def draw(self): if self.dead or self.defended: sprite = Deadly.draw(self) else: tiles = Movable.draw(self) label = create_label(self.name, self.position) sprite = tiles + [label] return sprite + Deadly.draw_label(self)
def draw(self): if self.attacking: sprite = Fighter.draw(self) elif not self.dead and not self.defended: sprite = Movable.draw(self) elif self.dead: return Deadly.draw(self) else: sprite = Deadly.draw(self) return sprite + Deadly.draw_label(self)
def __init__(self, name, position, hp, hp_value): DynamicObject.__init__(self, name, position) Movable.__init__(self, self.move_frames) Deadly.__init__(self, hp, hp_value, self.defend_frames)
def draw(self): if not self.explosion: return Movable.draw(self) else: tilename = self.tilename + self.get_animation('explosion') return [create_tile(self.position, tilename, 1)]
def update(self, dt): if not self.explosion: return Movable.update(self, dt)
def __init__(self, name, position): DynamicObject.__init__(self, name, position) Movable.__init__(self) self.create_animation('explosion', 'explode', 7,3, False) self.explosion = False
def round_update(self): self._rainbow = False Movable.round_update(self)
def draw(self): if self._rainbow: tilename = self.tilename + self.get_animation('rainbow') return [create_tile(self.position, tilename, 1)] else: return Movable.draw(self)
def __init__(self, name, position): DynamicObject.__init__(self, name, position) Movable.__init__(self, 5) self._rainbow = False self.create_animation('rainbow', 'rainbow', 3,2)
def __init__(self, name, position, move_frames, dead_frames, fight_frames,hp, hp_value): DynamicObject.__init__(self, name, position) Movable.__init__(self, move_frames) Deadly.__init__(self, hp, hp_value, dead_frames) Fighter.__init__(self,fight_frames)
def round_update(self): Deadly.round_update(self) Movable.round_update(self)
def update(self, dt): Sweemer.update(self, dt) Movable.update(self, dt)