po zabiciu bohater traci zdrowie(testowo ma 10000 zdrowia),po zabiciu moba dostaje +1 lvl, gra sie konczy po zabiciu saurona, porusza sie wolniej(dla wygody)
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20
agent.py
20
agent.py
@ -29,7 +29,7 @@ class Agent(pygame.sprite.Sprite):
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self.rect.y = self.y
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self.rect.y = self.y
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self.level = 1
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self.level = 1
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self.health = 100*self.level
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self.health = 10000*self.level
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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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@ -46,13 +46,13 @@ class Agent(pygame.sprite.Sprite):
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def movement(self):
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def movement(self):
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keys = pygame.key.get_pressed()
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT] and self.rect.x > 0:
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if keys[pygame.K_LEFT] and self.rect.x > 0:
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self.x_change -= TILE_SIZE
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self.x_change -= TILE_SIZE/2
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if keys[pygame.K_RIGHT] and self.rect.x < 832 - 64:
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if keys[pygame.K_RIGHT] and self.rect.x < 832 - 64:
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self.x_change += TILE_SIZE
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self.x_change += TILE_SIZE/2
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if keys[pygame.K_UP] and self.rect.y > 0:
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if keys[pygame.K_UP] and self.rect.y > 0:
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self.y_change -= TILE_SIZE
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self.y_change -= TILE_SIZE/2
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if keys[pygame.K_DOWN] and self.rect.y < 832 - 64:
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if keys[pygame.K_DOWN] and self.rect.y < 832 - 64:
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self.y_change += TILE_SIZE
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self.y_change += TILE_SIZE/2
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def collide_blocks(self, direction):
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def collide_blocks(self, direction):
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if direction == "x":
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if direction == "x":
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@ -83,6 +83,8 @@ class Agent(pygame.sprite.Sprite):
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self.game.new()
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self.game.new()
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else:
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else:
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self.game.archer_ork.kill()
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self.game.archer_ork.kill()
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self.health=self.health-self.game.archer_ork.damage
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self.level+=self.level
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#zmniejszenie życia o damage moba
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#zmniejszenie życia o damage moba
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#level up
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#level up
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if hits_infantry_ork:
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if hits_infantry_ork:
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@ -91,14 +93,18 @@ class Agent(pygame.sprite.Sprite):
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self.game.new()
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self.game.new()
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else:
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else:
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self.game.infantry_ork.kill()
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self.game.infantry_ork.kill()
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self.health=self.health-self.game.infantry_ork.damage
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self.level+=self.level
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#zmniejszenie życia o damage moba
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#zmniejszenie życia o damage moba
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#level up
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#level up
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if hits_infantry_ork2:
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if hits_infantry_ork2:
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if self.game.infantry_ork2.level > self.level or self.game.infantry2_ork.damage > self.health:
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if self.game.infantry_ork2.level > self.level or self.game.infantry_ork2.damage > self.health:
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self.kill()
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self.kill()
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self.game.new()
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self.game.new()
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else:
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else:
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self.game.infantry_ork2.kill()
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self.game.infantry_ork2.kill()
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self.health=self.health-self.game.infantry_ork2.damage
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self.level+=self.level
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#zmniejszenie życia o damage moba
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#zmniejszenie życia o damage moba
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#level up
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#level up
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if hits_sauron:
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if hits_sauron:
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@ -107,6 +113,8 @@ class Agent(pygame.sprite.Sprite):
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self.game.new()
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self.game.new()
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else:
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else:
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self.game.sauron.kill()
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self.game.sauron.kill()
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self.level+=self.level
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pygame.quit()
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#zmniejszenie życia o damage moba
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#zmniejszenie życia o damage moba
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#level up
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#level up
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2
main.py
2
main.py
@ -31,7 +31,7 @@ class Game:
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self.sauronL = 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,10,4)
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self.infantry_ork2 = Infantry_ork2(self,6,3)
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self.infantry_ork2 = Infantry_ork2(self,6,3)
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self.sauron = Sauron(self, 1, 10)
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self.sauron = Sauron(self, 1, 10)
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for y in range(5):
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for y in range(5):
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