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Copy pathswitch_creator.py
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83 lines (68 loc) · 2.83 KB
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import pygame, time, asset_creator
class Switch():
def __init__(self, asset, connected_door_asset_indices):
self.asset = asset
self.saved_time = time.time()
self.connected_door_asset_indices = connected_door_asset_indices
self.position = True
self.update()
def update(self):
if self.position:
self.asset.rotate(self.asset.orig_rotation+30)
else:
self.asset.rotate(self.asset.orig_rotation-30)
def flip(self, other_hitbox, door_assets):
if self.asset.check_collision(other_hitbox) and self.saved_time + 0.3 < time.time():
self.position = not self.position
self.saved_time = time.time()
self.move_doors(door_assets)
self.update()
def move_doors(self, door_assets):
for asset_index in self.connected_door_asset_indices:
door_assets[asset_index].state = not door_assets[asset_index].state
class Door:
def __init__(self, asset, default_state):
self.asset = asset
self.state = default_state
def reverse(self):
if self.state:
self.asset.orig_hitbox.topleft = (1000000,1000000)
else:
self.asset.orig_hitbox.topleft = self.asset.orig_coords
class Projectile:
def __init__(self, asset, movement_per_frame, dmg_amount=500):
self.asset = asset
self.movement_per_frame = movement_per_frame
self.dmg_amount = dmg_amount
def update_position(self):
self.asset.move(self.movement_per_frame)
def reset_position(self):
self.asset.asset_offset = (0,0)
def check_all_collision(self, hitboxes):
colliding = False
for hitbox in hitboxes:
if self.asset.check_collision(hitbox):
colliding = True
return colliding
class Word:
def __init__(self, asset, trigger_rect=pygame.Rect(0,0,0,0)):
self.asset = asset
self.map_offset = [0,0]
self.trigger_rect = asset_creator.Hitbox(trigger_rect, True)
self.is_visible = False
self.saved_time = time.time()
self.permanently_non_visible = False
self.update(self.map_offset)
def update(self, map_offset):
if self.is_visible and self.permanently_non_visible == False:
self.asset.orig_hitbox.topleft = self.asset.orig_coords
else:
self.saved_time = time.time()
self.asset.orig_hitbox.topleft = (1000000,1000000)
if time.time() - self.saved_time >= 6:
self.permanently_non_visible = True
self.trigger_rect.update_position(map_offset)
def check_collision(self, detection_hitbox):
if self.trigger_rect.orig_hitbox != pygame.Rect(0,0,0,0):
if self.trigger_rect.check_collision(detection_hitbox):
self.is_visible = True