from items import Item, load_animations animations = load_animations('data/items/', 'life_small') class LifePotionSmall(Item): def __init__(self, pos): super(LifePotionSmall, self).__init__(pos) self.animations = {name: animation.getCopy() for name, animation in animations.items()} self.animation = None self.set_animation('touch') self.position = pos def touched_by(self, character): super(LifePotionSmall, self).touched_by(character) dis = self.distance_to(character) if not self.taken and dis < 20: if 'hit' in character.animation_name: character.life = min(character.max_life, character.life + 3) self.kill() self.taken = True
from items import Item, load_animations animations = load_animations('data/items/', 'axe') class Axe(Item): def __init__(self, pos): super(Axe, self).__init__(pos) self.animations = { name: animation.getCopy() for name, animation in animations.items() } self.animation = None self.set_animation('touch') def touched_by(self, character): super(Axe, self).touched_by(character) dis = self.distance_to(character) if not self.taken and dis < 20: if 'hit' in character.animation_name: character.weapon = 'axe' self.kill() self.taken = True
from items import Item, load_animations animations = load_animations('data/items/', 'knife') class Knife(Item): def __init__(self, pos): super(Knife, self).__init__(pos) self.animations = { name: animation.getCopy() for name, animation in animations.items() } self.animation = None self.set_animation('touch') def touched_by(self, character): super(Knife, self).touched_by(character) dis = self.distance_to(character) if not self.taken and dis < 20: if 'hit' in character.animation_name: character.weapon = 'knife' self.kill() self.taken = True
from items import Item, load_animations animations = load_animations('data/items/', 'sword') class Sword(Item): def __init__(self, pos): super(Sword, self).__init__(pos) self.animations = {name: animation.getCopy() for name, animation in animations.items()} self.animation = None self.set_animation('touch') def touched_by(self, character): super(Sword, self).touched_by(character) dis = self.distance_to(character) if not self.taken and dis < 20: if 'hit' in character.animation_name: character.weapon = 'sword' self.kill() self.taken = True
from items import Item, load_animations animations = load_animations('data/items/potions/life_small/') class LifePotionSmall(Item): def touched_by(self, character): if character.life != character.max_life: character.life = min(character.max_life, character.life + 3) self.kill()