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ws_classes.py
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ws_classes.py
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#!/usr/bin/python3
from ws_constants import SCREEN_WIDTH, SCREEN_HEIGHT
import pygame, random, math
KEY_MAP = {
pygame.K_UP: 'up',
pygame.K_DOWN: 'down',
pygame.K_LEFT: 'left',
pygame.K_RIGHT: 'right',
}
class CameraGroup(pygame.sprite.Group):
def __init__(self, background, current_map):
super().__init__()
self.enemy_group = pygame.sprite.Group()
self.projectile_group = pygame.sprite.Group()
self.orb_group = pygame.sprite.Group()
self.aura_group = pygame.sprite.Group()
self.pickup_group = pygame.sprite.Group()
self.display_surf = pygame.display.get_surface()
self.offset = pygame.math.Vector2()
self.half_w = self.display_surf.get_size()[0] // 2
self.half_h = self.display_surf.get_size()[1] // 2
self.ground_surf = pygame.image.load(background).convert_alpha()
ground_width = self.ground_surf.get_width()
ground_height = self.ground_surf.get_height()
tile_x = current_map.width // ground_width
tile_y = current_map.height // ground_height
self.ground_rects = [pygame.Rect(i * ground_width, j * ground_height, ground_width, ground_height) for i in range(tile_x) for j in range(tile_y)]
self.ground_rect = self.ground_surf.get_rect(topleft = (0,0))
def set_player(self, player):
self.player = player
def get_relative(self, target):
self.offset.x = target.rect.centerx - self.half_w
self.offset.y = target.rect.centery - self.half_h
return self.offset
def custom_draw(self, target):
self.offset.x = target.rect.centerx - self.half_w
self.offset.y = target.rect.centery - self.half_h
surf_rect = self.display_surf.get_rect()
surf_rect.centerx += self.offset.x
surf_rect.centery += self.offset.y
for ground_rect in self.ground_rects:
if pygame.Rect.colliderect(surf_rect, ground_rect):
self.display_surf.blit(self.ground_surf, ground_rect.topleft - self.offset)
aura_sprites = self.aura_group.sprites()
pickup_sprites = self.pickup_group.sprites()
enemy_sprites = sorted(self.enemy_group.sprites(), key = lambda sprite: sprite.rect.centery)
projectile_sprites = [sprite for sprite in self.projectile_group.sprites() if sprite not in aura_sprites]
for sprite in aura_sprites:
self.display_surf.blit(sprite.image, sprite.rect.topleft - self.offset) # Auras
for sprite in pickup_sprites:
self.display_surf.blit(sprite.image, sprite.rect.topleft - self.offset) # Pickups
for sprite in enemy_sprites:
self.display_surf.blit(sprite.image, sprite.rect.topleft - self.offset) # Enemies
for sprite in projectile_sprites:
self.display_surf.blit(sprite.image, sprite.rect.topleft - self.offset) # Projectiles
self.display_surf.blit(self.player.image, self.player.rect.topleft - self.offset) # Player
class Pickup(pygame.sprite.Sprite):
def __init__(self, position, groups, type, item, moving):
super().__init__(groups)
self.image = pygame.image.load(item["image"]).convert_alpha()
self.rect = self.image.get_rect(center=position)
self.type = type
self.item = item
self.acceleration = 0
self.magnet = item["magnet"]
self.moving = moving
def update(self, player, enemy_group):
if self.moving:
self.move(player)
self.check_collision(player)
def move(self, player):
delta = pygame.Vector2(player.rect.center) - pygame.Vector2(self.rect.center)
if delta.length() > 0:
self.acceleration += 0.1
self.speed = delta.normalize() * self.acceleration
self.rect.center += self.speed
def check_collision(self, player):
if pygame.sprite.collide_rect(self, player):
player.collect(self.type, self.item)
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, position, groups, template, current_map, target = None):
super().__init__(groups)
self.current_map = current_map
self.acceleration = 0.1
self.friction = 0.05
self.target = target
self.distance_to_player = 0
self.auto_destroy = False if target is None else True
self.position = pygame.math.Vector2(position)
self.dir = pygame.Vector2(0,0)
self.velocity = pygame.math.Vector2(0, 0)
self.max_speed = template["speed"]
self.image = pygame.image.load(template["image"]).convert_alpha()
self.rect = self.image.get_rect(center = position)
self.health = template["health"]
self.damage = template["damage"]
self.is_damaged = False
self.flash_end_time = 0
self.flash_duration = 100
self.flash_color = (255, 255, 255)
self.original_image = self.image.copy()
def update(self, player, enemy_group):
if pygame.time.get_ticks() < self.flash_end_time:
flash_surface = pygame.Surface(self.rect.size).convert_alpha()
flash_surface.fill(self.flash_color)
self.image.blit(flash_surface, (0, 0), special_flags=pygame.BLEND_RGB_ADD)
else:
if self.is_damaged == True:
self.image.blit(self.original_image, (0,0))
self.is_damaged = False
self.move(player, enemy_group)
def move(self, player, enemy_group):
target = self.target if self.target is not None else player.rect.center
target_dir = pygame.math.Vector2(target) - self.position
distance = target_dir.length()
if distance > 0:
self.dir = target_dir.normalize()
if distance < 5 and self.auto_destroy:
self.kill()
self.velocity = self.dir * self.max_speed
self.position += self.velocity
self.rect.center = round(self.position.x), round(self.position.y)
def damaged(self, damage, projectile = None):
if projectile is not None:
projectile.collide()
self.flash_end_time = pygame.time.get_ticks() + self.flash_duration
self.is_damaged = True
self.health -= damage
if self.health <= 0:
self.current_map.spawn_pickup(self.rect.center)
self.kill()
class Boss(Enemy):
def __init__(self, position, groups, template, current_map, is_boss, target = None):
super().__init__(position, groups, template, current_map, target)
self.is_boss = is_boss
self.image = pygame.transform.scale2x(pygame.image.load(template["image"]).convert_alpha())
self.rect = self.image.get_rect(center = position)
def damaged(self, damage, projectile = None):
self.flash_end_time = pygame.time.get_ticks() + self.flash_duration
self.is_damaged = True
self.health -= damage
if self.health <= 0:
if self.is_boss:
self.current_map.victory = True
self.current_map.set_gamestate("mapend")
else:
self.current_map.boss_alive = False
self.current_map.spawn_pickup(self.rect.center, "chest")
self.kill()
class Projectile(pygame.sprite.Sprite):
def __init__(self, position, groups, direction, weapon, level, modifiers, radius):
super().__init__(groups)
self.original_image = pygame.transform.scale_by(pygame.image.load(weapon["sprite"]).convert_alpha(),modifiers["projectile_size_mult"])
self.image = self.original_image
self.rect = self.image.get_rect(center=position)
self.type = weapon["movement"]
self.dir = pygame.Vector2(direction[0], direction[1])
self.radius = radius
self.circle_hitbox = pygame.draw.circle(self.image, (255, 0, 0), self.rect.center, self.rect.width // 2, 1)
self.area = 4
self.level = level + 1
self.exploding = False
self.explosive = modifiers["explosive"]
self.explosion_image = pygame.image.load("graphics/explosion.png").convert_alpha()
self.explosion_radius = modifiers["explosion_radius"] + modifiers["power_radius"]
self.projectile_speed = (weapon[level]["speed"] + random.choice([-1, 0, 1])) * modifiers["projectile_speed_mult"] if self.type == "random" else weapon[level]["speed"] * modifiers["projectile_speed_mult"]
self.damage = (weapon[level]["damage"] + modifiers["damage"]) * modifiers["damage_mult"]
self.lifespan = weapon[level]["lifespan"] + modifiers["projectile_lifespan"] if weapon[level]["lifespan"] is not None else None
self.target = self.rect.center + (self.dir.normalize() * (self.radius * (1 + 0.25 * random.uniform(-1, 1))) * self.area) if self.type == "random" else None
self.animation_frame = 0
self.animation = 10
def update(self, player, enemy_group):
if self.exploding:
if self.animation_frame > self.animation:
self.kill()
else:
self.animation_frame += 1
self.image = pygame.transform.scale(self.explosion_image, (self.explosion_radius, self.explosion_radius))
self.rect = self.image.get_rect(center=self.rect.center)
else:
self.move(enemy_group)
if (abs(self.rect.centerx - player.rect.centerx) > SCREEN_WIDTH or abs(self.rect.centery - player.rect.centery) > SCREEN_HEIGHT):
self.kill()
def move(self, enemy_group):
old_dir = self.dir.copy()
if self.type == "tracking":
if self.target is None:
nearest_enemy = None
min_distance = float('inf')
for enemy in enemy_group:
distance = math.hypot(self.rect.centerx - enemy.rect.centerx, self.rect.centery - enemy.rect.centery)
if distance < min_distance:
nearest_enemy = enemy
min_distance = distance
if nearest_enemy is not None:
target_dir = pygame.math.Vector2(nearest_enemy.rect.centerx - self.rect.centerx,
nearest_enemy.rect.centery - self.rect.centery)
if target_dir != (0,0):
target_dir = target_dir.normalize()
angle_between = self.dir.angle_to(target_dir)
max_rotation = min(3, abs(angle_between))
self.dir.rotate_ip(max_rotation if angle_between > 0 else -max_rotation)
self.rect.x = self.rect.x + self.dir[0] * self.projectile_speed
self.rect.y = self.rect.y + self.dir[1] * self.projectile_speed
elif self.type == "random":
if self.target is not None:
initial_position = self.rect.center
distance_to_target = math.hypot(self.rect.centerx - self.target[0], self.rect.centery - self.target[1])
speed_factor = min(1, distance_to_target / (self.radius * self.area))
self.rect.x += (self.dir[0] * self.projectile_speed * speed_factor)
self.rect.y += (self.dir[1] * self.projectile_speed * speed_factor)
if self.rect.center == initial_position:
self.dying()
else:
self.rect.x = self.rect.x + self.dir[0] * self.projectile_speed
self.rect.y = self.rect.y + self.dir[1] * self.projectile_speed
if self.dir != old_dir:
rotation_angle = math.degrees(math.atan2(-self.dir[1], self.dir[0]))
self.image = pygame.transform.rotate(self.original_image, rotation_angle)
self.circle_hitbox.center = self.rect.center
def dying(self):
if self.explosive:
self.exploding = True
else:
self.kill()
def collide(self):
if self.lifespan is not None:
self.lifespan -= 1
if self.lifespan <= 0:
self.dying()
class Orb(Projectile):
def __init__(self, position, groups, direction, weapon, level, modifiers, radius, angle):
super().__init__(position, groups, direction, weapon, level, modifiers, radius)
self.angle = angle
self.radius_factor = self.radius * (1 + self.level / 10)
def update(self, player, enemy_group):
self.move(player)
def move(self, player):
direction = pygame.Vector2(math.cos(self.angle), math.sin(self.angle))
self.rect.center = player.rect.center + direction * self.radius_factor
self.circle_hitbox.center = self.rect.center
self.angle -= self.projectile_speed / 30
def collide(self):
pass
class Aura(pygame.sprite.Sprite):
def __init__(self, position, groups, aura, level, modifiers, radius):
super().__init__(groups)
self.image = pygame.image.load(aura["sprite"]).convert_alpha()
self.image = pygame.transform.scale(self.image, (radius * 2, radius * 2))
self.rotated_images = [pygame.transform.rotate(self.image, angle) for angle in range(360)]
self.current_angle = 0
self.rect = self.image.get_rect(center=position)
self.radius = self.rect.width // 2 * 0.85
self.circle_hitbox = pygame.draw.circle(self.image, (255, 0, 0), self.rect.center, self.radius, 1)
self.damage = (aura[level]["damage"] + modifiers["damage"]) * modifiers["damage_mult"]
self.frame = 0
self.animation_speed = 2
self.animation = 360
def update(self, player, enemy_group):
self.frame += 1
if self.frame % self.animation_speed == 0:
if self.frame / self.animation_speed > self.animation - 1:
self.frame = 0
self.move(player)
def move(self, player):
self.image = self.rotated_images[self.current_angle]
self.rect = self.image.get_rect(center=player.rect.center)
self.current_angle = (self.current_angle + 1) % 360
self.circle_hitbox.center = self.rect.center
def collide(self):
pass
class Player(pygame.sprite.Sprite):
def __init__(self, position, group, character, current_map):
super().__init__(group)
self.current_map = current_map
self.name = character["name"]
self.max_speed = character["speed"]
self.armor = character["armor"]
self.lives = character["lives"]
self.health = character["health"]
self.damage = character["damage"]
self.health_regen = character["health_regen"]
self.weapons = [[character["weapon"], 0]]
self.extra_projectiles = character["extra_projectiles"]
self.idle_spritesheet = get_spritesheet(character["idle_sprite"], 57)
self.moving_spritesheet = get_spritesheet(character["move_sprite"], 57)
self.exp = 0
self.level = 0
self.money = 0
self.exp_curve = 1.2
self.exp_to_level = 15
self.max_health = self.health
self.frame = 0
self.animation_speed = 6
self.image = self.idle_spritesheet[0]
self.rect = self.image.get_rect(topleft = position)
self.invincible = False
self.state = "idle"
self.friction = 0.1
self.acceleration = 0.2
self.direction = "right"
self.last_direction = self.direction
self.velocity = pygame.math.Vector2(0, 0)
self.animation = len(self.idle_spritesheet)
self.damage_color = pygame.Color(255,0,0)
self.passives = []
self.modifiers = {"damage": 0,
"explosive": False,
"explosion_radius": 0,
"pickup_radius": 50,
"power_radius": 50,
"projectile_lifespan": 0,
"extra_projectiles": 0,
"health_regen": 0,
"armor": 0,
"luck": 0,
"exp_mult": 1,
"heal_mult": 1,
"gold_mult": 1,
"speed_mult": 1,
"radius_mult": 1,
"damage_mult": 1,
"cooldown_mult": 1,
"duration_mult": 1,
"invincibility_mult": 1,
"projectile_size_mult": 1,
"projectile_speed_mult": 1,
}
def move(self):
max_speed = self.max_speed * self.modifiers["speed_mult"]
keys = pygame.key.get_pressed()
direction_map = {'up': 1, 'down': 1, 'left': 0, 'right': 0}
for key, direction in KEY_MAP.items():
if keys[key]:
if direction in ['up', 'left']:
self.velocity[direction_map[direction]] = max(self.velocity[direction_map[direction]] - self.acceleration, -max_speed)
else:
self.velocity[direction_map[direction]] = min(self.velocity[direction_map[direction]] + self.acceleration, max_speed)
else:
self.velocity[direction_map[direction]] *= (1 - self.friction)
if not self.current_map.width - self.rect.width // 2 >= self.rect.centerx + self.velocity.x >= self.rect.width // 2:
self.velocity.x = 0
if not self.current_map.height - self.rect.height // 2 >= self.rect.centery + self.velocity.y >= self.rect.height // 2:
self.velocity.y = 0
self.rect.center += self.velocity
def cast_projectile(self, weapon, level, groups):
for i in range(0, weapon[level]["amount"] + self.modifiers["extra_projectiles"]):
distance = (random.uniform(-1, 1), random.uniform(-1, 1))
if weapon["movement"] == "facing":
mouse_pos = pygame.mouse.get_pos()
distance = (mouse_pos[0] - SCREEN_WIDTH // 2, mouse_pos[1] - SCREEN_HEIGHT // 2)
position = (self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2)
normal = math.sqrt(distance[0] ** 2 + distance[1] ** 2)
direction = [distance[0] / normal, distance[1] / normal]
Projectile(position, groups, (direction[0], direction[1]), weapon, level, self.modifiers, self.modifiers["power_radius"] * self.modifiers["radius_mult"])
def cast_orb(self, orb, level, groups):
radius = self.modifiers["power_radius"] * 2 * self.modifiers["radius_mult"]
num_points = orb[level]["amount"] + self.modifiers["extra_projectiles"]
for i in range(num_points):
if orb["movement"] == "circling":
angle = i * (2 * math.pi) / num_points
x = self.rect.centerx + radius * math.cos(angle)
y = self.rect.centery + radius * math.sin(angle)
normal = math.sqrt(x ** 2 + y ** 2)
direction = [x / normal, y / normal]
Orb((0, 0), groups, (direction[0], direction[1]), orb, level, self.modifiers, radius, angle)
def cast_aura(self, aura, level, group):
Aura(self.rect.center, group, aura, level, self.modifiers, (self.modifiers["power_radius"] + aura[level]["radius"]) * self.modifiers["radius_mult"])
def level_up(self):
self.exp = 0
self.level += 1
self.exp_to_level = int(self.exp_to_level * self.exp_curve)
self.current_map.set_gamestate("levelup")
def collect(self, type, item):
if type == "coin":
self.money += math.ceil(item["value"] * self.modifiers["gold_mult"])
elif type == "heart":
self.heal(item["value"])
elif type == "experience":
self.exp += (item["value"] + self.current_map.exp_wave_offset) * self.modifiers["exp_mult"]
if self.exp >= self.exp_to_level:
self.level_up()
elif type == "magnet":
for pickup in self.current_map.camera_group.pickup_group:
if pickup.magnet:
pickup.moving = True
elif type == "chest":
upgrades = []
amount = random.choices([1,3,5], weights=[50,30,20])[0]
for i in range(amount):
choice = random.choice(self.current_map.generate_choices())
self.current_map.level_up(choice)
upgrades.append(choice)
def heal(self, amount):
full_amount = math.ceil(amount * self.modifiers["heal_mult"])
self.health = self.max_health if self.health + full_amount >= self.max_health else self.health + full_amount
def damaged(self, damage):
if not self.invincible:
self.health -= max(damage - (self.armor + self.modifiers["armor"]), 0)
invincibility_time = 500 * self.modifiers["invincibility_mult"]
pygame.time.set_timer(99, invincibility_time)
self.state = "damaged"
self.invincible = True
if self.health <= 0:
self.lives -= 1
if self.lives == 0:
self.current_map.set_gamestate("mapend")
def update(self, player, enemy_group):
collisions = pygame.sprite.spritecollide(self, enemy_group, False)
max_damage = 0
self.frame += 1
for collision in collisions:
if collision.damage > max_damage:
max_damage = collision.damage
if max_damage > 0:
self.damaged(max_damage)
if self.frame % self.animation_speed == 0:
if self.frame / self.animation_speed > self.animation - 1:
self.frame = 0
if self.state == "moving":
self.image = self.idle_spritesheet[int(self.frame / self.animation_speed)].copy()
else:
self.image = self.idle_spritesheet[int(self.frame / self.animation_speed)].copy()
if self.direction == "left":
self.image = pygame.transform.flip(self.image, True, False)
if self.state == "damaged":
fade_factor = 1 - (self.frame / self.animation_speed / self.animation)
flash_color = pygame.Color(int(self.damage_color.r * fade_factor), int(self.damage_color.g * fade_factor), int(self.damage_color.b * fade_factor))
flash_surface = pygame.Surface(self.rect.size, pygame.SRCALPHA)
flash_surface.fill(flash_color)
self.image.blit(flash_surface, (0, 0), special_flags=pygame.BLEND_RGB_ADD)
self.move()
def get_spritesheet(image_name, sprite_width):
image = pygame.image.load(image_name).convert_alpha()
image_height = image.get_height()
image_width = image.get_width()
frames = []
if image_width % sprite_width != 0:
print(f'Error: {image} is in improper format for spritesheet')
return frames
length = int(image.get_width() / sprite_width)
for i in range(length):
image.set_clip(pygame.Rect(i * sprite_width, 0, sprite_width, image_height))
sprite = image.subsurface(image.get_clip())
frames.append(sprite)
return frames