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enemy.py
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enemy.py
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from battery import Battery
from primitives import GameObject, Pose
from sprite import Sprite, SpriteSheet
from particle import BoomParticle, BigBoom, Laser, LaserBoomParticle, LaserGuide
import constants as c
class Enemy(GameObject):
starting_hp = 1
reward = 25
def __init__(self, game, position=(0, 0)):
self.game = game
self.hp = self.starting_hp
self.position = Pose(position)
self.stuck_projectiles = []
self.destroyed = False
self.since_destroy = 0
self.velocity = Pose((0, 0))
self.recoil_position = Pose((0, 0))
self.silent = False
def update(self, dt, events):
self.recoil_position += self.velocity * dt
self.velocity *= 0.0005**dt
self.recoil_position *= 0.002**dt
for projectile in self.game.player.projectiles[:]:
if self.destroyed:
break
if self.collides_with_projectile(projectile):
self.hp -= 1
self.velocity += projectile.velocity * 0.15
self.stuck_projectiles.append((projectile, projectile.position - self.position))
projectile.hit(self)
projectile.gravity = False
projectile.pickup = False
for projectile, rel_pos in self.stuck_projectiles[:]:
if not projectile.stuck:
self.stuck_projectiles.remove((projectile, rel_pos))
continue
projectile.position = self.position + rel_pos + self.recoil_position
if self.hp <= 0 and not self.destroyed:
self.destroy()
if self.destroyed:
self.since_destroy += dt
if self.since_destroy > 0.3:
self.clean_up()
def clean_up(self):
if not self.silent:
self.game.explosion_sound.play()
self.game.enemies.remove(self)
for projectile, rel_pos in self.stuck_projectiles:
projectile.velocity = rel_pos * 40
projectile.stuck = False
projectile.gravity = True
for i in range(40):
self.game.particles.append(BoomParticle(self.position.get_position()))
self.game.particles.append(BigBoom(self.position.get_position()))
self.game.shake(amt=20)
for i in range(int(self.reward / self.game.get_multiplier())):
self.game.pickups.append(Battery(self.game, 1, self.position.get_position()))
def destroy(self, silent=False):
self.silent = silent
self.destroyed = True
self.since_destroy = 0
def collides_with_projectile(self, projectile):
pass
class Orb(Enemy):
starting_hp = 1
def __init__(self, game, position, direction):
self.radius = 42
super().__init__(game, position)
self.direction = Pose(direction)
reversed = self.direction.x < 0
idle = SpriteSheet("images/enemy_closed.png", (1, 1), 1, xflip=reversed)
opening = SpriteSheet("images/enemy_open.png", (5, 1), 5, xflip=reversed, repeat=False)
open = SpriteSheet("images/enemy_opened.png", (1, 1), 1, xflip=reversed)
closing = SpriteSheet("images/enemy_open.png", (5, 1), 5, xflip=reversed, reversed=True, repeat=False)
self.sprite = Sprite(12)
self.sprite.add_animation(
{
"idle": idle,
"opening": opening,
"open": open,
"closing": closing,
}
)
self.sprite.start_animation("idle")
self.since_laser = 0
self.since_lockon = 0
self.locked_on = False
self.cooldown = 2.5
self.has_closed = False
def get_target_position(self):
y = self.game.player.position.y
if y > c.GAME_HEIGHT * 0.7:
y = c.GAME_HEIGHT * 0.7
if self.direction.x > 0:
return Pose((100, y))
else:
return Pose((c.GAME_WIDTH - 100, y))
def update(self, dt, events):
if self.game.rewinding:
dt *= 0.1
self.sprite.update(dt)
diff = self.get_target_position() - self.position
if diff.magnitude() >= 5 and not self.locked_on and not self.destroyed:
if diff.magnitude() > 500:
diff *= 500/diff.magnitude()
self.position += diff*dt*2
elif not self.locked_on and self.since_laser > self.cooldown:
if self.direction.x > 0 and self.game.player.position.x > self.position.x and not self.destroyed:
self.lock_on()
elif self.direction.x < 0 and self.game.player.position.x < self.position.x and not self.destroyed:
self.lock_on()
self.since_laser += dt
if self.locked_on and not self.destroyed:
self.since_lockon += dt
if self.since_lockon > 1 and self.since_laser > self.cooldown:
self.fire_laser()
if self.since_lockon > 2 and not self.has_closed:
self.close_up()
if self.since_lockon > 3:
self.locked_on = False
super().update(dt, events)
def lock_on(self):
self.game.laser_aim.play()
self.locked_on = True
self.since_lockon = 0
self.sprite.start_animation("opening")
self.has_closed = False
self.game.particles.append(LaserGuide(self.position.get_position(), self.direction.get_position()))
def fire_laser(self):
self.since_laser = 0
self.game.laser_sound.play()
if self.direction.x > 0:
self.velocity.x -= 1500
else:
self.velocity.x += 1500
self.game.particles.append(Laser(self.position.get_position(), self.direction.get_position()))
for i in range(50):
self.game.particles.append(LaserBoomParticle(self.position.get_position(), direction=self.direction.get_position(), duration=1))
player = self.game.player
if (player.position.x - self.position.x) * self.direction.x > 0 and abs(player.position.y - self.position.y) < 80:
player.get_hit_by_enemy(self)
def close_up(self):
self.sprite.start_animation("closing")
self.has_closed = True
def draw(self, surf, offset=(0, 0)):
self.sprite.set_position((self.position + self.recoil_position + Pose(offset)).get_position())
self.sprite.draw(surf)
def destroy(self, silent=False):
super().destroy(silent)
self.sprite.start_animation("idle")
def collides_with_projectile(self, projectile):
if projectile.stuck or projectile.pickup:
return False
diff = projectile.position - self.position - self.recoil_position
if diff.magnitude() < self.radius + 5:
return True
def clean_up(self):
super().clean_up()
class Scuttle(Enemy):
reward = 25
def __init__(self, game, position, direction):
super().__init__(game, position=position)
self.radius = 50
self.direction = Pose(direction)
self.sprite = Sprite(12)
if self.direction.x < 0:
self.velocity = Pose((-800, 0))
idle = SpriteSheet("images/scuttle_left.png", (8, 1), 8)
else:
self.velocity = Pose((800, 0))
idle = SpriteSheet("images/scuttle_left.png", (8, 1), 8, reversed=True)
self.sprite.add_animation({"idle": idle})
self.sprite.start_animation("idle")
def update(self, dt, events):
if self.game.rewinding:
dt *= 0.1
super().update(dt, events)
if not self.destroyed:
if self.direction.x < 0:
self.position += Pose((-400, 0))*dt
else:
self.position += Pose((400, 0))*dt
self.position += self.velocity*dt
self.sprite.update(dt)
if self.recoil_position.y > 0:
self.recoil_position.y = 0
def draw(self, surf, offset=(0, 0)):
self.sprite.set_position((self.position + self.recoil_position + Pose(offset)).get_position())
self.sprite.draw(surf)
def collides_with_projectile(self, projectile):
if projectile.stuck or projectile.pickup:
return False
diff = projectile.position - self.position - self.recoil_position
if diff.magnitude() < self.radius + 5:
return True
def destroy(self, silent=False):
super().destroy(silent)
self.velocity = Pose((0, 0))