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boss.py
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import pygame
import random
class ora (pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
############################### SELF ANIMATIONS ###################3333
self.ora = []## empty list ##
self.ora.append(pygame.image.load("images/ora1.png").convert_alpha()) ## append list with all these ##
self.ora.append(pygame.image.load("images/ora2.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora3.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora4.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora5.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora6.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora7.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora8.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora9.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora10.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora11.png").convert_alpha())
self.ora.append(pygame.image.load("images/ora12.png").convert_alpha())
self.ora_index = 0
self.image = self.ora[self.ora_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.bosspos = x
def update(self):
self.ora_index += 0.4 ## Change through images, making itself look animated ##
if self.ora_index >= len(self.ora): self.ora_index = 0 ## if length goes out of list, restart from 0 ##
self.image = self.ora[int(self.ora_index)] ## Set this image to self.image ##
self.rect.x -= 4 ## move 4 to left constantly ##
if self.rect.x < self.bosspos - 300: ## if goes 300 pixels to the left from the attack position of the boss, remove from the screen ##
self.kill()
class Attack1(pygame.sprite.Sprite):
## Similiar to Bullet for the player class but some changes, this thing can go not only straght, but also northwest! ##
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("images/shoot.png").convert_alpha()
self.rect = self.image.get_rect(center=(x, y))
self.x_velocity = random.uniform(-10, -8)
self.y_velocity = random.uniform(0 , -4)
self.prob_straight = 0.8 # Prob of going straight
self.prob_nw = 0.2 # Prob of going northwest
def update(self):
random_num = random.random() ## Generates between 0 and 1 ##
if random_num < self.prob_straight:
self.rect.x -= 20 ## bullet will go straight ##
else:
self.rect.x -= 20 ## bullet will go northwest ##
self.rect.y -= 1 ## How far up to northwest? This -1 holds that fate ##
if self.rect.x == 60: ## If goes this far, remove from screen ##
self.kill()
class Attack2(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.image.load("images/roadsign.png").convert_alpha() ## questionable choice of image/attack, but why not? ##
self.rect = self.image.get_rect(center=(x, y))
self.prob_straight = 0.8 # Prob of going straight
self.prob_nw = 0.2 # Prob of going northwest
def update(self):
random_num = random.random() #Generates between 0 and 1
if random_num < self.prob_straight: # Depending on the result of random number:
self.rect.x -= 10 ## bullet will go straight ##
else:
self.rect.x -= 20 ## bullet will go northwest ##
self.rect.y -= 10
if self.rect.x == 60: ## Goes too far? Disappear from the screen! ##
self.kill()
class Boss(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
########################## BOSS IDLE ANIMATION & RECT ##########################
self.bossidle = []
self.bossidle.append(pygame.image.load("images/bossidle1.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle2.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle3.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle4.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle5.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle6.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle7.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle8.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle9.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle10.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle11.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle12.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle13.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle14.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle15.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle16.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle15.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle14.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle13.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle12.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle11.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle10.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle9.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle8.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle7.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle6.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle5.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle4.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle3.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle2.png").convert_alpha())
self.bossidle.append(pygame.image.load("images/bossidle1.png").convert_alpha())
self.bossidle_index = 0
self.image = self.bossidle[self.bossidle_index]
self.rect = self.image.get_rect()
############################ BOSS JUMP ANIMATION ###########################
self.bossjump = []
self.bossjump.append(pygame.image.load("images/bossjump1.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump2.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump3.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump4.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump5.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump6.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump7.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump8.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump9.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump10.png").convert_alpha())
self.bossjump.append(pygame.image.load("images/bossjump11.png").convert_alpha())
self.bossjump_index = 0
############################## BOSS BARAGE ANIMATION###################
self.bosspose = []
self.bosspose.append(pygame.image.load("images/bosspose1.png").convert_alpha())
self.bosspose.append(pygame.image.load("images/bosspose2.png").convert_alpha())
self.bosspose.append(pygame.image.load("images/bosspose3.png").convert_alpha())
self.bosspose.append(pygame.image.load("images/bosspose4.png").convert_alpha())
self.bosspose.append(pygame.image.load("images/bosspose5.png").convert_alpha())
self.bosspose_index = 0
############################## BOSS MOVE BACKWARDS ANIMATION #################
self.bossback = []
self.bossback.append(pygame.image.load("images/bossback1.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback2.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback3.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback4.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback5.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback6.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback7.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback8.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback9.png").convert_alpha())
self.bossback.append(pygame.image.load("images/bossback10.png").convert_alpha())
self.bossback_index = 0
########################## BOSS MOVE FORWARDS ANIMATION ######################
self.bosswalk = []
self.bosswalk.append(pygame.image.load("images/bosswalk1.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk2.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk3.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk4.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk5.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk6.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk7.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk8.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk9.png").convert_alpha())
self.bosswalk.append(pygame.image.load("images/bosswalk10.png").convert_alpha())
self.bosswalk_index = 0
################## DECLARE AND INITIATE #######################
## BOSS ATTACKS ##
self.attack1 = False
self.attack2 = False
self.attack3 = False
## BOSS MOVEMENT FOR X ##
self.moveleft = False
self.moveright = False
self.jumpup = False
self.movement_speed = 0
self.accel = 6 # FOR ACCELLERATION OF MOVEMENT #
## BOSS HEALTH POINTS ##
self.max_hp = 15000
self.hp = 40000
## BOSS RECT PLACEMENTS, ALTHOUGH THE MAIN GAME LOOP ALREADY DOES THIS ##
self.rect.x = 1000
self.rect.y = 490
## BOSS GRAVITY ##
self.gravity = 0
## INITIATE PLAYER'S TIME STOP ABILITY STATUS (TRUE OR FALSE) [MODIFIED IN THE MAIN GAME LOOP] ##
self.time_stopped = False
## INITIATE VARIABLES CONTAINING THE SPRITES THE BOSS COULD SHOOT OUT ##
self.attack1_group = pygame.sprite.Group()
self.attack2_group = pygame.sprite.Group()
self.barrage = pygame.sprite.Group()
## FIRST ATTACK FUNCTION, A BULLET SHOT ##
def attack_1(self):
self.attack1 = True
self.attack1_group.add(Attack1(self.rect.centerx, self.rect.centery))
## SECOND ATTACK FUNCTION, A STREET SIGN SHOT ##
def attack_2(self):
self.attack2 = True
self.attack2_group.add(Attack2(self.rect.centerx, self.rect.centery))
## THIRD ATTACK FUNCTION, A PAINFUL BARRAGE ##
def attack_3(self):
self.attack3 = True
self.barrage.add(ora(self.rect.centerx,self.rect.y-30))
## FUNCTION FOR THE BOSS TO JUMP ##
def jump(self):
self.jumpup = True # CHANGES JUMP BOOLEAN STATE TO TRUE FROM FALSE #
# MAKES THE BOSS JUMP, ONLY IF THEY ARE ON THE GROUND ( RECT BOTTOM 490 ) #
if self.rect.bottom == 490:
self.gravity = -30
## FUNCTION FOR THE APPLIANCE OF GRAVITY ##
def apply_gravity(self):
self.gravity += 1.3 # DROPS THE BOSS DOWN AT THE SPEED OF 1.3 PER FRAME #
self.rect.y += self.gravity # Y VALUE OF BOSS MINUSES BY GRAVITY VALUE #
# KEEPS THE BOSS FFROM FALLING OFF THE SCREEN AND STAY ON THE GROUND, IF RECT BOTTOM AT 490, STAYS AT 490 #
if self.rect.bottom >= 490:
self.rect.bottom = 490
self.jumpup = False
## FUNCTION FOR THE BOSS TO MOVE LEFT ##
def move_left(self):
self.moveleft = True # CHANGES BOOLEAN VALUE OF MOVELEFT STATE, CAN BE USED TO KEEP TRACK IF MOVING LEFT OR NOT #
if self.moveleft:
self.movement_speed += self.accel # MOVEMENT SPEED ADDS BY ACCELERATION VALUE #
self.rect.x -= self.movement_speed # APPLIES THIS ACCELERATION TO MOVE LEFT (WHICH IS FORWARD TO THE BOSS) #
else:
self.movement_speed *= 0.9 # IF NOT MOVING LEFT, SLOWS DOWN ACCEL, CHANGES STATUS #
self.moveleft = False
# LIMITS THE MOVEMENTS SPEED OF THE BOSS #
if self.movement_speed>14:
self.movement_speed = 14
#self.moveleft = False ## FOR ANIMATION NOT TO LOOK WEIRD ##
## FUNCTION TO MOVE RIGHT ( OR BACK, IN BOSS PERSPECTIVE ) ##
def move_right(self):
self.moveright = True # KEEPS TRACK OF IF MOVING RIGHT OR NOT #
# ADDS ACCELERATION TO SPEED AND APPLIES THIS SPEED TO THE BOSS GOING RIGHT (OR BACK) #
if self.moveright:
self.movement_speed += self.accel
self.rect.x += self.movement_speed
# IF NOT MOVING RIGHT ANYMORE, SLOW DOWN ACCEL AND CHANGE STATUS #
else:
self.movement_speed *= 0.9
self.moveright = False
# CAPS MOVEMENT SPEED #
if self.movement_speed>14:
self.movement_speed = 14
def update(self,playerpos, bulletpos): ######### UPDATE TAKES IN PLAYER POSITION AND BULLET POSITION AS ARGUEMENTS ###########
#### APPLY GRAVITY INTO ACTION #####
self.apply_gravity()
##### APPLY ALL MOVEMENT ACTIONS ONLY IF PLAYER HAS NOT STOPPED TIME #########
if not self.time_stopped:
## IDLE ANIMATION ##
if self.rect.y <= 490 and not self.moveleft and not self.moveright and not self.jumpup:
self.bossidle_index += 0.2
if self.bossidle_index >= len(self.bossidle): self.bossidle_index = 0
self.image = self.bossidle[int(self.bossidle_index)]
## JUMP ANIMATION ##
if self.gravity < 30:
self.bossjump_index += 0.2
if self.bossjump_index >= len(self.bossjump): self.bossjump_index = 0
self.image = self.bossjump[int(self.bossjump_index)]
## BARRAGE POSE ANIMATION ##
if self.attack3:
self.bosspose_index += 0.3
if self.bosspose_index >= len(self.bosspose):
self.bosspose_index = 0
self.attack3 = False
self.image = self.bosspose[int(self.bosspose_index)]
## WALKBACK ANIMATION ##
if self.moveright and not self.moveleft and not self.jumpup:
self.bossback_index += 0.2
if self.bossback_index >= len(self.bossback):
self.bossback_index = 0
self.image = self.bossback[int(self.bossback_index)]
## WALK ANIMATION ##
if self.moveleft and not self.jumpup and not self.moveright:
self.bosswalk_index += 0.2
if self.bosswalk_index >= len(self.bosswalk):
self.bosswalk_index = 0
self.image = self.bosswalk[int(self.bosswalk_index)]
## CREATE A VARIABLE CONTAINING RANDOM INTEGERS, FOR RANDOM ATTACK CHANCES [SIDE NOTE: THIS INT CHANGES EVERY FRAME, CHANGES REALLY FAST]##
attack_chance = random.randint(0,200) # RANDOM INTS RANGING FROM 0,200 #
if attack_chance <= 8 : # IF THE RANDOM INT OUT OF 200 IS LESS OF EQUAL TO 8, PERFORM ATTACK 1 [SHOOT] #
self.attack_1()
attack_chance = random.randint(0,200) # REFRESH THE RANDOM INT #
elif attack_chance == 15: # IF RAND INT COMES TO 15, PERFORM ATTACK 2
self.attack_2()
attack_chance = random.randint(0,200) # REFRESH RANDOM INT #
elif attack_chance <= 14 : # IF RANDINT LOWER THAN 14 AND PLAYER IS LOWER 500 X PIXELS AWAY, PERFORM ATTACK 3 [BARRAGE]
if self.rect.x - 500 < playerpos:
self.attack_3()
attack_chance = random.randint(0,200) # REFRESH RANDOM INT #
elif attack_chance > 0: # IF RANDINT IS ANY NUMBER AT ALL HIGHER THAN 0 AND BOSS HP IS BELOW 1000 AND PLAYER IS LOWER THAN 300 X PIXELS AWAY, SPAM ATTACK 3 [BARRAGE]
if self.hp < 1000:
if self.rect.x - 200 < playerpos:
self.attack_3()
attack_chance = random.randint(0,200) # REFRESH RANDOM INT #
## NOW A NEW VARIABLE CONTAINING RANDINT VALUES EXCLUSIVE FOR JUST BOSS MOVEMENTS, NOTHING TO DO WITH ATTACKS, WORKS IN A SIMILIAR WAY ##
move_chance = random.randint(0,200)
if move_chance < 2 :
if self.rect.x > playerpos:
self.move_left()
move_chance = random.randint(0,200)
if move_chance < 20 :
if self.rect.x -1000 < playerpos:
self.move_left()
move_chance = random.randint(0,200)
if move_chance < 200 :
if self.rect.x < playerpos: # AT ALL COSTS, BOSS WILL MOVE RIGHT IF PLAYER IS BEHIND HIM! nothing boss can do if time is stopped doe :( #
self.move_right()
self.moveright = False ## Dont want the animation to play when this happens, to achieve this, we can set moveright to False ##
move_chance = random.randint(0,200)
if move_chance < 200 :
closest_bullet = None ## TO COUNTER MEASURE THE BULLET SPRITES OF PLAYER BEING A LIST FORMAT ##
min_distance = float("inf")
for bullet_x, _ in bulletpos:
distance = abs(self.rect.x - bullet_x)
if distance < min_distance:
min_distance = distance
closest_bullet = bullet_x
if closest_bullet is not None and min_distance > 50:
self.jump()
move_chance = random.randint(0,200)
if self.rect.x >1100:
self.move_left()