166 lines
6.1 KiB
Python
166 lines
6.1 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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from collections import deque
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from math import atan2, sin, pi
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from random import choice, shuffle
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import pygame
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from .constants import *
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from .utils import randsign, regpoly, fill_aapolygon, pos, sign
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__doc__ = 'brutalmaze module for hero and enemy classes'
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class Hero:
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"""Object representing the hero."""
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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 = int((w * h / sin(pi*2/3) / 624) ** 0.5)
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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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def update(self, fps):
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"""Update the hero."""
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old_speed, time = self.spin_speed, pygame.time.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 not self.dead: 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 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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try:
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fill_aapolygon(self.surface, trigon, self.color[int(self.wound)])
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except IndexError: # When the hero is wounded over his HP
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self.wound = HERO_HP
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def die(self):
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"""Handle the hero's death."""
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self.dead = True
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self.slashing = self.firing = False
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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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def __init__(self, surface, fps, maze, x, y):
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self.surface, self.maze = surface, maze
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self.angle, self.color = pi / 4, TANGO[choice(ENEMIES)]
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self.x, self.y = x, y
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self.maze[x][y] = ENEMY
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self.awake = False
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self.next_move = 0
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self.move_speed = fps / MOVE_SPEED
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self.offsetx = self.offsety = 0
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self.spin_speed = fps / ENEMY_HP
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self.spin_queue = self.wound = 0.0
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def pos(self, distance, middlex, middley):
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"""Return coordinate of the center of the enemy."""
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x, y = pos(self.x, self.y, distance, middlex, middley)
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step = distance / self.move_speed
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return x + self.offsetx*step, y + self.offsety*step
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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[self.x][self.y] = ENEMY
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def move(self, fps):
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"""Handle the movement of the enemy.
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Return True if it moved, False otherwise.
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"""
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if self.next_move > pygame.time.get_ticks(): return False
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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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self.move_speed = fps / MOVE_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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for x, y in directions:
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if (x or y) and self.maze[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[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 update(self, fps, distance, middlex, middley):
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"""Update the enemy."""
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if self.awake:
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self.spin_speed, old_speed = fps / ENEMY_HP, self.spin_speed
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self.spin_queue *= self.spin_speed / old_speed
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if not self.spin_queue and not self.move(fps):
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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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self.angle, self.spin_queue = pi / 4, 0.0
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radious = distance/SQRT2 - self.awake*2
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square = regpoly(4, radious, self.angle,
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*self.pos(distance, middlex, middley))
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color = self.color[int(self.wound)] if self.awake else FG_COLOR
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fill_aapolygon(self.surface, square, color)
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def firable(self):
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"""Return True if the enemies should shoot the hero,
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False otherwise.
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"""
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if (not self.awake or self.spin_queue or self.offsetx or self.offsety
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or (self.x, self.y) in SURROUND_HERO):
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return False
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self.next_move = pygame.time.get_ticks() + ATTACK_SPEED
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return True
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def die(self):
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"""Handle the enemy's death."""
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self.maze[self.x][self.y] = EMPTY if self.awake else WALL
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