Repaired the use functionnality of the main item, as well as the load system for Armor items.
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@ -276,7 +276,6 @@ class Sword(Weapon):
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def __init__(self, name: str = "sword", price: int = 20,
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def __init__(self, name: str = "sword", price: int = 20,
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*args, **kwargs):
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*args, **kwargs):
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super().__init__(name=name, price=price, *args, **kwargs)
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super().__init__(name=name, price=price, *args, **kwargs)
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self.name = name
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class Armor(Item):
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class Armor(Item):
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@ -307,24 +306,27 @@ class Shield(Armor):
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Class of shield items, they can be equipped in the other hand.
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Class of shield items, they can be equipped in the other hand.
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"""
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"""
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def __init__(self, constitution: int = 2, *args, **kwargs):
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def __init__(self, name: str = "shield", constitution: int = 2,\
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super().__init__(name="shield", constitution=constitution, *args, **kwargs)
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price: int = 6, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class Helmet(Armor):
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class Helmet(Armor):
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"""
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"""
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Class of helmet items, they can be equipped on the head.
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Class of helmet items, they can be equipped on the head.
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"""
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"""
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def __init__(self, constitution: int = 2, *args, **kwargs):
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def __init__(self, name: str = "helmet", constitution: int = 2, \
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super().__init__(name="helmet", constitution=constitution, *args, **kwargs)
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price: int = 8, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class Chestplate(Armor):
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class Chestplate(Armor):
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"""
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"""
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Class of chestplate items, they can be equipped on the body.
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Class of chestplate items, they can be equipped on the body.
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"""
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"""
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def __init__(self, constitution: int = 4, *args, **kwargs):
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def __init__(self, name: str = "chestplate", constitution: int = 4,\
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super().__init__(name="chestplate", constitution=constitution, *args, **kwargs)
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price: int = 15, *args, **kwargs):
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super().__init__(name=name, constitution=constitution, *args, **kwargs)
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class BodySnatchPotion(Item):
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class BodySnatchPotion(Item):
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@ -127,8 +127,8 @@ class Game:
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elif key == KeyValues.INVENTORY:
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elif key == KeyValues.INVENTORY:
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self.state = GameMode.INVENTORY
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self.state = GameMode.INVENTORY
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self.display_actions(DisplayActions.UPDATE)
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self.display_actions(DisplayActions.UPDATE)
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elif key == KeyValues.USE and self.player.equipped_item:
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elif key == KeyValues.USE and self.player.equipped_main:
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self.player.equipped_item.use()
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self.player.equipped_main.use()
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elif key == KeyValues.SPACE:
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elif key == KeyValues.SPACE:
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self.state = GameMode.MAINMENU
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self.state = GameMode.MAINMENU
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elif key == KeyValues.CHAT:
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elif key == KeyValues.CHAT:
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@ -374,7 +374,7 @@ class Entity:
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TeddyBear, GiantSeaEagle
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TeddyBear, GiantSeaEagle
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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from squirrelbattle.entities.friendly import Merchant, Sunflower
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \
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Heart, Sword
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Heart, Sword, Shield, Chestplate, Helmet
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return {
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return {
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"Tiger": Tiger,
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"Tiger": Tiger,
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"Bomb": Bomb,
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"Bomb": Bomb,
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@ -388,6 +388,9 @@ class Entity:
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"Sunflower": Sunflower,
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"Sunflower": Sunflower,
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"Sword": Sword,
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"Sword": Sword,
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"Eagle": GiantSeaEagle,
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"Eagle": GiantSeaEagle,
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"Shield": Shield,
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"Chestplate": Chestplate,
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"Helmet": Helmet,
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}
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}
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def save_state(self) -> dict:
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def save_state(self) -> dict:
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