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items.py
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items.py
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from time import time
import settings as s
from fallbacks import pygame
class Item(object):
def __init__(self):
pass
def avatar(self):
raise NotImplementedError()
def render(self, screen, x, y):
screen.blit(self.avatar, (x, y))
def get_state(self) -> tuple:
raise NotImplementedError()
class Coin(Item):
avatar = pygame.image.load(s.ASSET_DIR / 'coin.png')
def __init__(self, pos, collectable=False):
super(Coin, self).__init__()
self.x = pos[0]
self.y = pos[1]
self.collectable = collectable
def get_state(self):
return self.x, self.y
class Bomb(Item):
DEFAULT_AVATARS = {color: pygame.image.load(s.ASSET_DIR / f'bomb_{color}.png') for color in s.AGENT_COLORS}
def __init__(self, pos, owner, timer, power, bomb_sprite):
super(Bomb, self).__init__()
self.x = pos[0]
self.y = pos[1]
self.owner = owner
self.timer = timer
self.power = power
self.active = True
self.avatar = bomb_sprite
def get_state(self):
return (self.x, self.y), self.timer
def get_blast_coords(self, arena):
x, y = self.x, self.y
blast_coords = [(x, y)]
for i in range(1, self.power + 1):
if arena[x + i, y] == -1:
break
blast_coords.append((x + i, y))
for i in range(1, self.power + 1):
if arena[x - i, y] == -1:
break
blast_coords.append((x - i, y))
for i in range(1, self.power + 1):
if arena[x, y + i] == -1:
break
blast_coords.append((x, y + i))
for i in range(1, self.power + 1):
if arena[x, y - i] == -1:
break
blast_coords.append((x, y - i))
return blast_coords
class Explosion(Item):
ASSETS = [
[pygame.image.load(s.ASSET_DIR / f'explosion_{i}.png') for i in range(4)],
[pygame.image.load(s.ASSET_DIR / f'smoke_{i}.png') for i in range(2)]
]
def __init__(self, blast_coords, screen_coords, owner, timer):
super().__init__()
self.blast_coords = blast_coords
self.screen_coords = screen_coords
self.owner = owner
self.timer = timer
self.stage = 0
def is_dangerous(self):
return self.stage == 0
def next_stage(self):
try:
self.stage += 1
self.timer = len(Explosion.ASSETS[self.stage])
except IndexError:
self.stage = None
def render(self, screen, **kwargs):
img = pygame.transform.rotate(Explosion.ASSETS[self.stage][self.timer - 1], (-50 * time()) % 360)
rect = img.get_rect()
for (x, y) in self.screen_coords:
rect.center = x + 15, y + 15
screen.blit(img, rect.topleft)