-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathenemy.py
More file actions
167 lines (133 loc) · 5.01 KB
/
enemy.py
File metadata and controls
167 lines (133 loc) · 5.01 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
import pygame
import time
from player import *
from constant import *
from spritesheet_functions import SpriteSheet
import sys
import math
class Enemy(pygame.sprite.Sprite):
# Sprite for the Player
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.walking_frames_d = [] # Images for animated walking.
self.walking_frames_u = []
self.walking_frames_l = []
self.walking_frames_r = []
self.direction= ""
sprite_sheet = SpriteSheet("enemy_spritesheet.png")
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 40, 0, 54, 96)
image.set_colorkey(DARK_GREEN)
self.walking_frames_d.append(image)
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 40, 120, 54, 82)
image.set_colorkey(DARK_GREEN)
self.walking_frames_u.append(image)
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 40, 235, 61, 82)
image.set_colorkey(DARK_GREEN)
self.walking_frames_l.append(image)
for i in range(7):
image = sprite_sheet.get_image((150 * i) + 40, 352, 60, 80)
image.set_colorkey(DARK_GREEN)
self.walking_frames_r.append(image)
self.image = self.walking_frames_d[0]
self.rect = self.image.get_rect()
self.rect.center = (x, y) # 120, 200
self.speedx = -2
self.speedy = -2
self.last_update = pygame.time.get_ticks()
self.frame = 0
self.frames = self.walking_frames_d
self.shoot_delay = 500
self.last_shot = pygame.time.get_ticks()
def update(self):
self.animate_sprite(self.frames)
self.check_bullets()
self.scrolling()
self.move_towards_player(player)
self.check_direction()
if self.rect.x >= player.rect.x - 50 or self.rect.x <= player.rect.x + 50:
self.shoot()
if self.rect.y >= player.rect.y - 50 or self.rect.y <= player.rect.y + 50:
self.shoot()
def animate_sprite(self, anim_list):
now = pygame.time.get_ticks()
if now - self.last_update > 100:
self.last_update = now
self.frame = (self.frame + 1) % 7
self.image = anim_list[self.frame]
def check_bullets(self):
hits = pygame.sprite.groupcollide(enemy_sprites, player_bullets, True, True)
for hit in hits:
self.kill()
def scrolling(self):
self.rect.x += -player.speedx
self.rect.y += -player.speedy
def move_towards_player(self, player):
# find normalized direction vector (dx, dy) between enemy and player
self.dx = self.rect.x - player.rect.x
self.dy = self.rect.y - player.rect.y
dist = math.hypot(self.dx, self.dy)
try:
self.dx = self.dx /dist
self.dy = self.dy / dist
except ZeroDivisionError:
dist = 1
# move along this normalized vector towards the player at current speed
self.rect.x += self.dx * self.speedx
self.rect.y += self.dy * self.speedy
def check_direction(self):
if abs(self.dx) > abs(self.dy):
if self.dx >= 0:
self.frames = self.walking_frames_l
self.direction = "right"
elif self.dx < 0:
self.frames = self.walking_frames_r
self.direction = "left"
else:
if self.dy >= 0:
self.frames = self.walking_frames_u
self.direction = "down"
elif self.dy < 0:
self.frames = self.walking_frames_d
self.direction = "up"
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.centery + 25)
all_sprites.add(bullet)
enemy_bullets.add(bullet)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedx = 0
self.speedy = 0
if enemy.direction == "left":
self.speedx = 5
if enemy.direction == "right":
self.speedx = -5
if enemy.direction == "up":
self.speedy = 5
if enemy.direction == "down":
self.speedy = -5
def update(self):
self.scrolling()
self.rect.y += self.speedy
self.rect.x += self.speedx
# kill if it moves off the top of the screen
if self.rect.bottom < 0 or self.rect.top> HEIGHT:
self.kill()
if self.rect.left < 0 or self.rect.right > WIDTH:
self.kill()
def scrolling(self):
self.rect.x += -player.speedx
self.rect.y += -player.speedy
enemy = Enemy(-50, -50)
enemy_sprites.add(enemy)
all_sprites.add(enemy)