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Objects.py
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from abc import ABC, abstractmethod
import pygame
def create_sprite(img, sprite_size):
icon = pygame.image.load(img).convert_alpha()
icon = pygame.transform.scale(icon, (sprite_size, sprite_size))
sprite = pygame.Surface((sprite_size, sprite_size), pygame.HWSURFACE)
sprite.blit(icon, (0, 0))
return sprite
class AbstractObject(ABC):
def __init__(self):
pass
def draw(self, display):
pass
class Interactive(ABC):
@abstractmethod
def interact(self, engine, hero):
pass
class Ally(Interactive, AbstractObject):
def __init__(self, icon, action, position):
self.sprite = icon
self.action = action
self.position = position
def interact(self, engine, hero):
self.action(engine, hero)
class Creature(AbstractObject):
def __init__(self, icon, stats, position):
self.sprite = icon
self.stats = stats
self.position = position
self.calc_max_HP()
self.hp = self.max_hp
def calc_max_HP(self):
self.max_hp = 5 + self.stats["endurance"] * 2
def draw(self, display):
display.blit(self.sprite, ((self.position[0]) * display.engine.sprite_size,
(self.position[1]) * display.engine.sprite_size))
class Enemy(Creature, Interactive):
def __init__(self, icon, stats, xp, position):
self.sprite = icon
self.stats = stats
self.xp = xp
self.position = position
def interact(self, engine, hero):
exp = int(self.xp)
engine.notify(f"Получено {exp} очков опыта")
hero.exp += exp
hero.level_up()
class Hero(Creature):
def __init__(self, stats, icon):
pos = [1, 1]
self.level = 1
self.exp = 0
self.gold = 0
super().__init__(icon, stats, pos)
def level_up(self):
while self.exp >= 100 * (2 ** (self.level - 1)):
#yield "level up!"
self.level += 1
self.stats["strength"] += 2
self.stats["endurance"] += 2
self.calc_max_HP()
self.hp = self.max_hp
class Effect(Hero):
def __init__(self, base):
self.base = base
self.stats = self.base.stats.copy()
self.apply_effect()
@property
def position(self):
return self.base.position
@position.setter
def position(self, value):
self.base.position = value
@property
def level(self):
return self.base.level
@level.setter
def level(self, value):
self.base.level = value
@property
def gold(self):
return self.base.gold
@gold.setter
def gold(self, value):
self.base.gold = value
@property
def hp(self):
return self.base.hp
@hp.setter
def hp(self, value):
self.base.hp = value
@property
def max_hp(self):
return self.base.max_hp
@max_hp.setter
def max_hp(self, value):
self.base.max_hp = value
@property
def exp(self):
return self.base.exp
@exp.setter
def exp(self, value):
self.base.exp = value
@property
def sprite(self):
return self.base.sprite
@abstractmethod
def apply_effect(self):
pass
class Berserk(Effect):
def apply_effect(self):
self.stats["strength"] += 10
self.stats["endurance"] += 10
self.stats["intelligence"] = 0
super().apply_effect()
class Blessing(Effect):
def apply_effect(self):
self.stats["strength"] += 5
self.stats["endurance"] += 5
self.stats["intelligence"] += 5
self.stats["luck"] += 5
super().apply_effect()
class Weakness(Effect):
def apply_effect(self):
self.stats["strength"] -= 1
self.stats["endurance"] -= 1
self.stats["luck"] = 0
super().apply_effect()
class Curse(Effect):
def apply_effect(self):
self.stats["strength"] -= 5
self.stats["endurance"] -= 5
self.stats["intelligence"] -= 5
self.stats["luck"] -= 5
super().apply_effect()