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Copy pathpower_down.py
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60 lines (50 loc) · 1.75 KB
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import random
import pygame
from asset_paths import resource_path
from image_loader import load_image, load_sheet_frames
SPRITE_PATH = resource_path("assets", "sprites", "power-downs.png")
FRAME_SIZE = 50
DISPLAY_SIZE = 100
GROUND_OFFSET = 20
POWER_DOWN_EFFECTS = {
0: "burn",
1: "poison",
2: "damage_up_long",
3: "damage_up_short",
4: "buff_blocked",
5: "score_penalty",
6: "speed_up",
7: "heal_blocked",
8: "visual_debuff",
9: "purge",
}
class PowerDown(pygame.sprite.Sprite):
_frames = None
def __init__(self, screen_width, ground_y, speed, power_down_index=None):
super().__init__(self.containers)
self.screen_width = screen_width
self.ground_y = ground_y
self.speed = speed
self.collidable = True
available_indices = tuple(POWER_DOWN_EFFECTS)
self.power_down_index = power_down_index if power_down_index is not None else random.choice(available_indices)
self.effect_name = POWER_DOWN_EFFECTS[self.power_down_index]
self.damage = 0
frames = self._load_frames()
self.image = frames[self.power_down_index]
self.rect = self.image.get_rect(bottomright=(screen_width, ground_y - GROUND_OFFSET))
self.x = float(self.rect.x)
@classmethod
def _load_frames(cls):
if cls._frames is not None:
return cls._frames
sheet = load_image(SPRITE_PATH)
cls._frames = load_sheet_frames(sheet, FRAME_SIZE, FRAME_SIZE, scale_to=(DISPLAY_SIZE, DISPLAY_SIZE))
return cls._frames
def update(self, dt):
self.x -= self.speed * dt
self.rect.x = round(self.x)
if self.rect.right < 0:
self.kill()
def draw(self, screen):
screen.blit(self.image, self.rect)