final attack version! \o/
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101
logic/level.py
101
logic/level.py
@ -92,54 +92,103 @@ class Level:
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self.map[row_index][col_index] = castle
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self.list_castles.append(castle)
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def attack_knight(self, knights_list, positions, current_knight):
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op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
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positions.append(op_pos_1)
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op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
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positions.append(op_pos_2)
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op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
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positions.append(op_pos_3)
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op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
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positions.append(op_pos_4)
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for some_knight in knights_list:
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for some_position in positions:
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if some_knight.position == some_position:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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positions.clear()
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#def attack_knight(self, knights_list, positions, current_knight):
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# op_pos_1 = current_knight.position[0] - 1, current_knight.position[1]
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# positions.append(op_pos_1)
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# op_pos_2 = current_knight.position[0], current_knight.position[1] - 1
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# positions.append(op_pos_2)
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# op_pos_3 = current_knight.position[0] + 1, current_knight.position[1]
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# positions.append(op_pos_3)
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# op_pos_4 = current_knight.position[0], current_knight.position[1] + 1
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# positions.append(op_pos_4)
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# for some_knight in knights_list:
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# for some_position in positions:
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# if (some_knight.position == some_position and some_knight.team != current_knight.team):
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# some_knight.health_bar.take_dmg(current_knight.attack)
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# if some_knight.health_bar.current_hp == 0:
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# some_knight.kill()
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# positions.clear()
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def attack_knight_left(self, knights_list, current_knight):
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position_left = current_knight.position[0] - 1, current_knight.position[1]
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for some_knight in knights_list:
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if some_knight.position == position_left:
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some_knight.health_bar.take_dmg(1)
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if some_knight.health_bar.current_hp == 0:
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if (some_knight.position == position_left and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.health_bar.current_hp <= 0:
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some_knight.kill()
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for monster in self.list_monsters:
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if monster.position == position_left:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_left:
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castle.health_bar.take_dmg(current_knight.attack)
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def attack_knight_right(self, knights_list, current_knight):
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position_right = current_knight.position[0] + 1, current_knight.position[1]
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for some_knight in knights_list:
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if some_knight.position == position_right:
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some_knight.health_bar.take_dmg(1)
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if (some_knight.position == position_right and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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for monster in self.list_monsters:
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if monster.position == position_right:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_right:
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castle.health_bar.take_dmg(current_knight.attack)
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def attack_knight_up(self, knights_list, current_knight):
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position_up = current_knight.position[0] , current_knight.position[1] - 1
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position_up = current_knight.position[0], current_knight.position[1] - 1
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for some_knight in knights_list:
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if some_knight.position == position_up:
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some_knight.health_bar.take_dmg(1)
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if (some_knight.position == position_up and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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for monster in self.list_monsters:
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if monster.position == position_up:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_up:
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castle.health_bar.take_dmg(current_knight.attack)
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def attack_knight_down(self, knights_list, current_knight):
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position_down = current_knight.position[0], current_knight.position[1] + 1
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for some_knight in knights_list:
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if some_knight.position == position_down:
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some_knight.health_bar.take_dmg(1)
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if (some_knight.position == position_down and some_knight.team != current_knight.team):
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some_knight.health_bar.take_dmg(current_knight.attack)
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if some_knight.health_bar.current_hp == 0:
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some_knight.kill()
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for monster in self.list_monsters:
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if monster.position == position_down:
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monster.health_bar.take_dmg(current_knight.attack)
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if monster.health_bar.current_hp <= 0:
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monster.kill()
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else:
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current_knight.health_bar.take_dmg(monster.attack)
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if current_knight.health_bar.current_hp <= 0:
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current_knight.kill()
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for castle in self.list_castles:
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if castle.position == position_down:
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castle.health_bar.take_dmg(current_knight.attack)
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def handle_turn(self):
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current_knight = self.knights_queue.dequeue_knight()
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@ -16,8 +16,7 @@ class Castle(pygame.sprite.Sprite):
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(center=position_in_px)
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self.max_hp = 80
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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def update(self):
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self.health_bar.update()
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@ -7,8 +7,11 @@ from common.helpers import parse_cord
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from logic.health_bar import HealthBar
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def load_knight_textures():
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random_index = random.randint(1, 4)
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def load_knight_textures(team):
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if team == "blue":
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random_index = 3
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else:
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random_index = 4
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states = [
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pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
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pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
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@ -24,7 +27,7 @@ class Knight(pygame.sprite.Sprite):
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super().__init__(group)
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self.direction = Direction.DOWN
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self.states = load_knight_textures()
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self.states = load_knight_textures(team)
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self.image = self.states[self.direction.value]
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self.position = position
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@ -33,8 +36,8 @@ class Knight(pygame.sprite.Sprite):
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.team = team
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self.max_hp = random.randint(7, 12)
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self.attack = random.randint(4, 7)
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self.max_hp = random.randint(9, 13)
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self.attack = random.randint(2, 4)
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self.defense = random.randint(1, 4)
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self.points = 1
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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@ -22,14 +22,13 @@ class Monster(pygame.sprite.Sprite):
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.position = position
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self.max_hp = random.randrange(15, 25)
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp,
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self.max_hp = random.randrange(15, 20)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.max_hp, max_hp=self.max_hp,
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calculate_xy=True, calculate_size=True)
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self.attack = random.randrange(2, 10)
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self.attack = random.randrange(4, 6)
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if self.image == monster_images[0]:
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self.max_hp = 20
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self.attack = 9
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self.attack = 6
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self.points = 10
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elif self.image == monster_images[1]:
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self.max_hp = 15
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