Mercurial > nagslang
annotate nagslang/screens/area.py @ 333:3dd32686dbc3
Better wolf claw attack.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 Sep 2013 10:49:19 +0200 |
parents | 0d7885e2f063 |
children | 1d487646a4d4 |
rev | line source |
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18 | 1 """Display a game area.""" |
2 | |
20 | 3 import pygame |
21 | 4 import pymunk |
5 import pymunk.pygame_util | |
20 | 6 |
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7 from nagslang.constants import ( |
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8 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, |
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9 COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK) |
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10 from nagslang.enemies import DeadEnemy |
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11 from nagslang.events import ( |
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12 ScreenChange, DoorEvent, FireEvent, EnemyDeathEvent, ClawEvent) |
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Approximate levels and walls
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13 from nagslang.level import Level |
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14 from nagslang.screens.base import Screen |
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Basic claw attack, stealing liberally from other people's code! ;)
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15 from nagslang.game_object import Bullet, ClawAttack |
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16 from nagslang.sound import sound |
18 | 17 |
83 | 18 |
34 | 19 class ControlKeys(object): |
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20 direction_keys = { |
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21 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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22 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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23 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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24 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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25 } |
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26 |
34 | 27 def __init__(self): |
28 self.keys_down = set() | |
29 | |
30 def key_down(self, key): | |
31 self.keys_down.add(key) | |
32 | |
33 def key_up(self, key): | |
34 self.keys_down.discard(key) | |
35 | |
36 def handle_event(self, ev): | |
37 if ev.type == pygame.locals.KEYDOWN: | |
38 self.key_down(ev.key) | |
39 elif ev.type == pygame.locals.KEYUP: | |
40 self.key_up(ev.key) | |
41 | |
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42 def get_direction(self): |
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43 dx, dy = 0, 0 |
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44 for (tx, ty), keys in self.direction_keys.iteritems(): |
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45 if self.keys_down & keys: |
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46 dx += tx |
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47 dy += ty |
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48 return (dx, dy) |
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49 |
34 | 50 |
107 | 51 class Drawables(object): |
52 def __init__(self): | |
53 self._drawables = {} | |
54 | |
55 def add(self, drawable): | |
56 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
57 | |
58 def remove(self, drawable): | |
59 self._drawables[drawable.zorder].remove(drawable) | |
60 | |
61 def get_drawables(self): | |
62 for zorder in sorted(self._drawables): | |
63 for drawable in self._drawables[zorder]: | |
64 yield drawable | |
65 | |
66 __iter__ = get_drawables | |
67 | |
68 | |
18 | 69 class AreaScreen(Screen): |
21 | 70 |
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71 def setup(self): |
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72 self._disable_render = False # Avoid redrawing on scene changes |
34 | 73 self.keys = ControlKeys() |
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74 self._level = Level(self.name, self.world) |
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75 self._level.load(self.space) |
107 | 76 self._drawables = Drawables() |
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77 self.add_walls() |
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78 self._add_collision_handlers() |
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79 self.add_protagonist() |
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80 self.add_game_objects() |
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81 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 82 |
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83 def teardown(self): |
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84 sound.stop() |
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85 |
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86 @classmethod |
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87 def list_areas(self): |
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88 return Level.list_levels() |
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89 |
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90 def _player_collision_pre_solve_handler(self, space, arbiter): |
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91 gobj = arbiter.shapes[1].physicser.game_object |
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92 result = gobj.collide_with_protagonist(self.protagonist) |
192
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93 # The collision handler must return `True` or `False`. We don't want to |
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94 # accidentally reject collisions from handlers that return `None`, so |
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95 # we explicitly check for `False` and treate everything else as `True`. |
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96 return result is not False |
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97 |
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98 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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99 claw = arbiter.shapes[0].physicser.game_object |
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100 gobj = arbiter.shapes[1].physicser.game_object |
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101 result = gobj.collide_with_claw_attack(claw) |
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102 return result is not False |
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103 |
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104 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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105 furniture = arbiter.shapes[0].physicser.game_object |
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106 gobj = arbiter.shapes[1].physicser.game_object |
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107 result = gobj.collide_with_furniture(furniture) |
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108 return result is not False |
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109 |
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110 def _add_collision_handlers(self): |
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111 for collision_type in CALLBACK_COLLIDERS: |
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112 self.space.add_collision_handler( |
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113 COLLISION_TYPE_PLAYER, collision_type, |
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114 pre_solve=self._player_collision_pre_solve_handler) |
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115 self.space.add_collision_handler( |
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116 COLLISION_TYPE_FURNITURE, collision_type, |
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117 pre_solve=self._furniture_collision_pre_solve_handler) |
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118 self.space.add_collision_handler( |
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119 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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120 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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121 |
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122 def add_walls(self): |
21 | 123 self.walls = [] |
124 body = pymunk.Body() | |
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125 body.position = (0, 0) |
53 | 126 walls = self._level.get_walls() |
127 for wall in walls: | |
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128 if len(wall) < 2: |
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129 # Don't try to add a useless wall |
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130 continue |
53 | 131 corners = wall |
132 corner = corners[-1] | |
133 for next_corner in corners: | |
134 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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135 wall.collision_type = COLLISION_TYPE_WALL |
53 | 136 wall.elasticity = 1.0 |
137 self.walls.append(wall) | |
138 corner = next_corner | |
21 | 139 self.space.add(*self.walls) |
140 | |
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141 def add_game_objects(self): |
191 | 142 for drawable in self._level.drawables: |
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143 self._drawables.add(drawable) |
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144 |
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145 def add_protagonist(self): |
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146 self.protagonist = self.world.protagonist |
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147 self.protagonist.change_space(self.space) |
107 | 148 self._drawables.add(self.protagonist) |
21 | 149 |
18 | 150 def handle_event(self, ev): |
20 | 151 if ev.type == pygame.locals.KEYDOWN: |
152 if ev.key == pygame.locals.K_ESCAPE: | |
153 ScreenChange.post('menu') | |
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154 if ev.key == pygame.locals.K_c: |
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155 self.protagonist.toggle_form() |
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156 self.world.transformations += 1 |
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157 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL): |
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158 self.world.attacks += 1 |
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159 self.protagonist.attack() |
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160 if ev.key == pygame.locals.K_SPACE: |
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161 self.protagonist.perform_action() |
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162 elif DoorEvent.matches(ev): |
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163 self.protagonist.set_position(ev.dest_pos) |
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164 if ev.destination != self.name: |
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165 # Go to anther screen |
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166 self._disable_render = True |
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167 self.world.rooms += 1 |
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168 ScreenChange.post(ev.destination) |
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169 return |
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170 # else we're teleporting within the screen, and just the |
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171 # position change is enough |
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172 elif FireEvent.matches(ev): |
305 | 173 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
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174 ev.source_collision_type) |
261
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175 self._drawables.add(bullet) |
308
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176 elif EnemyDeathEvent.matches(ev): |
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177 self.world.kills += 1 |
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178 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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179 ev.enemy_type) |
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180 self._drawables.add(dead_enemy) |
312
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181 elif ClawEvent.matches(ev): |
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182 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
333
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183 ev.damage) |
312
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184 self._drawables.add(claw_attack) |
34 | 185 self.keys.handle_event(ev) |
18 | 186 |
87 | 187 def _calc_viewport(self, level_surface, display_surface): |
188 level_size = level_surface.get_size() | |
189 display_size = display_surface.get_size() | |
93
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190 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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191 level_surface) |
87 | 192 x_wide = display_size[0] // 2 |
193 y_wide = display_size[1] // 2 | |
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194 if display_size[0] > level_size[0]: |
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195 x = -(display_size[0] - level_size[0]) // 2 |
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196 elif protagnist_pos[0] < x_wide: |
87 | 197 x = 0 |
198 elif protagnist_pos[0] > level_size[0] - x_wide: | |
199 x = level_size[0] - display_size[0] | |
200 else: | |
201 x = protagnist_pos[0] - x_wide | |
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202 if display_size[1] > level_size[1]: |
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203 y = -(display_size[1] - level_size[1]) // 2 |
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204 elif protagnist_pos[1] < y_wide: |
87 | 205 y = 0 |
206 elif protagnist_pos[1] > level_size[1] - y_wide: | |
207 y = level_size[1] - display_size[1] | |
208 else: | |
209 y = protagnist_pos[1] - y_wide | |
210 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
211 | |
18 | 212 def render(self, surface): |
190
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213 if self._disable_render: |
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214 return |
50
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215 background = self._level.get_background() |
84
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Point pymunk at a screen surface, not the display to make things saner
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216 mysurface = background.copy() |
105
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List of drawables in area.
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217 for drawable in self._drawables: |
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218 drawable.render(mysurface) |
87 | 219 render_rect = self._calc_viewport(mysurface, surface) |
220 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 221 for overlay in self._level.overlay_drawables: |
222 if overlay.is_visible(): | |
211
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223 overlay.render(surface, render_rect.topleft) |
243 | 224 self.render_health_bar(surface) |
34 | 225 |
226 def tick_protagonist(self): | |
100
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227 dx, dy = self.keys.get_direction() |
47
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228 self.protagonist.set_direction(dx, dy) |
34 | 229 |
230 def tick(self, seconds): | |
303 | 231 super(AreaScreen, self).tick(seconds) |
34 | 232 self.tick_protagonist() |
143
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Hook up protagnist animations
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233 for drawable in self._drawables: |
307
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234 drawable.update(seconds) |
293
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235 if drawable.remove: |
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236 self._drawables.remove(drawable) |
243 | 237 |
258 | 238 def render_health_bar(self, surface, damage_experienced=None): |
243 | 239 rect = pygame.Rect(50, 500, 110, 50) |
258 | 240 if damage_experienced: |
241 health_box_colour = pygame.color.THECOLORS['red'] | |
242 else: | |
243 health_box_colour = pygame.color.THECOLORS['white'] | |
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244 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 245 if self.protagonist.in_human_form(): |
243 | 246 health_colour = pygame.color.THECOLORS['red'] |
247 else: | |
248 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 249 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
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250 pygame.draw.rect(surface, health_colour, rect, 0) |