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Copy pathenemy.py
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240 lines (197 loc) · 8.28 KB
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import pygame
import random
import math
from drop import Drop
from player import Tear
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, drops, scale_x=1, scale_y=1, difficulty="medium", type="ranged"):
super().__init__()
self.type = type # "ranged", "sniper", "melee"
self.drops = drops
self.scale_x = scale_x
self.scale_y = scale_y
# Load and scale image
# self.orig = pygame.image.load('images/player.png').convert_alpha()
# self.orig2 = pygame.transform.scale(self.orig, (50 * scale_x, 50 * scale_y))
# self.image = self.orig2
# self.rect = self.image.get_rect(center=(x, y))
# Movement speed base
base_speed = 1.5
self.speed = base_speed * max(scale_x, scale_y)
# Difficulty multiplier
if difficulty == "easy":
self.multiplier = 0.75
elif difficulty == "hard":
self.multiplier = 1.5
else:
self.multiplier = 1
# Shared attributes
self.tears = pygame.sprite.Group()
self.last_shot_time = 0
self.can_shoot = True
# Behavior-specific configuration
if self.type == "ranged":
self.orig = pygame.image.load('images/enemy_ranged.png').convert_alpha()
self.orig2 = pygame.transform.scale(self.orig, (int(50 * scale_x), int(50 * scale_y)))
self.health = 60 * self.multiplier
self.shoot_cooldown = 500
self.attack_range = 350
self.burst_count = 15
self.burst_delay = 10
self.bursting = False
self.burst_timer = 0
self.burst_shots_fired = 0
self.damage = 5
self.speed = 2 * max(scale_x, scale_y)
elif self.type == "sniper":
self.orig = pygame.image.load('images/enemy_sniper.png').convert_alpha()
self.orig2 = pygame.transform.scale(self.orig, (int(50 * scale_x), int(50 * scale_y)))
self.health = 20 * self.multiplier
self.shoot_cooldown = 3000
self.attack_range = 600
self.damage = 15
self.speed = 1 * max(scale_x, scale_y)
elif self.type == "melee":
self.orig = pygame.image.load('images/enemy_melee.png').convert_alpha()
self.orig2 = pygame.transform.scale(self.orig, (int(60 * scale_x), int(60 * scale_y)))
self.health = 40 * self.multiplier
self.speed = 1.7 * max(scale_x, scale_y)
self.attack_range = 30
self.damage = 15
self.attack_cooldown = 1000
self.last_attack_time = 0
self.image = self.orig2
self.rect = self.image.get_rect(center=(x, y))
def update(self, player, walls):
dx = player.rect.centerx - self.rect.centerx
dy = player.rect.centery - self.rect.centery
angle = math.degrees(math.atan2(dx, dy)) % 360 + 270
self.image = pygame.transform.rotate(self.orig2, angle)
self.rect = self.image.get_rect(center=self.rect.center)
if self.type == "ranged":
self.update_ranged(player, walls)
elif self.type == "sniper":
self.update_sniper(player, walls)
elif self.type == "melee":
self.update_melee(player, walls)
# Update projectiles
for tear in self.tears.copy():
if tear.update(walls):
self.tears.remove(tear)
def update_ranged(self, player, walls):
distance = self.get_distance_to_player(player)
self.move_to_range(player, self.attack_range, walls)
now = pygame.time.get_ticks()
if distance <= self.attack_range:
if not self.bursting and now - self.last_shot_time >= self.shoot_cooldown:
self.bursting = True
self.burst_timer = now
self.burst_shots_fired = 0
if self.bursting and now - self.burst_timer >= self.burst_delay:
tear = self.shoot(player)
if tear:
self.tears.add(tear)
self.burst_shots_fired += 1
self.burst_timer = now
if self.burst_shots_fired >= self.burst_count:
self.bursting = False
self.last_shot_time = now
def update_sniper(self, player, walls):
distance = self.get_distance_to_player(player)
self.move_to_range(player, self.attack_range, walls)
now = pygame.time.get_ticks()
if distance <= self.attack_range and now - self.last_shot_time >= self.shoot_cooldown:
tear = self.shoot(player)
if tear:
self.tears.add(tear)
self.last_shot_time = now
def update_melee(self, player, walls):
self.move_towards(player, walls)
now = pygame.time.get_ticks()
if self.rect.colliderect(player.rect) and now - self.last_attack_time >= self.attack_cooldown:
player.take_damage(self.damage)
self.last_attack_time = now
def move_towards(self, player, walls):
dx = player.rect.centerx - self.rect.centerx
dy = player.rect.centery - self.rect.centery
dist = max(1, math.hypot(dx, dy))
move_x = int(self.speed * dx / dist)
move_y = int(self.speed * dy / dist)
original_pos = self.rect.topleft
self.rect.x += move_x
if pygame.sprite.spritecollide(self, walls, False):
self.rect.x = original_pos[0]
self.rect.y += int(self.speed)
if pygame.sprite.spritecollide(self, walls, False):
self.rect.y = original_pos[1]
else:
return
self.rect.y += move_y
if pygame.sprite.spritecollide(self, walls, False):
self.rect.y = original_pos[1]
self.rect.x += int(self.speed)
if pygame.sprite.spritecollide(self, walls, False):
self.rect.x = original_pos[0]
def move_to_range(self, player, target_range, walls):
dx = player.rect.centerx - self.rect.centerx
dy = player.rect.centery - self.rect.centery
distance = math.hypot(dx, dy)
if distance > target_range + 20:
self.move_towards(player, walls)
elif distance < target_range - 20:
self.move_away_from(player, walls)
def get_distance_to_player(self, player):
dx = player.rect.centerx - self.rect.centerx
dy = player.rect.centery - self.rect.centery
return math.hypot(dx, dy)
def move_away_from(self, player, walls):
dx = self.rect.centerx - player.rect.centerx
dy = self.rect.centery - player.rect.centery
dist = max(1, math.hypot(dx, dy))
move_x = int(self.speed * dx / dist)
move_y = int(self.speed * dy / dist)
original_pos = self.rect.topleft
self.rect.x += move_x
if any(self.rect.colliderect(w.rect) for w in walls):
self.rect.x = original_pos[0]
self.rect.y += move_y
if any(self.rect.colliderect(w.rect) for w in walls):
self.rect.y = original_pos[1]
def shoot(self, player):
dx = player.rect.centerx - self.rect.centerx
dy = player.rect.centery - self.rect.centery
dist = max(1, math.hypot(dx, dy))
dx, dy = dx / dist, dy / dist
if self.type == "ranged":
tear_speed = 6 * self.scale_x
elif self.type == "sniper":
tear_speed = 10 * self.scale_x
else:
return None
damage = self.damage
tear = Tear(
self.rect.centerx,
self.rect.centery,
(dx, dy),
speed=tear_speed,
damage=damage,
scale_x=self.scale_x,
scale_y=self.scale_y
)
# print(f"[{self.type}] Shoot dmg {damage}")
angle = math.degrees(math.atan2(-dy, dx)) + 180
tear.image = pygame.transform.rotate(tear.image, angle)
return tear
def take_damage(self, amount):
self.health -= amount
if self.health <= 0:
self.drop_item()
self.kill()
return "kill"
def drop_item(self):
drop_chance = random.random()
x, y = self.rect.center
if drop_chance < 0.2:
self.drops.add(Drop(x, y, "hp"))
elif drop_chance < 0.4:
self.drops.add(Drop(x, y, "ammo"))