pixel_gamble/code/enemy.py
Egor Deev 9c085291f0
v. 1
2022-03-02 17:11:20 +07:00

124 lines
4.4 KiB
Python

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)