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172 lines (139 loc) · 5.22 KB
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# Abstract class for attackers and defender
import pygame
import os
import helper
import random
# Loads images
# !! FOR NOW, GREEN = DEFENDERS and BLUE = ATTACKERS
GREEN_DRAGON_1 = pygame.image.load(os.path.join("images", "gdrag1.png"))
GREEN_DRAGON_1 = pygame.transform.scale(GREEN_DRAGON_1, (80, 80))
GREEN_DRAGON_2 = pygame.image.load(os.path.join("images", "gdrag2.png"))
GREEN_DRAGON_2 = pygame.transform.scale(GREEN_DRAGON_2, (80, 80))
BLUE_DRAGON_1 = pygame.image.load(os.path.join("images", "bdrag1.png"))
BLUE_DRAGON_1 = pygame.transform.scale(BLUE_DRAGON_1, (80, 80))
BLUE_DRAGON_2 = pygame.image.load(os.path.join("images", "bdrag2.png"))
BLUE_DRAGON_2 = pygame.transform.scale(BLUE_DRAGON_2, (80, 80))
class Fighter:
def __init__(self, x, y):
self.x = x
self.y = y
self.img = None
self.img2 = None
# Draws person to window
def draw(self, window, reverse, show_range=True):
if reverse:
window.blit(self.img, (self.x, self.y))
else:
window.blit(self.img2, (self.x, self.y))
def get_x(self):
return self.x
def get_y(self):
return self.y
def get_alive(self):
return self.alive
def get_width(self):
return self.img.get_width()
def get_height(self):
return self.img.get_height()
def scale(self, first, second):
self.img = pygame.transform.scale(self.img, (first, second))
self.img2 = pygame.transform.scale(self.img2, (first, second))
class Attacker(Fighter):
def __init__(self, x=0, y=450, hp=100, move_delay=300):
super().__init__(x, y)
self.max_hp = hp
self.hp = hp
self.move_delay = move_delay
self.img = BLUE_DRAGON_1
self.img2 = BLUE_DRAGON_2
self.mask = pygame.mask.from_surface(self.img)
self.alive = True
def draw(self, window, reverse, show_range=True):
if reverse:
window.blit(self.img, (self.x, self.y))
else:
window.blit(self.img2, (self.x, self.y))
self.healthbar(window)
def get_center_x(self):
return self.x + self.img.get_width() / 2
def get_center_y(self):
return self.y + self.img.get_height() / 2
def get_img(self):
return self.img
# MOVEMENT METHODS
def move_right(self, steps, window_width):
if self.x + self.img.get_width() + 10 <= window_width:
self.x += steps
else:
self.x = window_width - self.img.get_width()
pygame.time.wait(self.move_delay)
def move_left(self, steps):
if self.x - steps >= 0:
self.x -= steps
else:
self.x = 0
pygame.time.wait(self.move_delay)
def move_up(self, steps):
if self.y - steps >= 0:
self.y -= steps
else:
self.y = 0
pygame.time.wait(self.move_delay)
def move_down(self, steps, window_height):
if self.y + steps + self.img.get_height() <= window_height:
self.y += steps
else:
self.y = window_height
pygame.time.wait(self.move_delay)
def take_damage(self, dmg):
if self.hp - dmg > 0:
self.hp -= dmg
else:
self.hp = 0
self.alive = False
# TODO broadcast event for attacker killed
def set_hp(self, newhp):
self.hp = newhp
def healthbar(self, window):
# red rect
pygame.draw.rect(window, (255, 0, 0), (self.x, self.y + self.img.get_height() + 10, self.img.get_width(), 10))
# green rect
pygame.draw.rect(window, (0, 255, 0), (self.x, self.y + self.img.get_height() + 10, self.img.get_width() * (self.hp / self.max_hp), 10))
class Defender(Fighter):
def __init__(self, x=370, y=300, atk=5, range=200, accuracy=80):
super().__init__(x, y)
self.atk = atk
self.range = range
self.img = GREEN_DRAGON_1
self.img2 = GREEN_DRAGON_2
self.cooldown = 5
self.cool_down_counter = 0
self.mask = pygame.mask.from_surface(self.img)
self.accuracy = accuracy
def draw(self, window, reverse, show_range=True):
if reverse:
window.blit(self.img, (self.x, self.y))
else:
window.blit(self.img2, (self.x, self.y))
if show_range:
self.attack_radius(window)
def get_center_x(self):
return self.x + self.img.get_width() / 2
def get_center_y(self):
return self.y + self.img.get_height() / 2
def get_img(self):
return self.img
def cool_down_caller(self):
if self.cool_down_counter >= self.cooldown:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def attack(self, attackers):
if self.cool_down_counter == 0:
closest_attacker = helper.find_closest(self, attackers)
if random.randint(0, 100) <= self.accuracy:
if helper.find_distance(self, closest_attacker) < self.range:
closest_attacker.take_damage(self.atk)
self.cool_down_counter = 1
def attack_radius(self, window):
pygame.draw.circle(window, (128, 0, 0), (self.get_center_x(), self.get_center_y()), self.range, 2)