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cell.py
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import pygame
from settings import *
class Cell(pygame.sprite.Sprite):
def __init__(self, pos_center, visible, game_board, group, pos_gameboard):
super().__init__(group)
self.pos_gameboard = pos_gameboard
self.team = FLAG_EMPTY
self.name = "empty cell"
self.buff = []
self.pos_center = pos_center
self.game_board = game_board
self.item = None
self.image = pygame.Surface(CARD_SIZE)
self.image.fill("#000000")
self.rect = self.image.get_rect(center=pos_center)
self.mask = pygame.mask.from_surface(self.image)
self.quick_move = False
self.observing_list = []
if not visible: self.image.set_alpha(0)
def curse_explode(self, caster):
pass
def heal(self, heal_amount):
pass
def click(self):
pass
def hit(self, damage, caster, atk_type):
pass
def penetrateHit(self, damage, caster, atk_type):
pass
def draw_hp_energy(self, screen):
pass
def update_location(self):
self.rect = self.image.get_rect(center=self.pos_center)
self.mask = pygame.mask.from_surface(self.image)
def observing(self, observed_event):
self.observing_list.append(observed_event)
def atk_buff(self, caster, target, damage: int, atk_type: str):
return damage
def hit_buff(self, caster, target, damage: int, atk_type: str):
return damage
def hit_event(self, caster, target, game_board):
pass
def attack_event(self, caster, targets, game_board, atk_type):
pass
def die_event(self, player, game_board):
pass
def move_event(self, player, pos: tuple[int, int], game_board):
pass
def turnover_event(self, game_board):
pass
def turnstart_event(self, game_board):
pass
def curse_event(self, caster, target, game_board):
pass