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base_classes.py
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base_classes.py
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import math
import random
import pygame
import projectiles
from weapons import SpreadShot
ORB_POOL = {"Orbs": []}
class PowerUp(pygame.sprite.Sprite):
def __init__(self, main_game, spawn_pos):
super().__init__()
self.main_game = main_game
self.image = pygame.image.load("images/items/PowerUp.png")
self.rect = self.image.get_rect()
self.rect.center = spawn_pos
self.score_value = 100
self.speed = 1
self.main_game.power_up_group.add(self)
self.main_game.all_sprites_group.add(self)
def die(self):
self.kill()
def update(self):
player = pygame.sprite.spritecollideany(self, self.main_game.player_group)
if player:
self.main_game.player1.add_weapon(SpreadShot(self.main_game))
self.die()
def move(self):
self.rect.move_ip(0, self.speed)
if self.rect.top > self.main_game.screen_height:
# If the powerup reaches the bottom without getting killed, despawn it
self.die()
class Orb(pygame.sprite.Sprite):
def __init__(self, main_game, spawn_pos):
super().__init__()
self.angle = None
self.main_game = main_game
self.image = pygame.image.load("images/items/Orb.png")
self.rect = self.image.get_rect()
self.rect.center = spawn_pos
self.score_value = 5
self.speed = 1
self.velocity = pygame.math.Vector2(0, 0)
self.is_dead = False
self.attracted = False
self.main_game.power_up_group.add(self)
self.main_game.all_sprites_group.add(self)
def die(self):
self.is_dead = True
self.rect.center = (0, self.main_game.screen_height * -1)
def reset(self, spawn_pos):
self.is_dead = False
self.rect.center = spawn_pos
def update(self):
if self.is_dead:
return
player = pygame.sprite.spritecollideany(self, self.main_game.player_group)
if player:
self.main_game.score += self.score_value
self.main_game.orbs += 1
score_drop = ScoreDrop(self)
self.main_game.score_drops.append(score_drop)
self.die()
def move(self):
if self.is_dead:
return
# Measure the distance between the orb and the player
distance = math.dist(self.main_game.player1.rect.center, self.rect.center)
# If the orb is within range of the player
if distance < self.main_game.player1.attraction_distance or self.attracted:
self.attracted = True
player_pos = pygame.math.Vector2(self.main_game.player1.rect.center)
orb_pos = pygame.math.Vector2(self.rect.center)
delta = player_pos - orb_pos
movement = delta * 0.1
self.rect.move_ip(movement.x, movement.y)
else:
self.rect.move_ip(0, self.speed)
if not self.attracted:
if self.rect.top > self.main_game.screen_height:
# If the powerup reaches the bottom without getting killed, despawn it
self.die()
# TODO: Turn this into a generic class for dropping text onto the screen
class ScoreDrop:
def __init__(self, parent, value_override=False):
self.font_render = None
self.parent = parent
self.position = list(self.parent.rect.center)
self.creation_time = pygame.time.get_ticks()
self.age = 0
self.lifespan = 1000
if value_override:
self.score_value = value_override
else:
self.score_value = self.parent.score_value
font_size = 12
if self.score_value >= 10:
font_size = 18
if self.score_value >= 50:
font_size = 24
if self.score_value >= 100:
font_size = 36
self.font = pygame.font.SysFont("Impact", font_size)
def update(self):
self.position[1] += 3
self.age = pygame.time.get_ticks() - self.creation_time
self.font_render = self.font.render(f"+{self.score_value}", True, (255, 255, 255))
if self.age > 0:
alpha = (1 - (self.age / self.lifespan)) * 255
self.font_render.set_alpha(alpha)
def render(self):
pass
#self.parent.main_game.display_surface.blit(self.font_render, self.position)
class Enemy(pygame.sprite.Sprite):
"""
- Enemy -
Base class for all enemies
"""
def __init__(self, main_game):
super().__init__()
self.main_game = main_game
self.image = pygame.image.load("images/enemies/Enemy.png")
self.rect = self.image.get_rect()
self.rect.center = (random.randint(self.main_game.screen_width / 10,
self.main_game.screen_width - self.main_game.screen_width / 10), 0)
self.health = 1
self.speed = 5
self.chance_to_drop = 0
self.dice_sides = 50
self.getting_hit_by = []
self.score_value = 1
self.main_game.enemy_group.add(self)
self.main_game.all_sprites_group.add(self)
self.is_dead = False
def update(self):
colliding_projectile = pygame.sprite.spritecollideany(self, self.main_game.projectile_group)
if colliding_projectile is not None:
if colliding_projectile not in self.getting_hit_by:
if colliding_projectile.is_dead:
# Can't get hit by a dead thing
return
# Log somewhere that this enemy is already being hit by this one so it doesn't hit it more than once
self.getting_hit_by.append(colliding_projectile)
# Reduce enemy health
self.health -= 1
if self.health < 1:
ScoreDrop(self, value_override=100)
self.die()
# Knock a strength point off of the projectile. If that brings it below 0 then it dies
# Otherwise the projectile will live on and pass through everything
#if not type(colliding_projectile) is projectiles.TrailDrop:
# colliding_projectile.strength -= 1
# if colliding_projectile.strength < 1:
colliding_projectile.die()
else:
self.getting_hit_by = []
def die(self):
self.is_dead = True
# Roll dice for drop
pick = random.randint(1, self.dice_sides)
# Drop an orb
self.drop_orb()
# Roll another dice for every chance to drop
for chance in range(self.chance_to_drop):
if random.randint(1, self.dice_sides) == pick:
# If you managed to pick the right number, spawn a power up at the enemy's location
PowerUp(self.main_game, self.rect.center)
# Add to game score
self.main_game.score += self.score_value
# Drop score
score_drop = ScoreDrop(self)
self.main_game.score_drops.append(score_drop)
self.kill()
def move(self):
self.rect.move_ip(0, self.speed)
if self.rect.top > self.main_game.screen_height:
# If the enemy reaches the bottom without getting killed, despawn it
self.kill()
def drop_orb(self):
global ORB_POOL
orb_pool = ORB_POOL["Orbs"]
# If there's a projectile we can use in the pool, try to use that
if len(orb_pool) > 0:
for o in orb_pool:
# Look for one that's dead so you don't end up using a live one
if o.is_dead:
o.reset(self.rect.center)
return True
# If there's no orb in the pool, make a new one
new_orb = Orb(self.main_game, self.rect.center)
self.main_game.all_sprites_group.add(new_orb)
orb_pool.append(new_orb)
class Player(pygame.sprite.Sprite):
"""
- Player -
Base class for all player character
"""
def __init__(self, main_game):
super().__init__()
self.main_game = main_game
self.getting_hit = False
self.image = pygame.image.load("images/players/Player.png")
self.rect = self.image.get_rect()
self.rect.center = (self.main_game.screen_width/2, self.main_game.screen_height * 0.8)
self.health = 3
self.level = 0
self.shot_power = 1
self.orbs_until_powerup = 10
self.shot_frequency = 500
self.main_game.player_group.add(self)
self.main_game.all_sprites_group.add(self)
self.fired_time = 0
self.attraction_distance = 150
self.weapons = []
self.movement_speed_x = 12
self.movement_speed_y = 6
def add_weapon(self, weapon):
self.weapons.append(weapon)
def take_damage(self, amount):
self.health -= amount
# If you get hit, lose 2 levels of power
if self.level >= 2:
self.level -= 2
def update(self):
# Check to see if the player is getting hit by any enemies
check_enemy_collision = pygame.sprite.spritecollideany(self, self.main_game.enemy_group)
if check_enemy_collision:
if not self.getting_hit:
self.getting_hit = True
self.take_damage(1)
if self.health < 1:
self.die()
return
else:
check_enemy_collision.kill()
else:
self.getting_hit = False
# Fire all the weapons!
for weapon in self.weapons:
weapon.fire()
# Every 10 orbs upgrade the weapons!
if self.main_game.orbs > self.orbs_until_powerup:
for weapon in self.weapons:
weapon.power_up()
self.main_game.orbs = 0
self.orbs_until_powerup += 10
def die(self):
self.kill()
self.main_game.end_game()
def move(self):
pressed_keys = pygame.key.get_pressed()
if self.rect.left > self.main_game.view_pos_x:
if pressed_keys[pygame.K_LEFT] or pressed_keys[pygame.K_a]:
self.rect.move_ip(-self.movement_speed_x / (1 + self.main_game.x_drift), 0)
if self.rect.right < self.main_game.screen_width + self.main_game.view_pos_x:
if pressed_keys[pygame.K_RIGHT] or pressed_keys[pygame.K_d]:
self.rect.move_ip(self.movement_speed_x / (1 + self.main_game.x_drift), 0)
if self.rect.top > 0 + self.main_game.view_pos_y:
if pressed_keys[pygame.K_UP] or pressed_keys[pygame.K_w]:
self.rect.move_ip(0, -self.movement_speed_y / (1 + self.main_game.y_drift))
if self.rect.bottom < self.main_game.screen_height + self.main_game.view_pos_y:
if pressed_keys[pygame.K_DOWN] or pressed_keys[pygame.K_s]:
self.rect.move_ip(0, self.movement_speed_y / (1 + self.main_game.y_drift))