self.collision_layer["potion"],
self.collision_layer["spike"],
self.collision_layer["arrow"])
- # self.pet = Pet(center, self.collision_layer["pet"], [self.collision_layer["world"]])
+ self.pet = Pet(center, self.collision_layer["pet"], [self.collision_layer["world"]])
self.enemies = [Enemy(pos, self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]]) for pos in
Setup.camera_offset = self.player.update(delta)
Setup.camera_offset.x = max(0, min(Setup.camera_offset.x, MAP_WIDTH - SCREEN_WIDTH))
Setup.camera_offset.y = max(0, min(Setup.camera_offset.y, MAP_HEIGHT - SCREEN_HEIGHT))
-
+
for i, enemy in enumerate(self.enemies):
enemy.update(delta, self.player)
if enemy.dead:
if self.level == 4:
self.bosshealthBar.update()
- # self.pet.update(delta, self.player, self.camera_pos)
+ self.pet.update(delta, self.player)
def draw(self, surf):
self.jeff.draw(surf)
self.player.draw(surf)
+
# self.dialogue.draw(surf, self.player, "Next dimension, next portal...", 4, 1)
# self.dialogue.draw(surf, self.player, "It's really that simple.", 4, 2)
# for o,text in self.hints:
# Debug Lines. DO NOT CROSS THEM!
# pg.draw.line(surf, (255, 0, 0), -Setup.camera_offset, pg.Vector2(SCREEN_WIDTH, -Setup.camera_offset.y), 10)
# pg.draw.line(surf, (255, 0, 0), -Setup.camera_offset, pg.Vector2(-Setup.camera_offset.x, SCREEN_HEIGHT), 10)
- # self.pet.draw(surf)
+ self.pet.draw(surf, self.player.position)
if (self.fade == True):
self.fadeT.update(True)
move_gif = Image.open("Assets/SNAKE.gif")
move_frames = []
- #for i in range(move_gif.n_frames):
- #idk how this works
- #move_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(move_gif, i)), (200, 200)))
+ for i in range(move_gif.n_frames):
+ move_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(move_gif, i)), (50, 50)))
def __init__(self, pos, collision_layer, collision_mask):
super().__init__(pos, collision_layer, collision_mask)
+ self.frame = 0
def update(self, delta, target):
super().update(delta)
self.follow_target(target, stop_dist=70)
self.position, self.velocity = self.move_and_collide(self.position, self.velocity, delta)
+
+ def draw(self, surf, plpos=0):
+ surf.blit(self.move_frames[math.floor(self.frame)], get_display_rect(self.get_collision_rect()))
+ # self.position = plpos
+ if(self.frame + 0.1 < len(self.move_frames)):
+ self.frame += 0.08
+ else: self.frame = 0