382 lines
14 KiB
Python
382 lines
14 KiB
Python
# -*- coding: utf-8 -*-
|
|
# characters.py - module for hero and enemy classes
|
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
|
#
|
|
# This file is part of Brutal Maze.
|
|
#
|
|
# Brutal Maze is free software: you can redistribute it and/or modify
|
|
# it under the terms of the GNU Affero General Public License as
|
|
# published by the Free Software Foundation, either version 3 of the
|
|
# License, or (at your option) any later version.
|
|
#
|
|
# Brutal Maze 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 Affero General Public License for more details.
|
|
#
|
|
# You should have received a copy of the GNU Affero General Public License
|
|
# along with Brutal Maze. If not, see <https://www.gnu.org/licenses/>.
|
|
|
|
__doc__ = 'Brutal Maze module for hero and enemy classes'
|
|
|
|
from math import atan, atan2, sin, pi
|
|
from random import choice, randrange, shuffle
|
|
from sys import modules
|
|
|
|
from .constants import (
|
|
TANGO, HERO_HP, SFX_HEART, HEAL_SPEED, MIN_BEAT, ATTACK_SPEED, ENEMY,
|
|
ENEMY_SPEED, ENEMY_HP, SFX_SLASH_HERO, MIDDLE, WALL, FIRANGE, AROUND_HERO,
|
|
ADJACENTS, EMPTY, SQRT2, MINW)
|
|
from .misc import sign, cosin, randsign, regpoly, fill_aapolygon, choices, play
|
|
from .weapons import Bullet
|
|
|
|
|
|
class Hero:
|
|
"""Object representing the hero.
|
|
|
|
Attributes:
|
|
surface (pygame.Surface): the display to draw on
|
|
x, y (int): coordinates of the center of the hero (in pixels)
|
|
angle (float): angle of the direction the hero pointing (in radians)
|
|
color (tuple of pygame.Color): colors of the hero on different HPs
|
|
R (int): circumradius of the regular triangle representing the hero
|
|
next_heal (float): ms until the hero gains back healing ability
|
|
next_beat (float): time until next heart beat (in ms)
|
|
next_strike (float): time until the hero can do the next attack (in ms)
|
|
slashing (bool): flag indicates if the hero is doing close-range attack
|
|
firing (bool): flag indicates if the hero is doing long-range attack
|
|
dead (bool): flag indicates if the hero is dead
|
|
spin_speed (float): speed of spinning (in frames per slash)
|
|
spin_queue (float): frames left to finish spinning
|
|
wound (float): amount of wound
|
|
sfx_heart (pygame.mixer.Sound): heart beat sound effect
|
|
"""
|
|
def __init__(self, surface, fps, maze_size):
|
|
self.surface = surface
|
|
w, h = maze_size
|
|
self.x, self.y = w >> 1, h >> 1
|
|
self.angle, self.color = -pi * 3 / 4, TANGO['Aluminium']
|
|
self.R = (w * h / sin(pi*2/3) / 624) ** 0.5
|
|
|
|
self.next_heal = self.next_beat = self.next_strike = 0.0
|
|
self.slashing = self.firing = self.dead = False
|
|
self.spin_speed = fps / HERO_HP
|
|
self.spin_queue = self.wound = 0.0
|
|
|
|
self.sfx_heart = SFX_HEART
|
|
|
|
def update(self, fps):
|
|
"""Update the hero."""
|
|
if self.dead:
|
|
self.spin_queue = 0.0
|
|
return
|
|
old_speed = self.spin_speed
|
|
self.spin_speed = fps / (HERO_HP-self.wound**0.5)
|
|
self.spin_queue *= self.spin_speed / old_speed
|
|
if self.next_heal <= 0:
|
|
self.wound -= HEAL_SPEED / self.spin_speed / HERO_HP
|
|
if self.wound < 0: self.wound = 0.0
|
|
else:
|
|
self.next_heal -= 1000.0 / fps
|
|
if self.next_beat <= 0:
|
|
play(self.sfx_heart)
|
|
self.next_beat = MIN_BEAT*(2 - self.wound/HERO_HP)
|
|
else:
|
|
self.next_beat -= 1000.0 / fps
|
|
self.next_strike -= 1000.0 / fps
|
|
|
|
full_spin = pi * 2 / self.get_sides()
|
|
if self.slashing and self.next_strike <= 0:
|
|
self.next_strike = ATTACK_SPEED
|
|
self.spin_queue = randsign() * self.spin_speed
|
|
self.angle -= sign(self.spin_queue) * full_spin
|
|
if round(self.spin_queue) != 0:
|
|
self.angle += sign(self.spin_queue) * full_spin / self.spin_speed
|
|
self.spin_queue -= sign(self.spin_queue)
|
|
else:
|
|
self.spin_queue = 0.0
|
|
|
|
def get_sides(self):
|
|
"""Return the number of sides the hero has. While the hero is
|
|
generally a trigon, Agent Orange may turn him into a square.
|
|
"""
|
|
return 3 if self.next_heal <= 0 else 4
|
|
|
|
def update_angle(self, angle):
|
|
"""Turn to the given angle if the hero is not busy slashing."""
|
|
if round(self.spin_queue) != 0: return
|
|
delta = (angle - self.angle + pi) % (pi * 2) - pi
|
|
unit = pi * 2 / self.get_sides() / self.spin_speed
|
|
if abs(delta) < unit:
|
|
self.angle, self.spin_queue = angle, 0.0
|
|
else:
|
|
self.spin_queue = delta / unit
|
|
|
|
def get_color(self):
|
|
"""Return current color of the hero."""
|
|
return self.color[int(self.wound)]
|
|
|
|
def draw(self):
|
|
"""Draw the hero."""
|
|
trigon = regpoly(self.get_sides(), self.R, self.angle, self.x, self.y)
|
|
fill_aapolygon(self.surface, trigon, self.get_color())
|
|
|
|
def resize(self, maze_size):
|
|
"""Resize the hero."""
|
|
w, h = maze_size
|
|
self.x, self.y = w >> 1, h >> 1
|
|
self.R = (w * h / sin(pi*2/3) / 624) ** 0.5
|
|
|
|
|
|
class Enemy:
|
|
"""Object representing an enemy.
|
|
|
|
Attributes:
|
|
maze (Maze): the maze
|
|
x, y (int): coordinates of the center of the enemy (in grids)
|
|
angle (float): angle of the direction the enemy pointing (in radians)
|
|
color (str): enemy's color name
|
|
awake (bool): flag indicates if the enemy is active
|
|
next_strike (float): time until the enemy's next action (in ms)
|
|
move_speed (float): speed of movement (in frames per grid)
|
|
offsetx, offsety (integer): steps moved from the center of the grid
|
|
spin_speed (float): speed of spinning (in frames per slash)
|
|
spin_queue (float): frames left to finish spinning
|
|
wound (float): amount of wound
|
|
sfx_slash (pygame.mixer.Sound): sound effect of slashed hero
|
|
"""
|
|
def __init__(self, maze, x, y, color):
|
|
self.maze = maze
|
|
self.x, self.y = x, y
|
|
self.angle, self.color = pi / 4, color
|
|
|
|
self.awake = False
|
|
self.next_strike = 0.0
|
|
self.move_speed = self.maze.fps / ENEMY_SPEED
|
|
self.offsetx = self.offsety = 0
|
|
self.spin_speed = self.maze.fps / ENEMY_HP
|
|
self.spin_queue = self.wound = 0.0
|
|
|
|
self.sfx_slash = SFX_SLASH_HERO
|
|
|
|
def get_pos(self):
|
|
"""Return coordinate of the center of the enemy."""
|
|
x, y = self.maze.get_pos(self.x, self.y)
|
|
step = self.maze.distance * ENEMY_SPEED / self.maze.fps
|
|
return x + self.offsetx*step, y + self.offsety*step
|
|
|
|
def get_distance(self):
|
|
"""Return the distance from the center of the enemy to
|
|
the center of the maze.
|
|
"""
|
|
return self.maze.get_distance(*self.get_pos())
|
|
|
|
def place(self, x=0, y=0):
|
|
"""Move the enemy by (x, y) (in grids)."""
|
|
self.x += x
|
|
self.y += y
|
|
if self.awake: self.maze.map[self.x][self.y] = ENEMY
|
|
|
|
def wake(self):
|
|
"""Wake the enemy up if it can see the hero.
|
|
|
|
Return None if the enemy is already awake, True if the function
|
|
has just woken it, False otherwise.
|
|
"""
|
|
if self.awake: return None
|
|
startx = starty = MIDDLE
|
|
stopx, stopy, distance = self.x, self.y, self.maze.distance
|
|
if startx > stopx: startx, stopx = stopx, startx
|
|
if starty > stopy: starty, stopy = stopy, starty
|
|
dx = (self.x-MIDDLE)*distance + self.maze.centerx - self.maze.x
|
|
dy = (self.y-MIDDLE)*distance + self.maze.centery - self.maze.y
|
|
mind = cosin(abs(atan(dy / dx)) if dx else 0) * distance
|
|
def get_distance(x, y): return abs(dy*x - dx*y) / (dy**2 + dx**2)**0.5
|
|
for i in range(startx, stopx + 1):
|
|
for j in range(starty, stopy + 1):
|
|
if self.maze.map[i][j] != WALL or i == stopx and j == stopy:
|
|
continue
|
|
x, y = self.maze.get_pos(i, j)
|
|
if get_distance(x - self.maze.x, y - self.maze.y) <= mind:
|
|
return False
|
|
self.awake = True
|
|
self.maze.map[self.x][self.y] = ENEMY
|
|
play(self.maze.sfx_spawn,
|
|
1 - self.get_distance()/self.maze.get_distance(0, 0)/2,
|
|
self.get_angle() + pi)
|
|
return True
|
|
|
|
def fire(self):
|
|
"""Return True if the enemy has just fired, False otherwise."""
|
|
if self.maze.hero.dead: return False
|
|
x, y = self.get_pos()
|
|
if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance
|
|
or self.next_strike > 0
|
|
or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
|
|
or randrange((self.maze.hero.slashing+self.maze.isfast()+1) * 3)):
|
|
return False
|
|
self.next_strike = ATTACK_SPEED
|
|
self.maze.bullets.append(
|
|
Bullet(self.maze.surface, x, y, self.get_angle() + pi, self.color))
|
|
return True
|
|
|
|
def move(self, speed=ENEMY_SPEED):
|
|
"""Return True if it has just moved, False otherwise."""
|
|
if self.offsetx:
|
|
self.offsetx -= sign(self.offsetx)
|
|
return True
|
|
if self.offsety:
|
|
self.offsety -= sign(self.offsety)
|
|
return True
|
|
if self.next_strike > 0: return False
|
|
|
|
self.move_speed = self.maze.fps / speed
|
|
directions = [(sign(MIDDLE - self.x), 0), (0, sign(MIDDLE - self.y))]
|
|
shuffle(directions)
|
|
directions.append(choice(ADJACENTS))
|
|
if self.maze.hero.dead: directions = choice(ADJACENTS),
|
|
for x, y in directions:
|
|
if (x or y) and self.maze.map[self.x + x][self.y + y] == EMPTY:
|
|
self.offsetx = round(x * (1 - self.move_speed))
|
|
self.offsety = round(y * (1 - self.move_speed))
|
|
self.maze.map[self.x][self.y] = EMPTY
|
|
self.place(x, y)
|
|
return True
|
|
return False
|
|
|
|
def get_slash(self):
|
|
"""Return the enemy's close-range damage."""
|
|
wound = (self.maze.slashd - self.get_distance()) / self.maze.hero.R
|
|
return wound if wound > 0 else 0.0
|
|
|
|
def slash(self):
|
|
"""Return the enemy's close-range damage per frame."""
|
|
wound = self.get_slash() / self.spin_speed
|
|
if self.spin_queue: self.maze.hit_hero(wound, self.color)
|
|
return wound
|
|
|
|
def get_angle(self, reversed=False):
|
|
"""Return the angle of the vector whose initial point is
|
|
the center of the screen and terminal point is the center of
|
|
the enemy.
|
|
"""
|
|
x, y = self.get_pos()
|
|
return atan2(y - self.maze.y, x - self.maze.x)
|
|
|
|
|
|
def get_color(self):
|
|
"""Return current color of the enemy."""
|
|
return TANGO[self.color][int(self.wound)]
|
|
|
|
|
|
def draw(self):
|
|
"""Draw the enemy."""
|
|
if not self.awake: return
|
|
radius = self.maze.distance / SQRT2
|
|
square = regpoly(4, radius, self.angle, *self.get_pos())
|
|
fill_aapolygon(self.maze.surface, square, self.get_color())
|
|
|
|
def update(self):
|
|
"""Update the enemy."""
|
|
if self.awake:
|
|
self.spin_speed, tmp = self.maze.fps / ENEMY_HP, self.spin_speed
|
|
self.spin_queue *= self.spin_speed / tmp
|
|
self.next_strike -= 1000.0 / self.maze.fps
|
|
if not self.spin_queue and not self.fire() and not self.move():
|
|
self.spin_queue = randsign() * self.spin_speed
|
|
if not self.maze.hero.dead:
|
|
play(self.sfx_slash, self.get_slash(), self.get_angle())
|
|
if round(self.spin_queue) != 0:
|
|
self.angle += sign(self.spin_queue) * pi / 2 / self.spin_speed
|
|
self.spin_queue -= sign(self.spin_queue)
|
|
else:
|
|
self.angle, self.spin_queue = pi / 4, 0.0
|
|
|
|
def hit(self, wound):
|
|
"""Handle the enemy when it's attacked."""
|
|
self.wound += wound
|
|
|
|
def die(self):
|
|
"""Handle the enemy's death."""
|
|
if self.awake:
|
|
self.maze.map[self.x][self.y] = EMPTY
|
|
if self.maze.enemy_weights[self.color] > MINW + 1.5:
|
|
self.maze.enemy_weights[self.color] -= 1.5
|
|
else:
|
|
self.maze.map[self.x][self.y] = WALL
|
|
|
|
|
|
class Chameleon(Enemy):
|
|
"""Object representing an enemy of Chameleon.
|
|
|
|
Additional attributes:
|
|
visible (float): time until the Chameleon is visible (in ms)
|
|
"""
|
|
def __init__(self, maze, x, y):
|
|
Enemy.__init__(self, maze, x, y, 'Chameleon')
|
|
self.visible = 0.0
|
|
|
|
def wake(self):
|
|
"""Wake the Chameleon up if it can see the hero."""
|
|
if Enemy.wake(self) is True:
|
|
self.visible = 1000.0 / ENEMY_SPEED
|
|
|
|
def draw(self):
|
|
"""Draw the Chameleon."""
|
|
if not self.awake or self.visible > 0 or self.spin_queue:
|
|
Enemy.draw(self)
|
|
|
|
def update(self):
|
|
"""Update the Chameleon."""
|
|
Enemy.update(self)
|
|
if self.awake: self.visible -= 1000.0 / self.maze.fps
|
|
|
|
def hit(self, wound):
|
|
"""Handle the Chameleon when it's attacked."""
|
|
self.visible = 1000.0 / ENEMY_SPEED
|
|
Enemy.hit(self, wound)
|
|
|
|
|
|
class Plum(Enemy):
|
|
"""Object representing an enemy of Plum."""
|
|
def __init__(self, maze, x, y):
|
|
Enemy.__init__(self, maze, x, y, 'Plum')
|
|
|
|
def clone(self, other):
|
|
"""Turn the other enemy into a clone of this Plum and return
|
|
True if that enemy is also a Plum, otherwise return False.
|
|
"""
|
|
if other.color != 'Plum': return False
|
|
other.x, other.y, other.angle = self.x, self.y, self.angle
|
|
other.awake, other.next_strike = True, self.next_strike
|
|
other.offsetx, other.offsety = self.offsetx, self.offsety
|
|
other.spin_queue, other.wound = self.spin_queue, self.wound
|
|
return True
|
|
|
|
|
|
class ScarletRed(Enemy):
|
|
"""Object representing an enemy of Scarlet Red."""
|
|
def __init__(self, maze, x, y):
|
|
Enemy.__init__(self, maze, x, y, 'ScarletRed')
|
|
|
|
def fire(self):
|
|
"""Scarlet Red doesn't shoot."""
|
|
return False
|
|
|
|
def move(self):
|
|
return Enemy.move(self, ENEMY_SPEED * SQRT2)
|
|
|
|
def slash(self):
|
|
"""Handle the Scarlet Red's close-range attack."""
|
|
self.wound -= Enemy.slash(self)
|
|
if self.wound < 0: self.wound = 0.0
|
|
|
|
|
|
def new_enemy(maze, x, y):
|
|
"""Return an enemy of a random type in the grid (x, y)."""
|
|
color = choices(maze.enemy_weights)
|
|
try:
|
|
return getattr(modules[__name__], color)(maze, x, y)
|
|
except AttributeError:
|
|
return Enemy(maze, x, y, color)
|