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projectile.py
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from primitives import Pose
import pygame
import math
import random
import constants as c
from pyracy.sprite_tools import Sprite, Animation
from particle import Puff, SparkParticle, Casing
class Projectile:
surf_cache = {}
def __init__(self, position, velocity):
self.position = Pose(position)
self.velocity = Pose(velocity)
self.destroyed = False
self.age = 0
self.radius = 10
self.damage = 60
self.slowdown = 1.0
self.z = 0
def update(self, dt, events):
self.position += self.velocity * dt
self.age += dt
def draw(self, surface, offset=(0, 0)):
pass
@classmethod
def load_surf(cls, path):
if not path in cls.surf_cache:
cls.surf_cache[path] = pygame.image.load(path)
return cls.surf_cache[path]
def on_impact(self):
pass
def hit(self, enemy):
self.destroyed = True
class PistolBullet(Projectile):
def __init__(self, position, direction, frame):
self.frame = frame
super().__init__(position, direction)
casing_position = Pose(position) * 0.25 + self.frame.player.position * 0.75
self.frame.particles.append(Casing(casing_position.get_position()))
if self.velocity.magnitude() == 0:
self.velocity = Pose((1, 0))
angle = self.velocity.get_angle_of_position()
angle += random.random() * math.pi/15 - math.pi/30
self.velocity = Pose((math.cos(angle), -math.sin(angle)))
self.velocity.scale_to(4000)
self.surf = self.load_surf("assets/images/bullet.png")
anim = Animation(self.surf, (3, 1), 3)
self.sprite = Sprite(12, self.position.get_position())
self.sprite.add_animation({"Bullet": anim}, loop=True)
self.sprite.start_animation("Bullet")
angle = self.velocity.get_angle_of_position()*180/math.pi
self.sprite.set_angle(angle)
self.radius = 25
self.damage = 60
def draw(self, surface, offset=(0, 0)):
x = self.position.x
y = self.position.y
self.sprite.set_position((x, y))
self.sprite.draw(surface, offset)
def update(self, dt, events):
super().update(dt, events)
self.sprite.update(dt, events)
if self.position.x < -2000 or self.position.x > c.WINDOW_WIDTH + 2000:
self.destroyed = True
if self.position.y < -2000 or self.position.y > c.WINDOW_HEIGHT + 2000:
self.destroyed = True
def hit(self, enemy):
super().hit(enemy)
for i in range(12):
self.frame.particles.append(SparkParticle(self.position.get_position(), velocity=(self.velocity * -1).get_position(), duration=0.25, color=(255, 255, 255), scale=30))
enemy.velocity += (self.velocity - enemy.velocity) * 0.1
class Bread(Projectile):
def __init__(self, position, direction, frame):
self.frame = frame
super().__init__(position, direction)
if self.velocity.magnitude() == 0:
self.velocity = Pose((1, 0))
angle = self.velocity.get_angle_of_position()
angle += random.random() * math.pi/15 - math.pi/30
self.velocity = Pose((math.cos(angle), -math.sin(angle)))
self.velocity.scale_to(600)
self.surf = self.load_surf("assets/images/bread.png")
anim = Animation(self.surf, (7, 1), 1)
self.sprite = Sprite(12, self.position.get_position())
self.sprite.add_animation({"Bread": anim}, loop=True)
self.sprite.start_animation("Bread")
self.angle = self.velocity.get_angle_of_position()*180/math.pi
if self.velocity.x < 0:
self.angle += 180
self.sprite.set_angle(angle)
self.spin_speed = random.random()*100 + 260 * random.choice([-1, 1])
self.zvel = -500
self.z = 0
self.radius = 25
self.landed = False
self.bounced = False
self.damage = 0
def update(self, dt, events):
super().update(dt, events)
self.angle -= self.spin_speed*dt
self.sprite.set_angle(self.angle)
self.sprite.update(dt, events)
self.velocity *= 0.5**dt
self.zvel += 1200*dt
self.z += self.zvel*dt
if self.z > 0:
self.z = 0
if self.velocity.magnitude() > 0:
self.velocity = Pose((0, 0))
for i in range(7):
self.frame.particles.append(Puff((self.position + Pose((0, -20))).get_position()))
self.landed = True
random.choice(self.frame.player.breads).play()
self.spin_speed = 0
self.angle = -30
if self.age > 20:
self.destroyed = True
def bounce(self):
if self.bounced:
return
self.bounced = True
self.velocity *= -0.8
self.zvel = -200
random.choice(self.frame.player.breads).play()
def draw(self, surface, offset=(0, 0)):
img = self.sprite.get_image()
if self.age > 10:
scale = 1 - ((self.age -10) * 5)
if scale < 0:
return
img = pygame.transform.scale(img, (int(img.get_width() * scale), int(img.get_height() * scale)))
x = self.position.x - img.get_width()//2 - offset[0]
y = self.position.y + self.z - img.get_height()//2 - offset[1]
surface.blit(img, (x, y))
def hit(self, enemy):
self.bounce()
class Shuriken(Projectile):
def __init__(self, position, direction, frame):
self.frame = frame
super().__init__(position, direction)
if self.velocity.magnitude() == 0:
self.velocity = Pose((1, 0))
angle = self.velocity.get_angle_of_position()
self.velocity = Pose((math.cos(angle), -math.sin(angle)))
self.velocity.scale_to(2000)
self.surf = self.load_surf("assets/images/shuriken.png")
anim = Animation(self.surf, (1, 1), 1)
self.sprite = Sprite(12, self.position.get_position())
self.sprite.add_animation({"Bullet": anim}, loop=True)
self.sprite.start_animation("Bullet")
angle = self.velocity.get_angle_of_position()*180/math.pi
self.sprite.set_angle(angle)
self.radius = 20
self.angle = angle
self.spin_speed = 1000
self.alpha = 255
self.slowdown = 0.0
self.damage = 30
def draw(self, surface, offset=(0, 0)):
x = self.position.x
y = self.position.y
self.sprite.set_position((x, y))
self.sprite.draw(surface, offset)
def update(self, dt, events):
self.velocity *= 0.0001**dt
super().update(dt, events)
self.sprite.update(dt, events)
self.angle += self.spin_speed*dt
if self.age > 3:
self.spin_speed *= 0.001**dt
self.alpha -= 500*dt
self.sprite.set_angle(self.angle)
self.sprite.image.set_alpha(self.alpha)
if self.alpha < 0:
self.destroyed = True
def hit(self, enemy):
super().hit(enemy)
for i in range(12):
self.frame.particles.append(SparkParticle(self.position.get_position(), duration=0.25, color=(128, 135, 160), scale=20))