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magie.py
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import pygame
class Magie(pygame.sprite.Sprite):
def __init__(self, player, flipped):
infoEcran = pygame.display.Info()
self.ecranW = infoEcran.current_w
self.player = player
super().__init__()
self.magie_turn = 0
self.velocity=20
if player == self.player.jeu.player_red:
self.image = pygame.image.load("design/Boule/BouleRouge.png")
else:
self.image = pygame.image.load("design/Boule/BouleViolet.png")
self.image = pygame.transform.scale(self.image, (self.ecranW // 20, self.ecranW // 20))
self.rect=self.image.get_rect()
if not flipped:
self.rect.x = player.rect.x + (self.ecranW // 6.2)
self.rect.y = player.rect.y + (self.ecranW // 10)
else:
self.rect.x = player.rect.x - (self.ecranW //50)
self.rect.y = player.rect.y + (self.ecranW // 10)
def move(self, flipped):
if self.player.jeu.check_collision(self.player.jeu.player_red,self.player.all_projectiles) or self.player.jeu.check_collision(self.player.jeu.player_purple,self.player.all_projectiles):
#supprime la boule quand elle touche un joueur
if self.player != self.player.jeu.player_red:
self.player.jeu.player_red.damage(20)
self.player.jeu.player_purple.magie = self.player.jeu.player_purple.magie + 1
elif self.player != self.player.jeu.player_purple:
self.player.jeu.player_purple.damage(20)
self.player.jeu.player_red.magie = self.player.jeu.player_red.magie + 1
if not flipped and self.magie_turn == 0 or self.magie_turn == 1:
self.rect.x += self.velocity
self.magie_turn = 1
elif flipped and self.magie_turn == 0 or self.magie_turn == 2:
self.rect.x -= self.velocity
self.magie_turn = 2
if self.rect.x > self.ecranW or self.rect.x < 0:
self.player.all_projectiles.remove(self)
if self.player == self.player.jeu.player_red:
self.player.jeu.player_red.magie = self.player.jeu.player_red.magie + 1
self.player.jeu.player_purple.damage(0)
else:
self.player.jeu.player_purple.magie = self.player.jeu.player_purple.magie + 1
self.player.jeu.player_red.damage(0)