run_gif = Image.open("Assets/skeleton/skeleton_run.gif")
run_frames = []
for i in range(run_gif.n_frames):
- run_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(run_gif, i)), (180, 180)))
+ run_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(run_gif, i)), (170, 170)))
attack_gif = Image.open("Assets/skeleton/skeleton_attack.gif")
attack_frames = []
for i in range(attack_gif.n_frames):
- attack_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(attack_gif, i)), (180, 180)))
+ attack_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(attack_gif, i)), (170, 170)))
def __init__(self, pos, collision_layer, collision_mask):
super().__init__(pos, collision_layer, collision_mask)
def draw(self, surf):
# self.weapon.draw(surf)
- # super(Enemy, self).draw(surf)
+ super(Skeleton, self).draw(surf)
surf.blit(self.display, get_display_rect(self.get_collision_rect()).topleft + self.display_offsets["enemy"])
# for b in self.buffer:
def update(self, delta, target=None):
super().update(delta)
if not self.attacked and target is not None and self.stun_time == 0:
- self.follow_target(target, follow_range=750,stop_dist=target.width/2+self.weapon.width)
+ # self.follow_target(target, follow_range=750,stop_dist=target.width/2+self.weapon.width)
if not target.attacked and get_display_rect(self.weapon.get_collision_rect()).colliderect(
get_display_rect(target.get_collision_rect())):
if self.state != "ATTACK":
self.fadeT = fade()
self.next_level = 0
- self.hints = [(Object((270, 640)), "Hello")]
+ # self.hints = [(Object((270, 640)), "Hello")]
self.dialogue = DialogueUI()
self.paused = False
self.collision_layer["enemy"].remove(enemy)
self.collision_layer["body"].add(self.skeletons[i])
self.king.update(delta)
+ if self.king.dead:
+ print("You win!")
for particle in particles:
particle.update(delta)