# HG changeset patch # User Simon Cross # Date 1302363009 -7200 # Node ID 115e738e209c5c9332525a620aae6922010755a7 # Parent ed26bbfec03a7b4c6652c8e19caa7b7bde524baf Become visible when attacking. Enemies shouldn't attack invisible foxes. diff -r ed26bbfec03a -r 115e738e209c skaapsteker/sprites/base.py --- a/skaapsteker/sprites/base.py Sat Apr 09 17:26:25 2011 +0200 +++ b/skaapsteker/sprites/base.py Sat Apr 09 17:30:09 2011 +0200 @@ -190,6 +190,8 @@ self._done_attack = True def start_attack(self, player): + if player.invisible: + return if self._animation == 'attacking': return # We're already attacking elif self.attack_frame is not None: diff -r ed26bbfec03a -r 115e738e209c skaapsteker/sprites/player.py --- a/skaapsteker/sprites/player.py Sat Apr 09 17:26:25 2011 +0200 +++ b/skaapsteker/sprites/player.py Sat Apr 09 17:30:09 2011 +0200 @@ -300,6 +300,7 @@ self.drop_item() def _bite_attack(self): + self.invisible = 0 self.attacking = 2 self._last_time = time.time() # Reset the animation clock @@ -312,11 +313,13 @@ AddSpriteEvent.post(projectile) def _fireball_attack(self): + self.invisible = 0 self.attacking = 2 self._last_time = time.time() # Reset the animation clock self._launch_projectile(Fireball) def _lightning_attack(self): + self.invisible = 0 self.attacking = 2 self._last_time = time.time() # Reset the animation clock self._launch_projectile(Lightning)