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slime.py
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94 lines (85 loc) · 3.49 KB
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import pygame
import spritesheet
slime_sprite_sheet = pygame.image.load('mystic_woods/characters/slime.png')
slime_sheet = spritesheet.SpriteSheet(slime_sprite_sheet)
class Slime(pygame.sprite.Sprite):
idle_frames = []
has_played_death_frame = [False, False, False, False, False]
last_frame = None
is_dead = False
for i in range(8):
if i < 4:
idle_frames.append(
pygame.transform.flip(
slime_sheet.get_image(0, i, 32, 32, 2,
(0, 0, 0)).convert_alpha(), True,
False))
else:
idle_frames.append(
slime_sheet.get_image(0, i - 4, 32, 32, 2, (0, 0, 0)))
death_frames = []
for i in range(10):
if i < 5:
death_frames.append(
pygame.transform.flip(
slime_sheet.get_image(4, i, 32, 32, 2,
(0, 0, 0)).convert_alpha(), True,
False))
else:
death_frames.append(
pygame.transform.flip(
slime_sheet.get_image(4, i - 5, 32, 32, 2,
(0, 0, 0)).convert_alpha(), True,
False))
def __init__(self, y=288):
super().__init__()
self.image = self.idle_frames[0]
self.rect = self.image.get_rect()
self.rect.center = (600, y)
def move(self, player):
x_from_player = abs(self.rect.center[0] - player.rect.center[0])
y_from_player = abs(self.rect.center[1] - player.rect.center[1])
if x_from_player > y_from_player:
if self.rect.center[0] > player.rect.center[0]:
self.rect.move_ip(-2, 0)
else:
self.rect.move_ip(2, 0)
else:
if self.rect.center[1] > player.rect.center[1]:
self.rect.move_ip(0, -2)
else:
self.rect.move_ip(0, 2)
if x_from_player < 25 and y_from_player < 25:
player.health -= 1
def draw(self, surface, frame):
if frame <= 3 and not self.is_dead:
surface.blit(self.idle_frames[frame], self.rect)
elif frame != self.last_frame and not self.is_dead:
frame = frame % 4
surface.blit(self.idle_frames[frame], self.rect)
# only possible if slime is dead
# tests whether entire animation has played out, if so skips
elif frame != self.last_frame:
self.last_frame = frame
if not self.has_played_death_frame[0]:
surface.blit(self.death_frames[0], self.rect)
self.has_played_death_frame[0] = True
elif not self.has_played_death_frame[1]:
surface.blit(self.death_frames[1], self.rect)
self.has_played_death_frame[1] = True
elif not self.has_played_death_frame[2]:
surface.blit(self.death_frames[2], self.rect)
self.has_played_death_frame[2] = True
elif not self.has_played_death_frame[3]:
surface.blit(self.death_frames[3], self.rect)
self.has_played_death_frame[3] = True
elif not self.has_played_death_frame[4]:
surface.blit(self.death_frames[4], self.rect)
self.has_played_death_frame[4] = True
else:
pass
else:
pass
def die(self):
self.is_dead = True
self.rect.center = (-100, -100)