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block.py
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block.py
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import pygame
from animation import Animation
from entity import Entity
class Block(Entity):
def __init__(self, image_path, position, collider=None):
self.type = Entity.TYPE_OBJECT
self.animation = Animation([pygame.image.load(image_path)], 0)
self.position = position
self.velocity = pygame.math.Vector2()
self.collider = pygame.Rect(position.x, position.y,
self.animation.current_frame().get_width(),
self.animation.current_frame().get_height())
def collide(self, other, axis, dt):
pass
def update_logic(self, input_m, entities, dt):
pass
class BreakableBlock(Block):
def __init__(self, image_path, position):
Block.__init__(self, image_path, position)
self.dead = False
def take_damage(self, damage, source):
self.dead = True
def update_logic(self, input_m, entities, dt):
if self.dead:
entities.remove(self)
class TimedBlock(Block):
def __init__(self, animation, position, time):
self.time = time
self.current_time = 0
self.animation = animation
self.type = Entity.TYPE_OBJECT
self.position = position
self.velocity = pygame.math.Vector2()
self.reset_collider()
def update_logic(self, input_m, entities, dt):
self.current_time += dt
if self.current_time > self.time and self in entities:
entities.remove(self)