pneuma-pygame/effects/magic_effects.py

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import pygame
from random import randint
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from config.system.window import TILESIZE
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class MagicPlayer:
def __init__(self, animation_player):
self.animation_player = animation_player
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def heal(self, player, strength, cost, groups):
if player.stats.energy >= cost:
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self.sounds['heal'].play()
player.stats.health += strength
player.stats.energy -= cost
if player.stats.health >= player.stats.stats['health']:
player.stats.health = player.stats.stats['health']
self.animation_player.generate_particles(
'aura',
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player.animation.rect.center,
groups)
self.animation_player.generate_particles(
'heal',
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player.animation.rect.center + pygame.math.Vector2(0, -50),
groups)
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def flame(self, player, cost, groups):
if player.stats.energy >= cost:
player.stats.energy -= cost
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if player._input.status.split('_')[0] == 'right':
direction = pygame.math.Vector2(1, 0)
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elif player._input.status.split('_')[0] == 'left':
direction = pygame.math.Vector2(-1, 0)
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elif player._input.status.split('_')[0] == 'up':
direction = pygame.math.Vector2(0, -1)
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else:
direction = pygame.math.Vector2(0, 1)
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for i in range(1, 6):
if direction.x:
offset_x = direction.x * i * TILESIZE
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x = player.animation.rect.centerx + offset_x + \
randint(-TILESIZE // 3, TILESIZE // 3)
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y = player.animation.rect.centery + \
randint(-TILESIZE // 3, TILESIZE // 3)
self.animation_player.generate_particles(
'flame', (x, y), groups)
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else:
offset_y = direction.y * i * TILESIZE
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x = player.animation.rect.centerx + \
randint(-TILESIZE // 3, TILESIZE // 3)
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y = player.animation.rect.centery + offset_y + \
randint(-TILESIZE // 3, TILESIZE // 3)
self.animation_player.generate_particles(
'flame', (x, y), groups)