gdy agent walczy ze zbyt wysokim poziomem ginie
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34
agent.py
34
agent.py
@ -32,6 +32,7 @@ class Agent(pygame.sprite.Sprite):
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def update(self):
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def update(self):
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self.movement()
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self.movement()
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self.collide_mob()
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self.rect.x += self.x_change
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self.rect.x += self.x_change
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self.collide_blocks('x')
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self.collide_blocks('x')
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@ -68,3 +69,36 @@ class Agent(pygame.sprite.Sprite):
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self.rect.y = hits[0].rect.top - self.rect.height
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self.rect.y = hits[0].rect.top - self.rect.height
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if self.y_change < 0:
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if self.y_change < 0:
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self.rect.y = hits[0].rect.bottom
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self.rect.y = hits[0].rect.bottom
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def collide_mob(self):
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hits_archer_ork = pygame.sprite.spritecollide(self, self.game.archer_orks, False)
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hits_infantry_ork = pygame.sprite.spritecollide(self, self.game.infantry_orks, False)
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hits_infantry_ork2 = pygame.sprite.spritecollide(self, self.game.infantry_orks2, False)
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hits_sauron = pygame.sprite.spritecollide(self, self.game.sauronL, False)
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if hits_archer_ork:
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if self.game.archer_ork.level > self.level:
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self.kill()
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self.game.new()
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else:
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self.game.archer_ork.kill()
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if hits_infantry_ork:
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if self.game.infantry_ork.level > self.level:
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self.kill()
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self.game.new()
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else:
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self.game.infantry_ork.kill()
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if hits_infantry_ork2:
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if self.game.infantry_ork2.level > self.level:
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self.kill()
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self.game.new()
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else:
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self.game.infantry_ork2.kill()
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if hits_sauron:
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if self.game.sauron.level > self.level:
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self.kill()
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self.game.new()
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else:
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self.game.sauron.kill()
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# brakuje levelowania postaci gdy zabije moba, jest zrobione tylko, że jeśli za wysoki poziom to ginie i od nowa zaczyna
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@ -6,7 +6,7 @@ class Archer_ork(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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def __init__(self, game, x, y):
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self.game = game
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self.game = game
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self.groups = self.game.all_sprites
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self.groups = self.game.all_sprites, self.game.archer_orks
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pygame.sprite.Sprite.__init__(self, self.groups)
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.x = x * TILE_SIZE
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@ -6,7 +6,7 @@ class Infantry_ork(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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def __init__(self, game, x, y):
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self.game = game
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self.game = game
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self.groups = self.game.all_sprites
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self.groups = self.game.all_sprites, self.game.infantry_orks
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pygame.sprite.Sprite.__init__(self, self.groups)
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.x = x * TILE_SIZE
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@ -6,7 +6,7 @@ class Infantry_ork2(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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def __init__(self, game, x, y):
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self.game = game
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self.game = game
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self.groups = self.game.all_sprites
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self.groups = self.game.all_sprites, self.game.infantry_orks2
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pygame.sprite.Sprite.__init__(self, self.groups)
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.x = x * TILE_SIZE
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4
main.py
4
main.py
@ -25,6 +25,10 @@ class Game:
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def new(self): # tworzy się nowa sesja grania
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def new(self): # tworzy się nowa sesja grania
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self.all_sprites = pygame.sprite.LayeredUpdates()
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self.all_sprites = pygame.sprite.LayeredUpdates()
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self.rock_sprites = pygame.sprite.LayeredUpdates()
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self.rock_sprites = pygame.sprite.LayeredUpdates()
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self.archer_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks = pygame.sprite.LayeredUpdates()
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self.infantry_orks2 = pygame.sprite.LayeredUpdates()
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self.sauronL = pygame.sprite.LayeredUpdates()
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self.agent = Agent(self,1,1)
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self.agent = Agent(self,1,1)
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self.archer_ork = Archer_ork(self,10,10)
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self.archer_ork = Archer_ork(self,10,10)
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self.infantry_ork = Infantry_ork(self,5,1)
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self.infantry_ork = Infantry_ork(self,5,1)
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@ -6,7 +6,7 @@ class Sauron(pygame.sprite.Sprite):
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def __init__(self, game, x, y):
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def __init__(self, game, x, y):
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self.game = game
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self.game = game
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self.groups = self.game.all_sprites
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self.groups = self.game.all_sprites, self.game.sauronL
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pygame.sprite.Sprite.__init__(self, self.groups)
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pygame.sprite.Sprite.__init__(self, self.groups)
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self.x = x * TILE_SIZE
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self.x = x * TILE_SIZE
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