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Copy pathprojectiles.py
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102 lines (76 loc) · 3.05 KB
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import pygame
import time
# Classe Projectile Guerrier
class ProjectileWarrior(pygame.sprite.Sprite):
def __init__(self, player, dir):
super().__init__()
self.velocity = 5
self.image = pygame.image.load('assets/warrior/arrow.png')
self.image = pygame.transform.scale(self.image, (50,50))
self.rect = self.image.get_rect()
self.rect.x = player.rect.x + 120
self.rect.y = player.rect.y + 50
self.origin_image = self.image
self.angle = 0
self.player = player
self.dir = dir
if dir == "gauche":
self.image = pygame.transform.rotate(self.image, 180)
def rotate(self):
self.angle += -3
self.image = pygame.transform.rotozoom(self.origin_image, self.angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
def remove(self):
self.player.all_projectiles.remove(self)
def move(self):
self.rotate()
# vérifier si projectile entre en collide
for cible in self.player.game.check_collision(self, self.player.game.all_players):
if cible != self.player:
self.remove()
cible.damage(self.player.attack)
if self.dir == "gauche":
self.rect.x -= self.velocity
else:
self.rect.x += self.velocity
if self.rect.x > 1280 or self.rect.x < 0:
self.remove()
class InvincibiliteWarrior():
def __init__(self, player):
self.player = player
self.player.InvincibiliteWarrior = True
self.player.InvincibiliteWarriorTime = time.time() + 5
class ProjectileAssassin(pygame.sprite.Sprite):
def __init__(self, player, dir):
super().__init__()
self.velocity = 5
self.image = pygame.image.load('assets/assassin/dague.png')
self.image = pygame.transform.scale(self.image, (50,50))
self.rect = self.image.get_rect()
self.rect.x = player.rect.x + 120
self.rect.y = player.rect.y + 50
self.origin_image = self.image
self.angle = 0
self.player = player
self.dir = dir
if dir == "gauche":
self.image = pygame.transform.rotate(self.image, 180)
def rotate(self):
self.angle += -3
self.image = pygame.transform.rotozoom(self.origin_image, self.angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
def remove(self):
self.player.all_projectiles.remove(self)
def move(self):
self.rotate()
# vérifier si projectile entre en collide
for cible in self.player.game.check_collision(self, self.player.game.all_players):
if cible != self.player:
self.remove()
cible.damage(self.player.attack)
if self.dir == "gauche":
self.rect.x -= self.velocity
else:
self.rect.x += self.velocity
if self.rect.x > 1280 or self.rect.x < 0:
self.remove()