def __init__(self, name, sprite, hp, defense, res, strength, classes, equipments, race, gold, lvl, skills, compl_sprite=None): Character.__init__(self, name, (), sprite, hp, defense, res, strength, None, classes, equipments, 'MANUAL', lvl, skills, race, gold, compl_sprite) self.state = PlayerState.WAITING_SELECTION self.old_pos = () self._selected = False # Sprite displayed when player cannot be selected self.sprite_unavaible = self.sprite.copy() color_image = pg.Surface(self.sprite.get_size()).convert_alpha() color_image.fill(LIGHT_GREY) self.sprite_unavaible.blit(color_image, (0, 0), special_flags=pg.BLEND_RGBA_MULT) # Memorize normal state sprite self.normal_sprite = self.sprite # Memorize the current action performed by the player, it must be a value of CharacterMenu self.current_action = None
def __init__(self, name, sprite, hp, defense, res, max_move, strength, classes, equipments, race, gold, lvl=1, compl_sprite=None): Character.__init__(self, name, (), sprite, hp, defense, res, max_move, strength, None, classes, equipments, None, lvl, race, gold, compl_sprite) '''Possible states : - 0 : Waiting to be selected - 1 : Waiting to be moved - 2 : On move - 3 : Waiting an action post-move - 4 : Waiting a target selected to attack OR waiting an target to interact with - 5 : Turn finished''' self.old_pos = () self.state = 0 self.last_state = 5 self.selected = False # Sprite displayed when player cannot be selected self.sprite_unavaible = self.sprite.copy() color_image = pg.Surface(self.sprite.get_size()).convert_alpha() color_image.fill(LIGHT_GREY) self.sprite_unavaible.blit(color_image, (0, 0), special_flags=pg.BLEND_RGBA_MULT) # Memorize normal state sprite self.normal_sprite = self.sprite
def __init__(self, name, pos, sprite, hp, defense, res, max_move, strength, classes, equipments, lvl=1): Character.__init__(self, name, pos, sprite, hp, defense, res, max_move, strength, classes, equipments, lvl) '''Possible states : - 0 : Waiting to be selected - 1 : Waiting to be moved - 2 : On move - 3 : Waiting an action post-move - 4 : Waiting a target selected to attack OR waiting an target to interact with - 5 : Turn finished''' self.state = 0 self.last_state = 5 self.selected = False