示例#1
0
class Tile():

	def __init__(self, image, posx, posy ,map_posx, map_posy):
		w, h = director.get_window_size()
		sc = 1920/w
		self.namenumber = 0
		self.name = 'floor'
		self.map_pos_x = map_posx
		self.map_pos_y = map_posy
		self.open_P = 0
		self.sprite = Sprite(Images.tile_image[self.name], (posx, posy), scale = 1/sc)
		self.sprite_smoke = Sprite(Images.tile_image['smoke'], (posx, posy), scale = 1/sc)
		self.monster = 0
		self.smoke = 0
		self.buildav = 1
		self.wall = 0
	
	def next_turn(self):
		if self.smoke:
			self.smoke = self.smoke - 1
	
	def next_turn_DM(self):
		self.buildav = 1
		if (self.open_P) or (self.smoke):
			self.buildav = 0
	
	def on_click_P(self):
		self.open_P = 1
	
	def draw(self):
		self.sprite.image = Images.tile_image[self.name]
		self.sprite.draw()
		if self.smoke:
			self.sprite_smoke.draw()
示例#2
0
文件: menu.py 项目: RyanHope/cocos
class ImageMenuItem (BaseMenuItem):
    """ A menu item that shows a selectable Image """
    def __init__(self, image, callback_func, *args, **kwargs):
        if isinstance(image, string_types):
            image = pyglet.resource.image(image)
        self.image = image
        super(ImageMenuItem, self).__init__(callback_func, *args, **kwargs)

    def generateWidgets(self, pos_x, pos_y, font_item, font_item_selected):
        anchors = {'left': 0, 'center': 0.5, 'right': 1, 'top': 1, 'bottom': 0}
        anchor = (anchors[font_item['anchor_x']] * self.image.width,
                  anchors[font_item['anchor_y']] * self.image.height)
        self.item = Sprite(self.image, anchor=anchor, opacity=255,
                           color=font_item['color'][:3])
        self.item.scale = font_item['font_size'] / float(self.item.height)
        self.item.position = int(pos_x), int(pos_y)
        self.selected_item = Sprite(self.image, anchor=anchor,
                                    color=font_item_selected['color'][:3])
        self.selected_item.scale = (font_item_selected['font_size'] /
                                    float(self.selected_item.height))
        self.selected_item.position = int(pos_x), int(pos_y)

    def draw(self):
        glPushMatrix()
        self.transform()
        if self.is_selected:
            self.selected_item.draw()
        else:
            self.item.draw()
        glPopMatrix()
示例#3
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class BuildingMenu(Layer):

	def __init__(self): 
		super(BuildingMenu, self).__init__()
		self.end_of_init()
		
	def end_of_init(self):
		w, h = director.get_window_size()		
		sc = 1920//w
		self.visible = 0
		self.b_types = {}
		self.b_types[0] = SecondB_menu('trap', 0)
		self.b_types[1] = SecondB_menu('monster', 1)
		self.b_types[2] = SecondB_menu('magic', 2)
		self.b_types[3] = SecondB_menu('wall', 3)
		self.scroll = Sprite(Images.menu_scroll, (1500//sc, 380//sc), scale = 1/sc)
		self.active = -1
	
	def draw(self):
		if self.visible:
			w, h = director.get_window_size()		
			sc = 1920//w
			self.scroll.draw()
			for b_type in self.b_types:
				self.b_types[b_type].sprite.draw()
				if self.active == b_type:
					self.b_types[b_type].draw()
示例#4
0
class ImageMenuItem(BaseMenuItem):
    """ A menu item that shows a selectable Image """
    def __init__(self, image, callback_func, *args, **kwargs):
        if isinstance(image, string_types):
            image = pyglet.resource.image(image)
        self.image = image
        super(ImageMenuItem, self).__init__(callback_func, *args, **kwargs)

    def generateWidgets(self, pos_x, pos_y, font_item, font_item_selected):
        anchors = {'left': 0, 'center': 0.5, 'right': 1, 'top': 1, 'bottom': 0}
        anchor = (anchors[font_item['anchor_x']] * self.image.width,
                  anchors[font_item['anchor_y']] * self.image.height)
        self.item = Sprite(self.image,
                           anchor=anchor,
                           opacity=255,
                           color=font_item['color'][:3])
        self.item.scale = font_item['font_size'] / float(self.item.height)
        self.item.position = int(pos_x), int(pos_y)
        self.selected_item = Sprite(self.image,
                                    anchor=anchor,
                                    color=font_item_selected['color'][:3])
        self.selected_item.scale = (font_item_selected['font_size'] /
                                    float(self.selected_item.height))
        self.selected_item.position = int(pos_x), int(pos_y)

    def draw(self):
        glPushMatrix()
        self.transform()
        if self.is_selected:
            self.selected_item.draw()
        else:
            self.item.draw()
        glPopMatrix()
示例#5
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	def draw(self):
		w, h = director.get_window_size()
		sc = 1920/w
		if (self.hero.turnav > 0):
			c = Sprite(Images.hero_icons[self.hero.name], ((1235 + Icon_size*self.number*1.1)//sc, 960//sc), scale = 1/sc)
		else:
			c = Sprite(Images.hero_icons_black[self.hero.name], ((1235 + Icon_size*self.number*1.1)//sc, 960//sc), scale = 1/sc)
		c.draw()
示例#6
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class Coin (Layer):
	def __init__(self):
		super(Coin, self).__init__()
		w, h = director.get_window_size()
		self.coins = [pyglet.resource.image('coins/coin%s.png' %  coin_image) for coin_image in range(Coin_image_number)]
		self.coin_anim  = pyglet.image.Animation.from_image_sequence(self.coins, 0.1, True)
		self.coin = Sprite(self.coin_anim, (w - 300, h - 50))
	def draw(self):
		self.coin.draw()		
示例#7
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class Art_get_layer(ColorLayer):

	is_event_handler = True
	
	def __init__(self, main_layer, artmenu):
		super(Art_get_layer,self).__init__(0,0,32,64)
		self.main_layer = main_layer
		w,h = director.get_window_size()
		sc = 1920/w
		self.sprite = Sprite(Images.art_choise, (960//sc, 540//sc), scale = 1/sc)
		self.art_menu = artmenu
	
	def on_click(self, mouse_x, mouse_y):
		w,h = director.get_window_size()
		sc = 1920/w
		get_art = False
		if (mouse_x*sc >= 265 - 75) and (mouse_x*sc <= 265 + 75):
			if (mouse_y*sc >= 827 - 75) and (mouse_y*sc <= 827 + 75):
				get_art = True
				number = 0
			if (mouse_y*sc >= 567 - 75) and (mouse_y*sc <= 567 + 75):
				get_art = True
				number = 1
			if (mouse_y*sc >= 307 - 75) and (mouse_y*sc <= 307 + 75):
				get_art = True
				number = 2
		if (mouse_x*sc >= 975 - 75) and (mouse_x*sc <= 975 + 75):
			if (mouse_y*sc >= 827 - 75) and (mouse_y*sc <= 827 + 75):
				get_art = True
				number = 3
			if (mouse_y*sc >= 567 - 75) and (mouse_y*sc <= 567 + 75):
				get_art = True
				number = 4
			if (mouse_y*sc >= 307 - 75) and (mouse_y*sc <= 307 + 75):
				get_art = True
				number = 5
		if (get_art):
			hero = self.art_menu.hero
			art_name = Art_menu[hero.name][hero.art_cell + 1][number]
			if (hero.av_art.count(art_name)):
				art = Artefact(art_name, hero.art_cell)
				hero.staff.update({hero.art_cell : art})
				hero.av_art.remove(art_name)
				for i in range(5):
					if (hero.staff.get(i) == None):
						hero.art_cell = i
						break
				art.on_get(hero)
				self.main_layer.status = 'usuall'
				self.main_layer.remove(self.main_layer.art_get_layer)
				self.main_layer.art_get_layer = 0
		
	def draw(self):
	
		self.sprite.draw()
		self.art_menu.draw()
示例#8
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class Buttons (Layer):
	
	def __init__(self):
		super(Buttons, self).__init__()
		self.img = pyglet.resource.image('next_turn.png')
		w, h = director.get_window_size();
		self.nextturn_button = Sprite(self.img, (w - Button_size/2, Button_size/2))
	
	def draw ( self ):
		self.nextturn_button.draw()
示例#9
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	def draw(self):
		w, h = director.get_window_size()
		sc = 1920//w
		c = Sprite(Images.frame_black, (1100//sc, (580 - self.number*B_Menu_size*1.1)//sc), scale = 1/sc)
		c.draw()
		for object in range(len(self.objects)):
			dx, dy = self.get_coordinates(object)
			c = Sprite(Images.B_images[self.name][object],
						((1315 + dx)//sc, (505 + dy)//sc), scale = 1/sc)
			c.draw()
示例#10
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class Background(Layer):

    def __init__(self):
        Layer.__init__(self)
        image = pyglet.resource.image(resconfig.battle_ground_1)
        self.backgound = Sprite(image, position=(image.width/2, image.height/2))


    def draw(self, *args, **kwargs):
        self.backgound.draw()
示例#11
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class Buttons(Layer):
    def __init__(self):
        super(Buttons, self).__init__()
        self.img = pyglet.resource.image('next_turn.png')
        w, h = director.get_window_size()
        self.nextturn_button = Sprite(self.img,
                                      (w - Button_size / 2, Button_size / 2))

    def draw(self):
        self.nextturn_button.draw()
示例#12
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	def draw(self):
		w, h = director.get_window_size()
		sc = 1920/w
		c = Sprite(Images.portraits[self.hero.name], (1400//sc, 480//sc), scale = 1/sc)
		c.draw()
		c = HeroStats(self.hero)
		c.draw()
		for art in self.hero.staff:
			self.hero.staff[art].draw()
		for skill in self.hero.skills:
			skill.draw()
示例#13
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class Coin(Layer):
    def __init__(self):
        super(Coin, self).__init__()
        w, h = director.get_window_size()
        self.coins = [
            pyglet.resource.image('coins/coin%s.png' % coin_image)
            for coin_image in range(Coin_image_number)
        ]
        self.coin_anim = pyglet.image.Animation.from_image_sequence(
            self.coins, 0.1, True)
        self.coin = Sprite(self.coin_anim, (w - 300, h - 50))

    def draw(self):
        self.coin.draw()
示例#14
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class Artefact():
	def __init__(self, name, number):
		w, h = director.get_window_size()
		sc = 1920/w
		self.name = name
		self.number = number
		self.sprite = Sprite(Images.art_image[self.name], ((1562 + 75/2)//sc, (899 - art_pos[self.number])//sc), scale = 1/sc)
	
	def on_get(self, hero):
		if (ArtEffects.get(self.name)):
			ArtEffects[self.name](hero).effect()
	
	def draw(self):
		self.sprite.draw()
示例#15
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class TestLayer(cocos.layer.Layer):
    def __init__(self):
        super(TestLayer, self).__init__()

        self.x, self.y = director.get_window_size()

        self.sprite = Sprite('runner1.png')
        self.sprite.position = self.x // 3, self.y // 3
        self.add(self.sprite)
        self.brick = pyglet.image.load("../assets/brick.png")

    def draw(self):

        self.brick.blit(self.x // 2, self.y // 2)
        self.sprite.draw()
示例#16
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	def draw(self):
		w, h = director.get_window_size()
		for i in range(self.mapx):
			for j in range (self.mapy):
			
				c = self.parent.model.map.get((i, j))
				if (c.open_P == 1):
					c.draw()
				elif (c.open_P == 0):
					greytile = Sprite(Images.greytile, c.position)
					greytile.draw()
		wiz = self.parent.model.wizard
		wiz.draw()
		for dx, dy in adject_tiles:
			i = wiz.map_posx + dx
			j = wiz.map_posy + dy
			if (i >= 0) and (j >= 0) and (i < self.mapx) and (j < self.mapy):
				Sprite(Images.frame_blue, ((2*i + 1)*Tile_size/2 + left_space, (2*j + 1)*Tile_size/2 + (h - Quad_side*Tile_size)/2)).draw()
示例#17
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    def draw(self):
        w, h = director.get_window_size()
        for i in range(self.mapx):
            for j in range(self.mapy):

                c = self.parent.model.map.get((i, j))
                if (c.open_P == 1):
                    c.draw()
                elif (c.open_P == 0):
                    greytile = Sprite(Images.greytile, c.position)
                    greytile.draw()
        wiz = self.parent.model.wizard
        wiz.draw()
        for dx, dy in adject_tiles:
            i = wiz.map_posx + dx
            j = wiz.map_posy + dy
            if (i >= 0) and (j >= 0) and (i < self.mapx) and (j < self.mapy):
                Sprite(Images.frame_blue,
                       ((2 * i + 1) * Tile_size / 2 + left_space,
                        (2 * j + 1) * Tile_size / 2 +
                        (h - Quad_side * Tile_size) / 2)).draw()
示例#18
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class Skill():
	def __init__(self, name, number, hero, model):
		w, h = director.get_window_size()
		sc = 1920/w
		self.name = name
		self.number = number
		self.sprite = Sprite(Images.skill_image[self.name], ((1208)//sc, (899 - skill_pos[self.number])//sc), scale = 1/sc)
		self.skill = Skills[self.name](hero , model)
	
	def draw(self):
		w, h = director.get_window_size()
		sc = 1920/w
		if (self.skill.learnt):
			self.sprite.draw()
			if self.skill.cd_left:
				self.label = Label('%d' %self.skill.cd_left, font_name='Times New Roman', font_size=20//sc, anchor_x='center', anchor_y='center', color = (255, 0, 0, 255) )
				self.label.position = ((1208)//sc, (899 - skill_pos[self.number])//sc)
				self.label.draw()
	
	def use(self):
		if self.skill.available:
			self.skill.use()
示例#19
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class Hero_portriat_DM():
	def reload(self, model, hero_name):
		w, h = director.get_window_size()
		sc = 1920/w
		self.model = model
		self.name = hero_name
		if self.name == 'wizard':
			self.hero = self.model.heroes[self.name]
			self.sprite = Sprite(Images.hero_icons[self.name], (1600//sc, 900//sc), scale = 1/sc)
			self.sprite_black = Sprite(Images.hero_icons_black[self.name], (1600//sc, 900//sc), scale = 1/sc)
			self.label = Label('%d' %self.hero.stats.health, font_name='Times New Roman', font_size=20//sc, anchor_x='center', anchor_y='center', color = (255, 0, 0, 255) )
			self.label.position = 1600//sc, 870//sc
		if self.name == 'priest':
			self.hero = self.model.heroes[self.name]
			self.sprite = Sprite(Images.hero_icons[self.name], (1720//sc, 900//sc), scale = 1/sc)
			self.sprite_black = Sprite(Images.hero_icons_black[self.name], (1720//sc, 900//sc), scale = 1/sc)
			self.label = Label('%d' %self.hero.stats.health, font_name='Times New Roman', font_size=20//sc, anchor_x='center', anchor_y='center', color = (255, 0, 0, 255) )
			self.label.position = 1720//sc, 870//sc
		if self.name == 'warrior':
			self.hero = self.model.heroes[self.name]
			self.sprite = Sprite(Images.hero_icons[self.name], (1600//sc, 780//sc), scale = 1/sc)
			self.sprite_black = Sprite(Images.hero_icons_black[self.name], (1600//sc, 780//sc), scale = 1/sc)
			self.label = Label('%d' %self.hero.stats.health, font_name='Times New Roman', font_size=20//sc, anchor_x='center', anchor_y='center', color = (255, 0, 0, 255) )
			self.label.position = 1600//sc, 750//sc
		if self.name == 'rogue':
			self.hero = self.model.heroes[self.name]
			self.sprite = Sprite(Images.hero_icons[self.name], (1720//sc, 780//sc), scale = 1/sc)
			self.sprite_black = Sprite(Images.hero_icons_black[self.name], (1720//sc, 780//sc), scale = 1/sc)
			self.label = Label('%d' %self.hero.stats.health, font_name='Times New Roman', font_size=20//sc, anchor_x='center', anchor_y='center', color = (255, 0, 0, 255) )
			self.label.position = 1720//sc, 750//sc
	def draw(self):
		if self.hero.alive:
			self.sprite.draw()
			self.label.font_name = '%d' %self.hero.stats.health
			self.label.draw()
		else:
			self.sprite_black.draw()
示例#20
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	def draw(self):
		w, h = director.get_window_size()
		sc = 1920/w
		#Drawing the map
		for i in range(self.mapx):
			for j in range (self.mapy):			
				c = self.parent.model.map.get((i, j))
				#Checking that tile have been opened
				if (c.open_P == 1):
					c.draw()
				elif (c.open_P == 0):
					greytile = Sprite(Images.greytile, c.sprite.position, scale = 1/sc)
					greytile.draw()
					if c.smoke:
						c.sprite_smoke.draw()
		
		hero = self.actual_hero
		if (hero.alive):
			hero.portrait.draw()
		
		#Drawing heroes
		for hero_name in self.parent.model.heroes:
			hero = self.parent.model.heroes[hero_name]
			#print(hero.name)
			if (hero.alive):
				hero.draw()
		
		hero = self.actual_hero
		
		#Drawing blue frames for available turns
		if (hero.turnav) or (self.cheat):
			for dx, dy in adject_tiles:
				i = hero.map_posx + dx
				j = hero.map_posy + dy
				if (i >= 0) and (j >= 0) and (i < self.mapx) and (j < self.mapy):
					Sprite(Images.frame_blue, (((2*i + 1)*Tile_size/2 + left_space)//sc,
					(2*j + 1)*Tile_size/2//sc + (h - Quad_side*Tile_size//sc)/2), scale = 1/sc).draw()
示例#21
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	def draw(self):
		w, h = director.get_window_size()
		sc = 1920/w
		
		#Actual square drawing
		if (self.act_tile):
			c = Sprite(self.act_tile.sprite.image, (1320//sc, 830//sc), scale = 3.5/sc)
			c.draw()
			
		#map drawing
		for i in range(self.mapx):
			for j in range (self.mapy):
				c = self.model.map.get((i, j))
				c.draw()
				
				#Drawing blue frames for opened tiles
				if (c.open_P == 1):
					Sprite(Images.frame_blue, (((2*i + 1)*Tile_size/2 + left_space)//sc,
												(2*j + 1)*Tile_size/2//sc + (h - Quad_side*Tile_size//sc)/2), scale= 1/sc).draw()
					
		#Drawing heroes
		for hero_name in self.parent.model.heroes:
			hero = self.parent.model.heroes[hero_name]
			if (hero.alive):
				hero.sprite.draw()
		
		if (self.act_tile):
			i, j = self.act_tile.map_pos_x, self.act_tile.map_pos_y
			Sprite(Images.frame_yellow, (((2*i + 1)*Tile_size/2 + left_space)//sc,
										(2*j + 1)*Tile_size/2//sc + (h - Quad_side*Tile_size//sc)/2), scale = 1/sc).draw()
		
		self.model.interface_DM.draw()
		
		if (self.act_tile):
			if (self.act_tile.buildav):
				self.building_menu.draw()
示例#22
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class Hero():

	def __init__(self, name, number ,model, map_posx, map_posy):
		w, h = director.get_window_size()
		sc = 1920/w
		self.name = name
		self.number = number
		self.map_posx = map_posx
		self.map_posy = map_posy
		self.sprite = Sprite(Images.heroes[self.name], scale = 1/sc)
		self.sprite.position = (((2*self.map_posx + 1)*Tile_size/2 + left_space)//sc, ((2*self.map_posy + 1)*Tile_size/2 + (h*sc - Quad_side*Tile_size)/2)//sc)
		self.portrait = Portraits(self)
		self.icon = Icons(self)
		
		self.alive = 1
		self.techstats = Tech_Stats(self.name)
		self.stats = Stats(self.name)
		self.staff = []
		self.av_art = list(Artefacts)
		self.model = model
		self.turnav = self.techstats.speed
		self.stats.health = self.techstats.max_health
		self.skills = []
		for s in Hero_skills[self.name]:
			self.skills.append(Skill(s[0], s[1], self, self.model))
	
	def replace_hero(self, map_posx, map_posy):
		w, h = director.get_window_size()
		sc = 1920/w
		self.map_posx = map_posx
		self.map_posy = map_posy
		self.sprite.position = (((2*self.map_posx + 1)*Tile_size/2 + left_space)//sc, ((2*self.map_posy + 1)*Tile_size/2 + (h*sc - Quad_side*Tile_size)/2)//sc)
	
	def on_turn(self, tile):
		self.turnav = self.turnav - 1
		replace_hero = 1
		if (tile.name == 'lava'):
			self.model.controler.damage_hero(self.name, lava_damage)
		if (tile.name == 'wall'):
			replace_hero = 0
		if (tile.monster):
			result = tile.monster.monster.fight(self)
			if result == 'lose':
				replace_hero = 0
		if (tile.open_P == 0):
			self.stats.exp = self.stats.exp + self.techstats.exp_per_tile
			if self.stats.lvl < maxlvl:
				if (self.stats.exp >= ExpNeed[self.stats.lvl]):
					self.model.controler.lvlup_hero(self.name)
			if (tile.name == 'floor'):	
				self.stats.luck = self.stats.luck + self.techstats.luck_per_tile
				if self.stats.luck >= 100:
					self.stats.luck = self.stats.luck - 100
					if (len(self.staff) < 5):
						self.stats.luck = 0
						self.model.on_artget(self)
						'''art_name = self.av_art[random.randint(0, len(self.av_art) - 1)]
						art = Artefact(art_name, len(self.staff))
						self.av_art.remove(art_name)
						self.staff.append(art)
						art.on_get(self)'''
		if replace_hero:
			self.replace_hero(tile.map_pos_x, tile.map_pos_y)
		if (tile.name == 'treasure'):
			self.model.on_youwin()
	
	def draw(self):
		self.sprite.draw()
		self.icon.draw()
示例#23
0
class Hero():

	def __init__(self, name, number ,model, map_posx, map_posy):
		w, h = director.get_window_size()
		sc = 1920/w
		self.name = name
		self.number = number
		self.map_posx = map_posx
		self.map_posy = map_posy
		self.sprite = Sprite(Images.heroes[self.name], scale = 1/sc)
		self.sprite.position = (((2*self.map_posx + 1)*Tile_size/2 + left_space)//sc, ((2*self.map_posy + 1)*Tile_size/2 + (h*sc - Quad_side*Tile_size)/2)//sc)
		self.portrait = Portraits(self)
		self.icon = Icons(self)
		
		self.alive = 1
		self.techstats = Tech_Stats(self.name)
		self.stats = Stats(self.name)
		self.staff = {}
		self.av_art = list(Artefacts)
		self.art_cell = 0
		self.model = model
		self.turnav = self.techstats.speed
		self.stats.health = self.techstats.max_health
		self.skills = []
		self.effects = Hero_effects(self, self.model)
		
		for s in Hero_skills[self.name]:
			self.skills.append(Skill(s[0], s[1], self, self.model))
	
	def replace_hero(self, map_posx, map_posy):
		w, h = director.get_window_size()
		sc = 1920/w
		self.map_posx = map_posx
		self.map_posy = map_posy
		self.sprite.position = (((2*self.map_posx + 1)*Tile_size/2 + left_space)//sc, ((2*self.map_posy + 1)*Tile_size/2 + (h*sc - Quad_side*Tile_size)/2)//sc)
	
	def on_turn(self, tile):
		self.turnav = self.turnav - 1
		replace_hero = 1
		if (tile.name == 'lava'):
			self.model.controler.damage_hero(self.name, lava_damage)
		if (tile.name == 'ice'):
			self.turnav = 0
			self.effects.miss_turn = 1
		if (tile.name == 'poison'):
			self.effects.trap_poison = trap_poison_duration
		if (tile.name == 'wall'):
			replace_hero = 0
		if (tile.monster):
			result = tile.monster.monster.fight(self)
			if result == 'lose':
				replace_hero = 0
			if result == 'win':
				self.on_win()
		if (tile.open_P == 0):
			self.stats.exp = self.stats.exp + self.techstats.exp_per_tile
			if self.stats.lvl < maxlvl:
				if (self.stats.exp >= ExpNeed[self.stats.lvl]):
					self.model.controler.lvlup_hero(self.name)
			if (tile.name == 'floor'):	
				self.stats.luck = self.stats.luck + self.techstats.luck_per_tile
				if self.stats.luck >= 100:
					if (self.stats.lvl >= self.art_cell + 1):
						self.stats.luck = self.stats.luck - 100
						if (len(self.staff) < 5):
							self.stats.luck = 0
							self.model.on_artget(self)
					else:
						self.stats.luck = self.stats.luck - self.techstats.luck_per_tile
		if replace_hero:
			self.replace_hero(tile.map_pos_x, tile.map_pos_y)
		if (tile.name == 'treasure'):
			self.model.on_youwin()
		self.effects.on_turn_effects()
	
	def on_win(self):
		if self.effects.drain_life:
			self.stats.health = self.stats.health + drain_health
			self.techstats.max_health = self.techstats.max_health + drain_health
			self.stats.armor = self.stats.armor + drain_armor
			self.stats.attack = self.stats.attack + drain_attack
	
	def draw(self):
		self.sprite.draw()
		self.icon.draw()
		
	def reload(self):
		self.turnav = self.techstats.speed
		self.effects.reload()