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items.py
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112 lines (87 loc) · 3.05 KB
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# Items
# Author list:
# Luke Martin <ltmartin@bsu.edu>
# Michael Milkovic <mlmilkovic@bsu.edu>
# Derek Onay <dsonay@bsu.edu>
# Ryan Wiesjahn <rwiesjahn@bsu.edu>
import somber as somber_engine
from weapon import *
from entity import *
import config
class Item(somber_engine.Active):
def __init__(self, somber, level, x=0, y=0, sprite='sprites/items/item_default.png'):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
for player in level.get_sprite_group('player'):
self.player = player
self.level = level
self.level.add_object(self, 'items')
def update(self):
somber_engine.Active.update(self)
def collect(self):
pass
class DefaultItem(Item):
def __init__(self, somber, level, x=0, y=0):
Item.__init__(self, somber, level, x, y, sprite='sprites/items/item_default.png')
def update(self):
Item.update(self)
def collect(self):
if self.collides_with(self.player):
self.kill()
print 'Collected Item!'
class Ammo(Item):
def __init__(self, somber, level, x=0, y=0):
Item.__init__(self, somber, level, x, y, sprite='sprites/items/item_ammo.png')
self.weapon = self.player.weapon
self.rounds = config.ITEM_AMMO_ROUNDS
def update(self):
self.collect()
Item.update(self)
def collect(self):
if self.collides_with(self.player):
self.add_ammo()
self.kill()
def add_ammo(self):
self.add_ammo = 0
if self.weapon.ammo[0] < self.weapon.ammo[1]:
self.add_ammo = self.rounds
if (self.add_ammo + self.weapon.ammo[0]) > self.weapon.ammo[1]:
self.add_ammo = 0
self.weapon.ammo[0] = self.weapon.ammo[1]
else:
self.weapon.ammo[0] += self.add_ammo
class AttachmentItem(Item):
def __init__(self, somber, level, attachment, x=0, y=0):
if attachment == Attachment.Speed:
self.sprite = 'sprites/items/item_speed.png'
elif attachment == Attachment.Fire:
self.sprite = 'sprites/items/item_fire.png'
elif attachment == Attachment.Force:
self.sprite = 'sprites/items/item_force.png'
elif attachment == Attachment.Lob:
self.sprite = 'sprites/items/item_lob.png'
Item.__init__(self, somber, level, x, y, sprite=self.sprite)
self.attachment = attachment
self.weapon = self.player.weapon
def update(self):
Item.update(self)
def collect(self):
self.set_attachment()
self.kill()
def set_attachment(self):
if self.weapon.attachments[0] == None:
self.weapon.attachments[0] = self.attachment
elif self.weapon.attachments[1] == None:
self.weapon.attachments[1] = self.attachment
else:
self.weapon.attachments[0] = self.weapon.attachments[1]
self.weapon.attachments[1] = self.attachment
self.weapon.set_weapon_type()
class SalvagedGoods(Item):
def __init__(self, somber, level, x, y):
self.sprite = 'sprites/items/item_salvaged.png'
Item.__init__(self, somber, level, x, y, sprite=self.sprite)
def update(self):
Item.update(self)
def collect(self):
if self.collides_with(self.player):
self.kill()