"""
Defines Breakable class, a static Destroyable object that is an element of the background.
Generally, this class helps to represent breakable walls.
"""
from __future__ import annotations
import pygame
from lxml import etree
from src.game_entities.destroyable import Destroyable
from src.gui.constant_sprites import constant_sprites
class Breakable(Destroyable):
"""
A Breakable represent an element of the background that can be destroyed, like a brittle wall.
At display time, some cracks are added to the sprite of the entity to differentiate it from
other elements that might be similar but un-breakable.
Keyword arguments:
position -- the current position of the entity on screen
sprite -- the relative path to the visual representation of the entity
hit_points -- the total of damage that the entity can take before disappearing
defense -- the resistance of the entity from physical attacks
resistance -- the resistance of the entity from spiritual attacks
Attributes:
sprite_link -- the relative path to the visual representation of the element
"""
def __init__(
self,
position: tuple[int, int],
sprite: str,
hit_points: int,
defense: int,
resistance: int,
) -> None:
super().__init__("Breakable", position, sprite, hit_points, defense, resistance)
# Useful in case of saving
self.sprite_link: str = sprite
def display(self, screen: pygame.Surface) -> None:
"""
Display the entity on the given screen and adding some cracks on it to add emphasis to its
fragile nature.
Keyword arguments:
screen -- the screen on which the entity should be drawn
"""
super().display(screen)
screen.blit(constant_sprites["cracked"], self.position)
def save(self, tree_name: str) -> etree.Element:
"""
Save the current state of the breakable entity in XML format.
Return the result of this generation.
Keyword arguments:
tree_name -- the name that should be given to the root element of the generated XML.
"""
tree: etree.Element = super().save(tree_name)
# Save sprite
sprite: etree.SubElement = etree.SubElement(tree, "sprite")
sprite.text = self.sprite_link
return tree
Associated Context | |
---|---|
Type | Text Note ( .Text Note ) |
Associated Tags | Breakable class Destroyable object Brittle walls LXML library Game entities Constant sprites Display method Save method Tree name Framework: Pygame pygame breakable object game development python lxml game entity destroyable object sprite |
💡 Smart Description | The code defines a Breakable class that represents the breakable walls. It includes methods to display and save entities, as well as an element of the background can be destroyed with brittle wall's cracks on it in XML format for saving Implements a 'Breakable' class inheriting from 'Destroyable' to represent breakable background elements like walls in a Pygame game. It uses lxml for XML saving and features a cracked sprite overlay. |
🔎 Suggested Searches | Example code for defining abreakable component that can be destroyed after saving How to create a breakable instance in Python using Destroyable and Destroyable lxml save game state pygame breakable objects game development breakable walls Code snippet for creating a breakpoint of background by destroying an element from the background's game_entitiesdestroyable: Brittle wall. Creating a breakpoints between brittle walls or spiritual attacks? Python Breakable class with Destroyable object pygame sprite manipulation python game entities |
Related Links | https://www.geeksforgeeks.org/ https://www.geeksforgeeks.org/binary-search/ https://www.geeksforgeeks.org/python-lists/ https://www.pygame.org/docs/ https://www.101computing.net/getting-started-with-pygame/ https://lxml.de/tutorial.html |
Related People | Anna Jones |
Sensitive Information | No Sensitive Information Detected |
Shareable Link | https://947de8c8-995c-423d-a43b-201dda169881.pieces.cloud/?p=a5934caa4d |