346 lines
13 KiB
Python
346 lines
13 KiB
Python
# -*- coding: utf-8 -*-
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# characters.py - module for hero and enemy classes
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# This file is part of brutalmaze
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#
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# brutalmaze is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# brutalmaze is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with brutalmaze. If not, see <http://www.gnu.org/licenses/>.
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#
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# Copyright (C) 2017 Nguyễn Gia Phong
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__doc__ = 'brutalmaze module for hero and enemy classes'
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from collections import deque
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from math import atan, atan2, sin, pi
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from random import choice, randrange, shuffle
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from sys import modules
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import pygame
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from pygame.mixer import Sound
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from pygame.time import get_ticks
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from .constants import *
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from .misc import sign, cosin, randsign, regpoly, fill_aapolygon, choices, play
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from .weapons import Bullet
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class Hero:
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"""Object representing the hero.
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Attributes:
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surface (pygame.Surface): the display to draw on
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x, y (int): coordinates of the center of the hero (in pixels)
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angle (float): angle of the direction the hero pointing (in radians)
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color (tuple of pygame.Color): colors of the hero on different HPs
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R (int): circumradius of the regular triangle representing the hero
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next_heal (int): the tick that the hero gains back healing ability
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next_beat (int): the tick to play next heart beat
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next_strike (int): the tick that the hero can do the next attack
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slashing (bool): flag indicates if the hero is doing close-range attack
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firing (bool): flag indicates if the hero is doing long-range attack
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dead (bool): flag indicates if the hero is dead
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spin_speed (float): speed of spinning (in frames per slash)
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spin_queue (float): frames left to finish spinning
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wound (float): amount of wound
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sfx_heart (Sound): heart beat sound effect
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"""
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def __init__(self, surface, fps):
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self.surface = surface
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w, h = self.surface.get_width(), self.surface.get_height()
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self.x, self.y = w >> 1, h >> 1
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self.angle, self.color = pi / 4, TANGO['Aluminium']
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self.R = (w * h / sin(pi*2/3) / 624) ** 0.5
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self.next_heal = self.next_beat = self.next_strike = 0
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self.slashing = self.firing = self.dead = False
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self.spin_speed = fps / HERO_HP
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self.spin_queue = self.wound = 0.0
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self.sfx_heart = Sound(SFX_HEART)
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def update(self, fps):
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"""Update the hero."""
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if self.dead:
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self.spin_queue = 0.0
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return
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old_speed, time = self.spin_speed, get_ticks()
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self.spin_speed = fps / (HERO_HP-self.wound**0.5)
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self.spin_queue *= self.spin_speed / old_speed
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if time > self.next_heal:
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self.wound -= HEAL_SPEED / self.spin_speed / HERO_HP
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if self.wound < 0: self.wound = 0.0
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if time > self.next_beat:
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play(self.sfx_heart)
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self.next_beat = time + MIN_BEAT*(2 - self.wound/HERO_HP)
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if self.slashing and time >= self.next_strike:
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self.next_strike = time + ATTACK_SPEED
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self.spin_queue = randsign() * self.spin_speed
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if abs(self.spin_queue) > 0.5:
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self.angle += sign(self.spin_queue) * pi / 2 / self.spin_speed
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self.spin_queue -= sign(self.spin_queue)
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else:
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# Follow the mouse cursor
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x, y = pygame.mouse.get_pos()
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self.angle = atan2(y - self.y, x - self.x)
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self.spin_queue = 0.0
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trigon = regpoly(3, self.R, self.angle, self.x, self.y)
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fill_aapolygon(self.surface, trigon, self.color[int(self.wound)])
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def resize(self):
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"""Resize the hero."""
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w, h = self.surface.get_width(), self.surface.get_height()
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self.x, self.y = w >> 1, h >> 1
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self.R = (w * h / sin(pi*2/3) / 624) ** 0.5
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class Enemy:
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"""Object representing an enemy.
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Attributes:
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maze (Maze): the maze
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x, y (int): coordinates of the center of the enemy (in grids)
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angle (float): angle of the direction the enemy pointing (in radians)
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color (str): enemy's color name
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awake (bool): flag indicates if the enemy is active
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next_strike (int): the tick that the enemy can do the next attack
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move_speed (float): speed of movement (in frames per grid)
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offsetx, offsety (integer): steps moved from the center of the grid
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spin_speed (float): speed of spinning (in frames per slash)
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spin_queue (float): frames left to finish spinning
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wound (float): amount of wound
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sfx_slash (Sound): sound effect indicating close-range attack damage
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"""
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def __init__(self, maze, x, y, color):
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self.maze = maze
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self.x, self.y = x, y
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self.maze.map[x][y] = ENEMY
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self.angle, self.color = pi / 4, color
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self.awake = False
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self.next_strike = 0
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self.move_speed = self.maze.fps / ENEMY_SPEED
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self.offsetx = self.offsety = 0
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self.spin_speed = self.maze.fps / ENEMY_HP
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self.spin_queue = self.wound = 0.0
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self.sfx_slash = Sound(SFX_SLASH_HERO)
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def get_pos(self):
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"""Return coordinate of the center of the enemy."""
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x, y = self.maze.get_pos(self.x, self.y)
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step = self.maze.distance * HERO_SPEED / self.maze.fps
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return x + self.offsetx*step, y + self.offsety*step
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def get_distance(self):
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"""Return the distance from the center of the enemy to
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the center of the maze.
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"""
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return self.maze.get_distance(*self.get_pos())
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def place(self, x=0, y=0):
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"""Move the enemy by (x, y) (in grids)."""
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self.x += x
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self.y += y
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self.maze.map[self.x][self.y] = ENEMY
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def wake(self):
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"""Wake the enemy up if it can see the hero.
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Return None if the enemy is already awake, True if the function
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has just woken it, False otherwise.
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"""
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if self.awake: return None
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startx = starty = MIDDLE
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stopx, stopy, distance = self.x, self.y, self.maze.distance
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if startx > stopx: startx, stopx = stopx, startx
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if starty > stopy: starty, stopy = stopy, starty
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dx = (self.x-MIDDLE)*distance + self.maze.centerx - self.maze.x
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dy = (self.y-MIDDLE)*distance + self.maze.centery - self.maze.y
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mind = cosin(abs(atan(dy / dx)) if dx else 0) * distance
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def get_distance(x, y): return abs(dy*x - dx*y) / (dy**2 + dx**2)**0.5
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for i in range(startx, stopx + 1):
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for j in range(starty, stopy + 1):
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if self.maze.map[i][j] != WALL: continue
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x, y = self.maze.get_pos(i, j)
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if get_distance(x - self.maze.x, y - self.maze.y) <= mind:
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return False
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self.awake = True
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play(self.maze.sfx_spawn,
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1 - self.get_distance()/self.maze.get_distance(0, 0)/2,
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self.get_angle() + pi)
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return True
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def fire(self):
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"""Return True if the enemy has just fired, False otherwise."""
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if self.maze.hero.dead: return False
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x, y = self.get_pos()
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if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance
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or get_ticks() < self.next_strike
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or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
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or randrange((self.maze.hero.slashing+self.maze.isfast()+1) * 3)):
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return False
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self.next_strike = get_ticks() + ATTACK_SPEED
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self.maze.bullets.append(
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Bullet(self.maze.surface, x, y, self.get_angle() + pi, self.color))
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return True
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def move(self, speed=ENEMY_SPEED):
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"""Return True if it has just moved, False otherwise."""
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if self.offsetx:
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self.offsetx -= sign(self.offsetx)
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return True
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if self.offsety:
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self.offsety -= sign(self.offsety)
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return True
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if get_ticks() < self.next_strike: return False
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self.move_speed = self.maze.fps / speed
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directions = [(sign(MIDDLE - self.x), 0), (0, sign(MIDDLE - self.y))]
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shuffle(directions)
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directions.append(choice(ADJACENT_GRIDS))
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if self.maze.hero.dead: directions = choice(ADJACENT_GRIDS),
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for x, y in directions:
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if (x or y) and self.maze.map[self.x + x][self.y + y] == EMPTY:
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self.offsetx = round(x * (1 - self.move_speed))
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self.offsety = round(y * (1 - self.move_speed))
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self.maze.map[self.x][self.y] = EMPTY
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self.place(x, y)
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return True
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return False
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def get_slash(self):
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"""Return the enemy's close-range damage."""
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wound = (self.maze.slashd - self.get_distance()) / self.maze.hero.R
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return wound if wound > 0 else 0.0
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def slash(self):
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"""Return the enemy's close-range damage per frame."""
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wound = self.get_slash() / self.spin_speed
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if self.spin_queue: self.maze.hit_hero(wound, self.color)
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return wound
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def get_angle(self, reversed=False):
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"""Return the angle of the vector whose initial point is
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the center of the screen and terminal point is the center of
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the enemy.
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"""
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x, y = self.get_pos()
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return atan2(y - self.maze.y, x - self.maze.x)
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def draw(self):
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"""Draw the enemy."""
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radious = self.maze.distance/SQRT2 - self.awake*2
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square = regpoly(4, radious, self.angle, *self.get_pos())
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color = TANGO[self.color][int(self.wound)] if self.awake else FG_COLOR
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fill_aapolygon(self.maze.surface, square, color)
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def update(self):
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"""Update the enemy."""
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if self.awake:
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self.spin_speed, tmp = self.maze.fps / ENEMY_HP, self.spin_speed
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self.spin_queue *= self.spin_speed / tmp
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if not self.spin_queue and not self.fire() and not self.move():
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self.spin_queue = randsign() * self.spin_speed
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if not self.maze.hero.dead:
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play(self.sfx_slash, self.get_slash(), self.get_angle())
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if abs(self.spin_queue) > 0.5:
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self.angle += sign(self.spin_queue) * pi / 2 / self.spin_speed
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self.spin_queue -= sign(self.spin_queue)
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else:
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self.angle, self.spin_queue = pi / 4, 0.0
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if self.awake or get_ticks() >= self.maze.next_move: self.draw()
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def hit(self, wound):
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"""Handle the enemy when it's attacked."""
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self.wound += wound
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def die(self):
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"""Handle the enemy's death."""
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if self.awake:
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self.maze.map[self.x][self.y] = EMPTY
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if self.maze.enemy_weights[self.color] > MINW + 1.5:
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self.maze.enemy_weights[self.color] -= 1.5
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else:
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self.maze.map[self.x][self.y] = WALL
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class Chameleon(Enemy):
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"""Object representing an enemy of Chameleon.
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Additional attributes:
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visible (int): the tick until which the Chameleon is visible
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"""
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def __init__(self, maze, x, y):
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Enemy.__init__(self, maze, x, y, 'Chameleon')
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self.visible = 0
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def wake(self):
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"""Wake the Chameleon up if it can see the hero."""
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if Enemy.wake(self) is True:
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self.visible = get_ticks() + 1000//ENEMY_SPEED
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def draw(self):
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"""Draw the Chameleon."""
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if (not self.awake or self.spin_queue
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or get_ticks() < max(self.visible, self.maze.next_move)):
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Enemy.draw(self)
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def hit(self, wound):
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"""Handle the Chameleon when it's attacked."""
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self.visible = get_ticks() + 1000//ENEMY_SPEED
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Enemy.hit(self, wound)
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class Plum(Enemy):
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"""Object representing an enemy of Plum."""
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def __init__(self, maze, x, y):
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Enemy.__init__(self, maze, x, y, 'Plum')
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def clone(self, other):
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"""Turn the other enemy into a clone of this Plum and return
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True if that enemy is also a Plum, otherwise return False.
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"""
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if other.color != 'Plum': return False
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other.x, other.y, other.angle = self.x, self.y, self.angle
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other.awake, other.next_strike = True, self.next_strike
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other.offsetx, other.offsety = self.offsetx, self.offsety
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other.spin_queue, other.wound = self.spin_queue, self.wound
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return True
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class ScarletRed(Enemy):
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"""Object representing an enemy of Scarlet Red."""
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def __init__(self, maze, x, y):
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Enemy.__init__(self, maze, x, y, 'ScarletRed')
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def fire(self):
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"""Scarlet Red doesn't shoot."""
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return False
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def move(self):
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return Enemy.move(self, ENEMY_SPEED * SQRT2)
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def slash(self):
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"""Handle the Scarlet Red's close-range attack."""
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self.wound -= Enemy.slash(self)
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if self.wound < 0: self.wound = 0.0
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def new_enemy(maze, x, y):
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"""Return an enemy of a random type in the grid (x, y)."""
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color = choices(maze.enemy_weights)
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try:
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return getattr(modules[__name__], color)(maze, x, y)
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except AttributeError:
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return Enemy(maze, x, y, color)
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