import pygame.key
import Setup
+import time
+import threading
from Setup import *
from Actors import Actor
from datetime import datetime, timedelta
+from Potion import Potion
class Player(Actor):
width, height = 25, 50
self.lastValueR = False
# self.areas = {"body":Area(self.position, pg.Vector2(0, self.height/2),self.width, self.height/2,Actor)}
+ self.potion_cooldown = 0
+ self.starting_potions = 999
+ self.potion_bag = [Potion(self)]
+ for i in range(self.starting_potions):
+ self.potion_bag.append(Potion(self))
+
def update(self, delta):
super().update(delta)
# Get and handle input
self.handle_input()
+ #if self.potion_cooldown > 0:
+ #threading.Thread(Potion.cooldown)
+
+ if len(self.potion_bag) > 0:
+ self.potion_bag[0].get_input(self)
+
# Deals with collision and applying velocity
self.position, self.velocity = self.move_and_collide(self.position.copy(), self.velocity.copy(), delta)
return self.position - self.initial_position
+
+
def handle_input(self):
pressed = pygame.key.get_pressed()
if pressed[pg.K_w] or pressed[pg.K_UP] or pressed[pg.K_SPACE]:
--- /dev/null
+from Setup import *
+
+class Potion:
+
+ def __init__(self, player, heal_amount = 25):
+ self.heal = heal_amount
+ self.player = player
+
+ def get_input(self, player):
+ pressed_key = pygame.key.get_pressed()
+ if pressed_key[pg.K_1] and player.potion_cooldown == 0:
+ self.consume_potion(player)
+
+ def consume_potion(self, player):
+ player.health += self.heal
+ del player.potion_bag[0]
+ player.potion_cooldown = 5
+
+ #def cooldown(self, player):
+
+