forked from seanmcortes/delve
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathitem.py
More file actions
74 lines (61 loc) · 2.26 KB
/
item.py
File metadata and controls
74 lines (61 loc) · 2.26 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
import pygame
from sprites import GameObject, SpriteSheet
from settings import KEY_SPRITESHEET, INVENTORY_SPRITESHEET, TILESIZE, KEY_IDLE_DELAY
from helper import Animate
'''
Inventory class:
Holds a list of Items
'''
class Inventory(GameObject):
def __init__(self, scene, x, y):
super().__init__(scene, x, y)
self.groups = scene.all_sprites, scene.hud
pygame.sprite.Sprite.__init__(self, self.groups)
self.sprite_sheet = SpriteSheet(INVENTORY_SPRITESHEET)
self.image = self.sprite_sheet.get_image(0, 0, 32, 32)
self.item_list = []
def update(self):
if len(self.item_list) > 0:
if type(self.item_list[0]) == Key:
self.image = self.sprite_sheet.get_image(0, 32, 32, 32)
else:
self.image = self.sprite_sheet.get_image(0, 0, 32, 32)
self.rect.x = self.x * TILESIZE
self.rect.y = self.y * TILESIZE
'''
Base item class
'''
class Item(GameObject):
def __init__(self, scene, x, y):
super().__init__(scene, x, y)
self.groups = scene.all_sprites, scene.items
pygame.sprite.Sprite.__init__(self, self.groups)
'''
Key class
'''
class Key(Item):
def __init__(self, scene, x, y):
super().__init__(scene, x, y)
self.groups = scene.all_sprites, scene.items, scene.keys
# Animation
self.animation_index = 0
self.last_update = pygame.time.get_ticks()
self.update_delay = KEY_IDLE_DELAY
self.animation = []
sprite_sheet = SpriteSheet(KEY_SPRITESHEET)
self.image = sprite_sheet.get_image(0, 0, 32, 32)
# Append sprites to animation array
for x in range(0, 65, 32):
self.animation.append(sprite_sheet.get_image(x, 0, 32, 32))
def update(self):
now = pygame.time.get_ticks()
# Increment animation
if now - self.last_update >= self.update_delay:
self.last_update = now
Animate(self, self.animation)
self.rect.x = self.x * TILESIZE
self.rect.y = self.y * TILESIZE
# Append self to inventory and remove object sprite from map
if self.scene.player.x == self.x and self.scene.player.y == self.y:
self.scene.inventory.item_list.append(self)
self.kill()