diff options
author | Kevin Hockey <Blitzkev@gmail.com> | 2010-07-06 21:37:38 (GMT) |
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committer | Kevin Hockey <Blitzkev@gmail.com> | 2010-07-06 21:37:38 (GMT) |
commit | 7fcac93a9606787c234199b421c2f9e8fa5c8b21 (patch) | |
tree | 6bf7bf0c7e648b3c5c84cac37fd20171d4c134e5 | |
parent | 1faf6dc39683e744f13ce9824c48e4bf95fd8967 (diff) |
small fixes to images etc.
-rw-r--r-- | MAFH2/Actor.py | 2 | ||||
-rw-r--r-- | MAFH2/BattleEngine.py | 26 | ||||
-rw-r--r-- | MAFH2/Hero.py | 4 | ||||
-rw-r--r-- | MAFH2/MagicMenu.py | 10 | ||||
-rwxr-xr-x | MAFH2/assets/image/puzzle/FireGlyph.gif | bin | 3452 -> 3368 bytes |
5 files changed, 21 insertions, 21 deletions
diff --git a/MAFH2/Actor.py b/MAFH2/Actor.py index 0eda6d6..6ca6963 100644 --- a/MAFH2/Actor.py +++ b/MAFH2/Actor.py @@ -7,7 +7,7 @@ class Actor: self.BAB = 0 #bonus attack power (from battle timer) self.BAE = 0 #bonus attack power (from equipment) self.DEF = 1 #base defense power - self.BDE = 0 #bonus defense power(from equipment) + self.BDE = 0 #bonus defense power(from equipment) self.AL = 0 #Attack Level (0-?) #returns actor's current attack power diff --git a/MAFH2/BattleEngine.py b/MAFH2/BattleEngine.py index 4eee528..361078c 100644 --- a/MAFH2/BattleEngine.py +++ b/MAFH2/BattleEngine.py @@ -25,7 +25,7 @@ class BattleEngine(GameEngineElement): self.enemy_list = [] self.magic_list = [] - self.spellType = 0 #0 = non, 1-4 are spells in order + self.spellType = 0 #0 = non, 1-4 are spells in order, 5 is special self.isMagic = False self.state = PLAYER_WAIT self.player_input = '0' @@ -136,7 +136,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'fire2': if(1 in self.magic_list): self.__attack_phase(menu) @@ -153,7 +152,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'fire4': if(3 in self.magic_list): self.__attack_phase(menu) @@ -162,7 +160,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'lig1': if(0 in self.magic_list): self.__attack_phase(menu) @@ -195,7 +192,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'miss1': if(0 in self.magic_list): self.__attack_phase(menu) @@ -204,7 +200,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'miss2': if(1 in self.magic_list): self.__attack_phase(menu) @@ -213,7 +208,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'miss3': if(2 in self.magic_list): self.__attack_phase(menu) @@ -222,7 +216,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'miss4': if(3 in self.magic_list): self.__attack_phase(menu) @@ -231,7 +224,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'heal1': if(0 in self.magic_list): self.__attack_phase(menu) @@ -240,7 +232,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'heal2': if(1 in self.magic_list): self.__attack_phase(menu) @@ -249,7 +240,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'heal3': if(2 in self.magic_list): self.__attack_phase(menu) @@ -258,7 +248,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'heal4': if(3 in self.magic_list): self.__attack_phase(menu) @@ -267,7 +256,6 @@ class BattleEngine(GameEngineElement): if(len(self.magic_list) > 3): self.magicWin = True self.__attack_phase(menu) - elif selection == 'wrongchoice': self.__attack_phase(menu) @@ -275,6 +263,18 @@ class BattleEngine(GameEngineElement): # Check to see how much hp enemy has left. # Enemy Attack # Check player health + hero = self.game_engine.get_object('profile').hero + weakness = self.enemy_list[self.active_target] + spellTypes = ['none', 'fire', 'lightning', 'missile', 'heal', 'special'] + bonus = 0 + if spellTypes[self.spellType] == weakness: + bonus = 60 + + + + + + self.state = PLAYER_WAIT self.magic_list = [] print("in __attack_phase") diff --git a/MAFH2/Hero.py b/MAFH2/Hero.py index f55ccac..c0cc49b 100644 --- a/MAFH2/Hero.py +++ b/MAFH2/Hero.py @@ -1,9 +1,9 @@ from Actor import Actor from Items import get_item -####################################################################### +######################################################################### #Hero class - represents the player in battle and holds all of their data -########################################################################## +######################################################################### class Hero(Actor): def __init__(self): Actor.__init__(self) diff --git a/MAFH2/MagicMenu.py b/MAFH2/MagicMenu.py index 68d9275..26ec022 100644 --- a/MAFH2/MagicMenu.py +++ b/MAFH2/MagicMenu.py @@ -131,10 +131,10 @@ class Menu(object): heal = [] - fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255)) - lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255)) - missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255)) - heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,137,147,pygame.Color(255,0,255)) + fire = Spritesheet(PUZZLE_PATH + "FireGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255)) + lightning = Spritesheet(PUZZLE_PATH + "LightningGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255)) + missile = Spritesheet(PUZZLE_PATH + "MissileGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255)) + heal = Spritesheet(PUZZLE_PATH + "HealGlyph.gif").img_extract(2,2,150,150,pygame.Color(255,0,255)) if(spelltype == 0): #fire attack @@ -237,7 +237,7 @@ class Menu(object): # Draw reference glyphs for i in range(4): if i in self.magic_list: - surface.blit(self.glyphs[i], (785+((i%2) * 137), 350+(i/2 * 147))) + surface.blit(self.glyphs[i], (800+((i%2) * 150), 350+(i/2 * 150))) def update(self, event): """Update the menu and get input for the menu.""" diff --git a/MAFH2/assets/image/puzzle/FireGlyph.gif b/MAFH2/assets/image/puzzle/FireGlyph.gif Binary files differindex 431ec25..811f2c4 100755 --- a/MAFH2/assets/image/puzzle/FireGlyph.gif +++ b/MAFH2/assets/image/puzzle/FireGlyph.gif |