brutalmaze/brutalmaze/characters.py

185 lines
6.3 KiB
Python

# -*- coding: utf-8 -*-
# characters.py - module containing objects representing heroes and enemies
# This file is part of brutalmaze
#
# brutalmaze is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# brutalmaze is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with brutalmaze. If not, see <http://www.gnu.org/licenses/>.
#
# Copyright (C) 2017 Nguyễn Gia Phong
from collections import deque
from math import atan2, cos, sin, pi
from random import shuffle
import pygame
from pygame.gfxdraw import filled_polygon, aapolygon
from .constants import *
def randsign():
"""Return either -1 or 1 (kind of) randomly."""
return (pygame.time.get_ticks() & 1)*2 - 1
def regpoly(n, R, r, x, y):
"""Return the pointlist of the regular polygon with n sides,
circumradius of R, the center point I(x, y) and one point A make the
vector IA with angle r (in radians).
"""
r %= pi * 2
angles = [r + pi*2*side/n for side in range(n)]
return [(x + R*cos(angle), y + R*sin(angle)) for angle in angles]
def fill_aapolygon(surface, points, color):
"""Draw a filled polygon with anti aliased edges onto a surface."""
aapolygon(surface, points, BG_COLOR)
filled_polygon(surface, points, color)
def pos(x, y, distance, middlex, middley):
"""Return coordinate of the center of the grid (x, y)."""
return middlex + (x - MIDDLE)*distance, middley + (y - MIDDLE)*distance
def sign(n):
"""Return the sign of number n."""
return -1 if n < 0 else 1 if n else 0
class Hero:
"""Object representing the hero."""
def __init__(self, surface):
self.surface = surface
w, h = self.surface.get_width(), self.surface.get_height()
self.x, self.y = w >> 1, h >> 1
self.angle, self.color = pi / 4, TANGO['Aluminium']
self.R = int((w * h / sin(pi*2/3) / 624) ** 0.5)
self.wound = 0.0
self.speed = FPS // len(self.color)
self.spin_queue, self.slashing = deque(), False
def get_color(self):
"""Return the color of the hero based on the amount of wounds."""
return self.color[int(self.wound)]
def slash(self, hold=False):
"""Spin the hero. If the button is hold, delay before continue
each spin.
"""
if self.slashing and not self.spin_queue:
if hold: self.spin_queue.extend([0] * (self.speed >> 1))
self.spin_queue.extend([randsign()] * self.speed)
def draw(self, color=None):
"""Draw the hero."""
trigon = regpoly(3, self.R, self.angle, self.x, self.y)
fill_aapolygon(self.surface, trigon, color or self.get_color())
def update(self):
"""Update the hero."""
self.wound -= HEALING_SPEED / len(self.color) / self.speed
if self.wound < 0: self.wound = 0.0
self.speed = int(FPS / (len(self.color)-self.wound))
self.slash(hold=True)
direction = self.spin_queue.popleft() if self.spin_queue else 0
self.draw(color=BG_COLOR)
if direction:
self.angle += direction * pi * 2 / 3 / self.speed
else:
# Follow the mouse cursor
x, y = pygame.mouse.get_pos()
self.angle = atan2(y - self.y, x - self.x)
self.draw()
def resize(self):
"""Resize the hero."""
w, h = self.surface.get_width(), self.surface.get_height()
self.x, self.y = w >> 1, h >> 1
self.R = int((w * h / sin(pi*2/3) / 624) ** 0.5)
class Enemy:
"""Object representing an enemy."""
def __init__(self, surface, maze, kind, x, y):
self.surface, self.maze = surface, maze
self.angle, self.color = pi / 4, TANGO[kind]
self.x, self.y = x, y
self.maze[x][y] = ENEMY
self.awake = False
self.offsetx = self.offsety = 0
self.spin_queue = []
self.speed = FPS // len(self.color)
self.wound = 0.0
def pos(self, distance, middlex, middley):
"""Return coordinate of the center of the enemy."""
x, y = pos(self.x, self.y, distance, middlex, middley)
step = distance // 5
return x + self.offsetx*step, y + self.offsety*step
def draw(self, distance, middlex, middley, color):
"""Draw the enemy, given distance between grids and the middle grid."""
square = regpoly(4, int(distance / SQRT2), self.angle,
*self.pos(distance, middlex, middley))
fill_aapolygon(self.surface, square, color)
def place(self, x=0, y=0):
"""Move the enemy by (x, y)."""
self.x += x
self.x %= len(self.maze)
self.y += y
self.y %= len(self.maze)
self.maze[self.x][self.y] = ENEMY
def move(self):
"""Handle the movement of the enemy.
Return True if it moved, False otherwise.
"""
if self.offsetx:
self.offsetx -= sign(self.offsetx)
return True
if self.offsety:
self.offsety -= sign(self.offsety)
return True
directions = [(sign(MIDDLE - self.x), 0), (0, sign(MIDDLE - self.y))]
shuffle(directions)
for x, y in directions:
if (x or y) and self.maze[self.x + x][self.y + y] == EMPTY:
self.offsetx, self.offsety = x * -4, y * -4
self.maze[self.x][self.y] = EMPTY
self.place(x, y)
return True
return False
def update(self, distance, middlex, middley):
"""Update the enemy."""
if self.awake:
self.draw(distance, middlex, middley, BG_COLOR)
if not self.spin_queue and not self.move():
self.spin_queue.extend([randsign()] * self.speed)
if self.spin_queue:
self.angle += self.spin_queue.pop() * pi / 2 / self.speed
self.draw(distance, middlex, middley,
self.color[int(self.wound)] if self.awake else FG_COLOR)
def die(self):
"""Kill the enemy."""
self.maze[self.x][self.y] = EMPTY if self.awake else WALL