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Enemy.py
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Enemy.py
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import os
from typing import Any
import pygame, math, random
from globals import *
SQRT2 = math.sqrt(2)
spriteSheetBeast = pygame.image.load(os.path.dirname(__file__) + "/assets/NinjaAdventure/Actor/Monsters/Beast/Beast.png").convert_alpha()
spriteSheetSlime = pygame.image.load(os.path.dirname(__file__) + "/assets/NinjaAdventure/Actor/Monsters/Slime/Slime.png").convert_alpha()
spriteSheetDeath = pygame.image.load(os.path.dirname(__file__) + "/assets/NinjaAdventure/FX/Magic/Circle/SpriteSheetSpark.png").convert_alpha()
spriteSize = mapTileSize.x
deathSize = 32
class Enemy(pygame.sprite.Sprite):
animationsTypes = {
"Beast": {
"idle": {
"down": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 0, spriteSize * 0, spriteSize, spriteSize)), size)],
"up": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 1, spriteSize * 0, spriteSize, spriteSize)), size)],
"left": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 2, spriteSize * 0, spriteSize, spriteSize)), size)],
"right": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 3, spriteSize * 0, spriteSize, spriteSize)), size)],
"max": 1,
"speed": 0
},
"walk": {
"down": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 0, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"up": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 1, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"left": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 2, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"right": [pygame.transform.scale(spriteSheetBeast.subsurface(pygame.Rect(spriteSize * 3, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"max": 4,
"speed": 6
},
"dead": {
"all": [pygame.transform.scale(spriteSheetDeath.subsurface(pygame.Rect(deathSize * x, deathSize * 0, deathSize, deathSize)), size) for x in range(0, 4)],
"max": 4,
"speed": 6
}
},
"Slime": {
"idle": {
"down": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 0, spriteSize * 0, spriteSize, spriteSize)), size)],
"up": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 1, spriteSize * 0, spriteSize, spriteSize)), size)],
"left": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 2, spriteSize * 0, spriteSize, spriteSize)), size)],
"right": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 3, spriteSize * 0, spriteSize, spriteSize)), size)],
"max": 1,
"speed": 0
},
"walk": {
"down": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 0, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"up": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 1, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"left": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 2, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"right": [pygame.transform.scale(spriteSheetSlime.subsurface(pygame.Rect(spriteSize * 3, spriteSize * y, spriteSize, spriteSize)), size) for y in range(0, 4)],
"max": 4,
"speed": 6
},
"dead": {
"all": [pygame.transform.scale(spriteSheetDeath.subsurface(pygame.Rect(deathSize * x, deathSize * 0, deathSize, deathSize)), size) for x in range(0, 4)],
"max": 4,
"speed": 6
}
}
}
sounds = {
"hit": pygame.mixer.Sound(os.path.dirname(__file__) + "/assets/NinjaAdventure/Sounds/Game/Hit.wav"),
"dead": pygame.mixer.Sound(os.path.dirname(__file__) + "/assets/NinjaAdventure/Sounds/Game/Kill.wav")
}
def __init__(self, pos, size, type, dead, groups):
super().__init__(groups)
self.type = type
self.rect = pygame.Rect(pos, size)
self.animations = self.animationsTypes[self.type]
self.animation = "idle"
self.currentFrame = 0.0
self.direction = "down"
self.velocity = pygame.math.Vector2(0, 0)
self.image = self.animations[self.animation][self.direction][math.floor(self.currentFrame)]
if self.type == "Beast":
self.maxSpeed = 200
self.acceleration = 400
self.friction = 800
self.damage = 2
self.health = 2
self.knockBack = self.maxSpeed * 2.5
self.activeDistance = 300.0
self.dropTable = {
"heart": 20,
"coin": 30
}
elif self.type == "Slime":
self.maxSpeed = 300
self.acceleration = 600
self.friction = 800
self.damage = 1
self.health = 1
self.knockBack = self.maxSpeed * 3
self.activeDistance = 600.0
self.dropTable = {
"heart": 10,
"coin": 20
}
self.dead = dead
self.trulyDead = dead
# if self.dead:
# self.kill()
self.timers = {
"death": Timer(self.animations["dead"]["max"] / self.animations["dead"]["speed"]),
"grace": Timer(0.5),
"attackCooldown": Timer(0.5)
}
self.startTimerOnce = False
self.aggro = False
def update(self, dt, playerPos, walls, playerWeapon, playerAttackHitbox = -1, playerSpell = -1, *args: Any, **kwargs: Any) -> None:
# print(self.trulyDead)
if self.trulyDead: return -1, -1
super().update(*args, **kwargs)
input = pygame.math.Vector2(0, 0)
if not self.dead:
posVector = pygame.math.Vector2(self.rect.topleft[0], self.rect.topleft[1])
if playerPos.distance_to(posVector) < self.activeDistance:
input = pygame.math.Vector2(1, 0).rotate(pygame.math.Vector2(1, 0).angle_to(playerPos - posVector))
self.aggro = True
else:
self.aggro = False
self.handleAcceleration(dt, input)
self.move(dt, walls)
self.updateAnimations(dt, input)
self.image = self.animations[self.animation][self.direction][math.floor(self.currentFrame)]
self.handleHit(playerWeapon, playerAttackHitbox, playerPos, playerSpell)
for timer in self.timers:
self.timers[timer].update(dt)
if self.health < 1:
self.dead = True
if not self.startTimerOnce:
self.sounds["dead"].play()
self.timers["death"].start()
self.startTimerOnce = True
if not self.timers["death"].active:
if not self.trulyDead:
for drop in self.dropTable:
if random.randint(0, 100) < self.dropTable[drop]:
return self.rect.topleft, drop
self.trulyDead = True
return -1, -1
def handleAcceleration(self, dt, input):
if input.y:
if self.velocity.y != 0 and sign(self.velocity.y) != sign(input.y):
self.velocity.y = clamp(self.velocity.y + self.friction * dt * input.y, 0, self.velocity.y)
else:
self.velocity.y = pygame.math.clamp(self.velocity.y + self.acceleration * dt * input.y, -self.maxSpeed, self.maxSpeed)
else:
self.velocity.move_towards_ip(pygame.math.Vector2(self.velocity.x, 0), self.friction * dt)
if input.x:
if self.velocity.x != 0 and sign(self.velocity.x) != sign(input.x):
self.velocity.x = clamp(self.velocity.x + self.friction * dt * input.x, 0, self.velocity.x)
else:
self.velocity.x = pygame.math.clamp(self.velocity.x + self.acceleration * dt * input.x, -self.maxSpeed, self.maxSpeed)
else:
self.velocity.move_towards_ip(pygame.math.Vector2(0, self.velocity.y), self.friction * dt)
if input.x != 0 and input.y != 0 and self.velocity.length():
self.velocity.scale_to_length(self.velocity.length() - self.acceleration * dt / SQRT2)
def move(self, dt, walls):
if self.velocity.length() != 0:
if not self.timers["grace"].active:
moveBy = self.velocity.normalize() * min(self.velocity.length(), self.maxSpeed) * dt
else:
moveBy = self.velocity * dt
movedRect = self.rect.move(moveBy.x, 0)
if movedRect.collidelist(walls) == -1:
self.rect = movedRect
movedRect = self.rect.move(0, moveBy.y)
if movedRect.collidelist(walls) == -1:
self.rect = movedRect
def updateAnimations(self, dt, input):
if not self.dead:
if input.x or input.y:
self.changeAnimation("walk")
if input.x < 0.0:
self.direction = "left"
elif input.x > 0.0:
self.direction = "right"
if input.y < -0.5:
self.direction = "up"
elif input.y > 0.5:
self.direction = "down"
else:
self.changeAnimation("idle")
else:
self.changeAnimation("dead")
self.direction = "all"
self.currentFrame += dt * self.animations[self.animation]["speed"]
if self.currentFrame >= self.animations[self.animation]["max"]:
self.currentFrame = 0.0
def changeAnimation(self, anim):
if anim != self.animation:
self.animation = anim
self.currentFrame = 0.0
def handleHit(self, playerWeapon, playerAttackHitbox, playerPos, playerSpell):
if (playerAttackHitbox == -1 and playerSpell == -1) or self.timers["grace"].active: return
if playerAttackHitbox != -1 and self.rect.colliderect(playerAttackHitbox):
self.sounds["hit"].play()
self.health -= playerWeapon["damage"]
self.timers["grace"].start()
self.velocity.rotate_ip(self.velocity.angle_to(pygame.math.Vector2(self.rect.x, self.rect.y) - playerPos))
self.velocity = self.velocity.normalize() * playerWeapon["knockback"]
if playerSpell != -1 and self.rect.colliderect(playerSpell["hitbox"]):
self.sounds["hit"].play()
self.health -= playerSpell["damage"]
self.timers["grace"].start()
self.velocity.rotate_ip(self.velocity.angle_to(pygame.math.Vector2(self.rect.x, self.rect.y) - playerPos))
self.velocity = self.velocity.normalize() * playerSpell["knockback"]