 self.diagSpeed = int(round((self.speed) / math.sqrt(2))) self.slowed = False self.name = self.type self.lifeBarImage = pygame.image.load('../images/lifebar.png') self.lifeBarRect = self.lifeBarImage.get_rect(left=self.rect.left) self.lifeBar = Element(self.lifeBarImage, self.lifeBarRect, True) self.critical = True self.movingUp = False self.movingDown = False self.movingLeft = False self.movingRight = False self.aiming = False self.canAttack = False self.lastAttack = 0 self.moving = False self.primaryWeapon = guns.HandToHand() self.secondaryWeapon = guns.HandToHand() super(Player, self).__init__() #current setup needs a halo for each range distance but I am working on stretching halo images #range is half the halo self.rangeHaloImage = pygame.image.load( HALOS[self.primaryWeapon.range * 2]) self.rangeHaloRect = self.rangeHaloImage.get_rect( center=self.rect.center) self.rangeHaloUnderlay = Element(self.rangeHaloImage, self.rangeHaloRect, True) self.critical = True