from data import * from entity import Entity class Enemy(Entity): def __init__(self, monster_name, pos, groups, obstacle_sprites, damage_player, add_exp): super().__init__(groups) self.sprite_type = 'enemy' # стартовый спрайт self.import_graphics(monster_name) self.status = 'idle' self.image = self.animations[self.status][self.frame_index] # положение self.rect = self.image.get_rect(topleft=pos) self.hitbox = self.rect.inflate(0, -10) self.obstacle_sprites = obstacle_sprites # характеристики self.monster_name = monster_name monster_info = mobs_data[self.monster_name] self.health = monster_info['health'] self.exp = monster_info['exp'] self.speed = monster_info['speed'] self.attack_damage = monster_info['damage'] self.resistance = monster_info['resistance'] self.attack_radius = monster_info['attack_radius'] self.notice_radius = monster_info['notice_radius'] # параметры self.can_attack = True self.attack_time = None self.attack_cooldown = 400 self.damage_player = damage_player self.add_exp = add_exp # звуки self.death_sound = pygame.mixer.Sound('../data/audio/death.wav') self.hit_sound = pygame.mixer.Sound('../data/audio/hit.wav') self.attack_sound = pygame.mixer.Sound(monster_info['attack_sound']) self.death_sound.set_volume(0.6) self.hit_sound.set_volume(0.6) self.attack_sound.set_volume(0.6) def import_graphics(self, name): self.animations = {'idle': [], 'move': [], 'attack': []} main_path = f'../data/textures/mobs/{name}/' for animation in self.animations.keys(): self.animations[animation] = import_folder(main_path + animation) def get_player_distance_direction(self, player): enemy_vec = pygame.math.Vector2(self.rect.center) player_vec = pygame.math.Vector2(player.rect.center) distance = (player_vec - enemy_vec).magnitude() if distance > 0: direction = (player_vec - enemy_vec).normalize() else: direction = pygame.math.Vector2() return (distance, direction) def get_status(self, player): distance = self.get_player_distance_direction(player)[0] if distance <= self.attack_radius and self.can_attack: if self.status != 'attack': self.frame_index = 0 self.status = 'attack' elif distance <= self.notice_radius: self.status = 'move' else: self.status = 'idle' def actions(self, player): if self.status == 'attack': self.attack_time = pygame.time.get_ticks() self.damage_player(self.attack_damage) self.attack_sound.play() elif self.status == 'move': self.direction = self.get_player_distance_direction(player)[1] else: self.direction = pygame.math.Vector2() def animate(self): animation = self.animations[self.status] self.frame_index += self.animation_speed if self.frame_index >= len(animation): if self.status == 'attack': self.can_attack = False self.frame_index = 0 self.image = animation[int(self.frame_index)] self.rect = self.image.get_rect(center=self.hitbox.center) def cooldowns(self): current_time = pygame.time.get_ticks() if not self.can_attack: if current_time - self.attack_time >= self.attack_cooldown: self.can_attack = True def get_damage(self, player): self.hit_sound.play() self.direction = self.get_player_distance_direction(player)[1] self.health -= player.get_full_weapon_damage() self.hit_time = pygame.time.get_ticks() def check_death(self): if self.health <= 0: self.kill() self.add_exp(self.exp) self.death_sound.play() def update(self): self.move(self.speed) self.animate() self.cooldowns() self.check_death() def enemy_update(self, player): self.get_status(player) self.actions(player)