self.collision_layer["potion"],
self.collision_layer["spike"],
self.collision_layer["arrow"])
- self.pet = Pet(center, self.collision_layer["pet"], [self.collision_layer["world"]])
+ if(level == 1):
+ self.pet = Pet([6852, 1500], self.collision_layer["pet"], [self.collision_layer["world"]])
+ else:
+ self.pet = Pet(self.player.position, self.collision_layer["pet"], [self.collision_layer["world"]])
+ self.has_pet = False
self.enemies = [Enemy(pos, self.collision_layer["enemy"],
[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]]) for pos in
# self.test = RangedAttack((1650,1250),self.collision_layer["world"], self.collision_layer["arrow"])
if(self.level == 4):
self.portal_position = (5475, 2400)
-
# def load_world(self, level):
def update(self, delta):
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:
self.bosshealthBar.update()
if self.level == 1:
- print(self.player.position)
+ # print(self.player.position)
if self.player.position[0] > 6750 and self.player.position[1] >= 1500:
- self.player.has_pet = True
+ self.has_pet = True
- if self.player.has_pet == True:
+ if self.has_pet == True:
self.pet.update(delta, self.player)
#update pet
except:
pass;
+ self.pet.draw(surf, self.player.position)
+
if (self.level == 1):
# self.dialogue.draw(surf, self.enemies[0], "enemy dialogue")
self.dialogue.draw(surf, self.player, "Press A or D to move.", 400, 0, 900, 1800)
# 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.player.position)
if (self.fade == True):
self.fadeT.update(True)
self.scene.update()
self.scene.draw()
- if self.player.has_pet == True:
- pass
+ # print(get_display_point(self.player.position))
+ # print(self.player.position)
+
+ # if self.player.has_pet == True:
+ # self.pet.draw(surf, self.player.position)
+ # pass
#draw pet
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
+
+ d_off = pg.Vector2(0, -10)
+
+ display = self.move_frames[math.floor(self.frame)]
+ if(self.velocity[0] > 0):
+ display = pg.transform.flip(display, True, False)
+
+ surf.blit(display, get_display_rect(self.get_collision_rect()).topleft + d_off)
+ diff = self.position - plpos
+ if(abs(diff[0]) >= 1500 or abs(diff[1]) >= 1000):
+ self.position = plpos
+
if(self.frame + 0.1 < len(self.move_frames)):
self.frame += 0.08
else: self.frame = 0