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Copy pathboss.py
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279 lines (231 loc) · 9.34 KB
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import pygame
import math
import random
import time
from player import Tear
from enemy import Enemy
from grenade import Grenade
class Boss(pygame.sprite.Sprite):
def __init__(self, x, y, player, scale_x=1, scale_y=1, drops=None, difficulty="medium"):
super().__init__()
self.image_orig = pygame.image.load('images/Boss1.png').convert_alpha()
self.image = pygame.transform.scale(self.image_orig, (120 * scale_x, 120 * scale_y))
self.rect = self.image.get_rect(center=(x, y))
self.scale_x = scale_x
self.scale_y = scale_y
self.health = 1000
self.max_health = 1000
self.speed = 2 * scale_x
self.player = player
self.shoot_cooldown = 0.1
self.last_shot_time = 0
self.tears = pygame.sprite.Group()
self.attack_distance = 300 * scale_x
self.safe_distance = 400 * scale_x
self.drops = drops if drops else pygame.sprite.Group()
self.roll_cooldown = 5
self.last_roll_time = time.time()
self.dashing = False
self.dash_direction = pygame.Vector2(0, 0)
self.dash_start_time = 0
self.dash_duration = 0.2
self.dash_speed = 14 * self.scale_x
self.phase = 1
self.phase_2_spawned = False
self.reloading = False
self.reload_time = 3
self.reload_start_time = 0
self.shots_fired = 0
self.difficulty = difficulty
self.last_special_attack = 0
self.special_cooldown = 10000
self.phase_two = False
def update(self, player=None, walls=None):
current_time = time.time()
if self.dashing:
if time.time() - self.dash_start_time < self.dash_duration:
move = self.dash_direction * self.dash_speed
new_rect = self.rect.move(move.x, 0)
if not any(new_rect.colliderect(w.rect) for w in walls):
self.rect.x += move.x
new_rect = self.rect.move(0, move.y)
if not any(new_rect.colliderect(w.rect) for w in walls):
self.rect.y += move.y
return
else:
self.dashing = False
if self.phase == 1:
self.rect.center = (self.rect.centerx, self.rect.centery)
self.shoot_cooldown = 0.05
self.reload_time = 4
self.speed = 0
self.roll_cooldown = 9999
elif self.phase == 2:
self.shoot_cooldown = 0.1
self.reload_time = 3
self.speed = 2 * self.scale_x
self.roll_cooldown = 5
elif self.phase == 3:
self.shoot_cooldown = 0.1
self.reload_time = 3
self.speed = 3 * self.scale_x
self.roll_cooldown = 1.5
# roll
if current_time - self.last_roll_time >= self.roll_cooldown:
self.dodge()
self.last_roll_time = current_time
# ai movement
dx = self.player.rect.centerx - self.rect.centerx
dy = self.player.rect.centery - self.rect.centery
distance = math.hypot(dx, dy)
if distance != 0:
dx, dy = dx / distance, dy / distance
move_x, move_y = 0, 0
if self.phase == 3:
move_x = dx * self.speed
move_y = dy * self.speed
else:
if distance < self.attack_distance:
move_x = -dx * self.speed
move_y = -dy * self.speed
elif distance > self.safe_distance:
move_x = dx * self.speed
move_y = dy * self.speed
new_rect = self.rect.copy()
new_rect.x += move_x
if not any(new_rect.colliderect(wall.rect) for wall in walls):
self.rect.x += move_x
new_rect = self.rect.copy()
new_rect.y += move_y
if not any(new_rect.colliderect(wall.rect) for wall in walls):
self.rect.y += move_y
# Shooting and reloading mechanics
if not self.reloading and current_time - self.last_shot_time >= self.shoot_cooldown:
self.shoot()
self.shots_fired += 1
self.last_shot_time = current_time
if self.shots_fired >= 60:
self.reloading = True
self.reload_start_time = current_time
self.shots_fired = 0
if self.reloading and current_time - self.reload_start_time >= self.reload_time:
self.reloading = False
# Bullet update
for tear in self.tears.copy():
if isinstance(tear, Grenade):
if tear.update(walls):
self.tears.remove(tear)
else:
if tear.update(walls):
self.tears.remove(tear)
health_ratio = self.health / self.max_health
if health_ratio > 2 / 3:
self.phase = 1
elif health_ratio > 1 / 3:
if self.phase != 2:
self.phase = 2
if not self.phase_2_spawned:
self.spawn_minions()
self.phase_2_spawned = True
else:
self.phase = 3
if self.phase == 2:
now = pygame.time.get_ticks()
if now - self.last_special_attack >= self.special_cooldown:
self.last_special_attack = now
self.throw_grenades()
def shoot(self, player=None):
dx = self.player.rect.centerx - self.rect.centerx
dy = self.player.rect.centery - self.rect.centery
distance = math.hypot(dx, dy)
if distance != 0:
direction = (dx / distance, dy / distance)
bullet_speed = 8 * self.scale_x
bullet = Tear(
self.rect.centerx,
self.rect.centery,
direction,
speed=bullet_speed,
damage=10,
scale_x=self.scale_x,
scale_y=self.scale_y
)
bullet.max_distance = 700 * self.scale_x
angle = math.degrees(math.atan2(-direction[1], direction[0])) + 180
bullet.image = pygame.transform.rotate(bullet.image, angle)
self.tears.add(bullet)
def draw_health_bar(self, surface, scale_x, scale_y):
# Health bar
bar_width = 400 * scale_x
bar_height = 25 * scale_y
bar_x = (surface.get_width() - bar_width) / 2
bar_y = 540 * scale_y
health_ratio = self.health / self.max_health
pygame.draw.rect(surface, (60, 60, 60), (bar_x, bar_y, bar_width, bar_height))
pygame.draw.rect(surface, (255, 0, 0), (bar_x, bar_y, bar_width * health_ratio, bar_height))
pygame.draw.rect(surface, (255, 255, 255), (bar_x, bar_y, bar_width, bar_height), 2)
def take_damage(self, amount):
self.health -= amount
if self.health <= 0:
self.kill()
self.drop_loot()
def drop_loot(self):
pass
def dodge(self):
dx = self.player.rect.centerx - self.rect.centerx
dy = self.player.rect.centery - self.rect.centery
distance = math.hypot(dx, dy)
if distance == 0:
return
player_dir = pygame.Vector2(dx / distance, dy / distance)
while True:
angle = random.uniform(0, 2 * math.pi)
dodge_dir = pygame.Vector2(math.cos(angle), math.sin(angle))
if player_dir.dot(dodge_dir) < 0:
break
self.dash_direction = dodge_dir
self.dashing = True
self.dash_start_time = time.time()
from enemy import Enemy
def spawn_minions(self):
for _ in range(4):
for _ in range(1000):
offset_x = random.randint(-150, 150)
offset_y = random.randint(-150, 150)
spawn_x = self.rect.centerx + offset_x
spawn_y = self.rect.centery + offset_y
enemy = Enemy(spawn_x, spawn_y, self.drops, self.scale_x, self.scale_y, self.difficulty)
if not any(enemy.rect.colliderect(w.rect) for w in self.groups()[0] if isinstance(w, pygame.sprite.Sprite)):
self.groups()[0].add(enemy)
break
def throw_grenades(self):
angles = [0, 60, 120, 180, 240, 300]
for angle_deg in angles:
angle_rad = math.radians(angle_deg)
dir_x = math.cos(angle_rad)
dir_y = math.sin(angle_rad)
grenade = Grenade(
self.rect.centerx,
self.rect.centery,
direction=(dir_x, dir_y),
speed=15,
damage=80,
radius=200,
scale_x=self.scale_x,
scale_y=self.scale_y
)
grenade.max_distance = 600
grenade.speed *= 0.5
grenade.image = pygame.image.load("images/mine.png").convert_alpha()
grenade.image = pygame.transform.scale(grenade.image, (30 * self.scale_x, 30 * self.scale_y))
self.tears.add(grenade)
def rescale(self, scale_x, scale_y):
self.scale_x = scale_x
self.scale_y = scale_y
self.image = pygame.transform.scale(self.image_orig, (int(120 * scale_x), int(120 * scale_y)))
center = self.rect.center
self.rect = self.image.get_rect(center=center)
self.speed = 2 * scale_x
self.attack_distance = 300 * scale_x
self.safe_distance = 400 * scale_x
self.dash_speed = 14 * scale_x