def __init__(self, location, size, tag, damage, distance, direction): super().__init__(location, size, tag) self.damage = damage self.distance = distance self.direction = direction self.mover = components.Mover(self) self.renderer = components.Renderer(self)
def __init__(self, location, size, tag, direction, move_speed, health): super().__init__(location, size, tag) self.direction = direction self.health = health self.mover = components.Mover(self) self.renderer = components.Renderer(self) self.shooter = components.Shooter(self)
def __init__(self, location, size, tag, quantity, equippable, displaysurf, sprites, current_sprite_key): super().__init__(location, size, tag) self.quantity = quantity self.equippable = equippable self.renderer = components.Renderer(self, displaysurf) self.sprite_manager = components.SpriteManager(sprites, current_sprite_key)
def __init__(self, location, size, tag, direction, displaysurf, sprites, current_sprite_key): super().__init__(location, size, tag) self.direction = direction self.collision_handler = components.CollisionHandler(self) self.mover = components.Mover(self) self.renderer = components.Renderer(self, displaysurf) self.shooter = components.Shooter(self) self.sprite_manager = components.SpriteManager(sprites, current_sprite_key) self.surface_cleaner = components.SurfaceCleaner(self)
def __init__(self, location, size, tag, open, key_tag, displaysurf, sprites, current_sprite, container=None): super().__init__(location, size, tag) self.open = open self.key_tag = key_tag self.renderer = components.Renderer(self, displaysurf) self.sprite_manager = components.SpriteManager(sprites, current_sprite) self.surface_cleaner = components.SurfaceCleaner(self, container)
def __init__(self, location, size, tag): super().__init__(location, size, tag) self.renderer = components.Renderer(self) self.mover = components.Mover(self)