-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathmobs.py
252 lines (224 loc) · 10.1 KB
/
mobs.py
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
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
import pygame
import math
from random import randint, choice
class Vie:
def __init__(self, entity):
self.entity = entity
self.vie_img = pygame.image.load('images_de _devellopement/img_vie.png')
self.vie_img = pygame.transform.scale(self.vie_img, (self.entity.largeur, 5))
def act_regen(self):
if self.entity.precedent_regen <= 0 and self.entity.vie_act < self.entity.vie_max:
self.entity.vie_act += self.entity.regen
self.entity.precedent_regen = self.entity.delay_regen
self.entity.precedent_regen -= 1
def act_img(self):
self.vie_img = pygame.transform.scale(self.vie_img,
(self.entity.vie_act / self.entity.vie_max * self.entity.largeur, 5))
self.entity.ecran_jeu.screen.blit(self.vie_img, (self.entity.x, self.entity.y + self.entity.hauteur + 5))
class Mini_skibidi:
def __init__(self, ecran_jeu, x, y, speed, target, lvl):
self.ecran_jeu = ecran_jeu
self.score = 1000
self.memox = x
self.memoy = y
self.x = x
self.y = y
self.largeur = 65
self.hauteur = 65
self.img_tete = pygame.image.load('images_de _devellopement/tete_skibidi.png').convert_alpha()
self.img_toilettes = pygame.image.load('images_de _devellopement/toilette_sanst_tete.png').convert_alpha()
self.img_tete = pygame.transform.scale(self.img_tete, (self.largeur, self.hauteur))
self.img_toilettes = pygame.transform.scale(self.img_toilettes, (self.largeur, self.hauteur))
self.lvl = lvl
self.speed = speed
self.target_x = target[0]
self.target_y = target[1]
self.sens = (self.target_x-self.x)/abs(self.target_x-self.x+1)
self.vie_act = 15*math.sqrt(lvl)
self.vie_max = self.vie_act
self.vie = Vie(self)
self.degat = 5*math.sqrt(lvl)
self.dmg_timer_init = (self.ecran_jeu.camera.largeur + self.largeur)/self.speed
self.dmg_timer = self.dmg_timer_init
def act_img(self):
if self.x >= self.target_x >= self.memox or self.x < self.target_x < self.memox:
self.memox = self.ecran_jeu.largeur - self.memox
self.ecran_jeu.screen.blit(self.img_toilettes, (self.x, self.y))
self.ecran_jeu.screen.blit(self.img_tete, (self.x, self.y))
dx = (self.x - self.target_x) / (self.target_x - self.memox)
self.x += self.speed *self.sens # * abs(self.target_x-self.memox)/300 # deux version selon celle voulue enlever #
self.y = (self.memoy - self.target_y) * dx ** 2 + self.target_y
self.vie.act_img()
self.dmg_timer -= 1
def touche(self, bullets):
for bullet in bullets:
if self.x <= bullet.x <= self.x + self.largeur and self.y <= bullet.y <= self.y + self.hauteur:
self.vie_act -= bullet.damage
bullet.pene -= 1
class Bullet_Ennemi:
def __init__(self, ecran_jeu, x, y, degat, pene, speed):
self.ecran_jeu = ecran_jeu
self.img = pygame.image.load('images_de _devellopement/bullet.png').convert_alpha()
self.x = x
self.y = y
self.speed = speed
self.degat = degat
self.vie_act = pene
self.largeur = 1
self.hauteur = 1
self.dmg_timer_init = (self.ecran_jeu.camera.hauteur+self.hauteur)/self.speed
self.dmg_timer = self.dmg_timer_init
def act_img(self):
self.y += self.speed
self.ecran_jeu.screen.blit(self.img, (self.x, self.y))
self.dmg_timer -= 1
def touche(self, bullets):
pass
class Skibidi_boss:
def __init__(self, ecran_jeu, x, y, speed, lvl):
self.ecran_jeu = ecran_jeu
self.score = 10000
self.x = x
self.y = y
self.target_x = randint(0, ecran_jeu.largeur)
self.target_y = randint(5, 200)
self.speed = speed
self.largeur = 130
self.hauteur = 130
self.img = pygame.image.load('images_de _devellopement/boss5.png').convert_alpha()
self.img = pygame.transform.scale(self.img, (self.largeur, self.hauteur))
self.lvl = lvl
self.vie_act = 500*math.sqrt(lvl)
self.vie_max = self.vie_act
self.vie = Vie(self)
self.degat = 40*math.sqrt(lvl)
self.cadence_tir = 120
self.invocgoal = randint(300, 1250)
self.currentinvoc = 0
self.precedent_tir = self.cadence_tir
self.dmg_timer_init = (math.sqrt(self.ecran_jeu.camera.largeur**2+self.ecran_jeu.camera.hauteur**2)+math.sqrt(self.hauteur**2+self.largeur**2))/self.ecran_jeu.camera.speed
self.dmg_timer = self.dmg_timer_init
# Charge le joueur
self.ancien_x = self.x
self.ancien_y = self.y
self.current_charge = 0
self.charge_goal = randint(400, 1250)
self.charging = False
self.returning = False
self.charge_steps = 0
self.charge_distance = 500
self.charge_direction = (0, 0)
def add_bullet(self):
if self.precedent_tir <= 0:
self.ecran_jeu.vague.add(Bullet_Ennemi(self.ecran_jeu, self.x + 60, self.y + 110, self.degat, 1, 5), 0)
self.precedent_tir = self.cadence_tir
self.precedent_tir -= 1
def act_img(self):
temp_x = self.speed * (self.target_x - self.x)
temp_y = self.speed * (self.target_y - self.y)
distance = math.sqrt(temp_x**2 + temp_y**2)
if distance != 0:
temp_x /= distance
temp_y /= distance
self.x += temp_x * self.speed
self.y += temp_y * self.speed
if abs(self.x - self.target_x) < 1 and abs(self.y - self.target_y) < 1:
self.target_x = randint(0, self.ecran_jeu.largeur - 125)
self.target_y = randint(5, 200)
self.add_bullet()
self.invocation()
self.ecran_jeu.screen.blit(self.img, (self.x, self.y))
self.vie.act_img()
self.dmg_timer -= 1
self.charge()
def touche(self, bullets):
for bullet in bullets:
if self.x <= bullet.x <= self.x + self.largeur and self.y <= bullet.y <= self.y + self.hauteur:
self.vie_act -= bullet.damage
bullet.pene -= 1
def invocation(self):
self.currentinvoc += 1
if self.currentinvoc == self.invocgoal:
self.ecran_jeu.vague.troupe_mini_skibidi(7, choice((-100,self.ecran_jeu.largeur+100)), self.ecran_jeu.hauteur - randint(350, 500), 4, self.lvl)
self.currentinvoc = 0
self.invocgoal = randint(300, 1250)
def charge(self):
if not self.charging and not self.returning:
self.current_charge += 1
if self.current_charge == self.charge_goal:
self.ancien_x = self.x
self.ancien_y = self.y
temp_x = self.ecran_jeu.camera.x
temp_y = self.ecran_jeu.camera.y
distance = math.sqrt(temp_x**2 + temp_y**2)
if distance != 0:
temp_x /= distance
temp_y /= distance
self.charge_direction = (temp_x, temp_y)
self.charging = True
self.charge_steps = 0
elif self.charging:
if self.charge_steps < 10:
self.x += self.charge_direction[0] * (self.charge_distance / 10)
self.y += self.charge_direction[1] * (self.charge_distance / 10)
self.charge_steps += 1
else:
self.charging = False
self.returning = True
self.charge_steps = 0
elif self.returning:
if self.charge_steps < 10:
self.x -= self.charge_direction[0] * (self.charge_distance / 10)
self.y -= self.charge_direction[1] * (self.charge_distance / 10)
self.charge_steps += 1
else:
self.returning = False
self.current_charge = 0
self.charge_goal = randint(300, 1250)
class Large_skibidi:
def __init__(self, ecran_jeu, x, y, speed, lvl):
self.ecran_jeu = ecran_jeu
self.score = 1000
self.x = x
self.y = y
self.target_x = randint(0, ecran_jeu.largeur)
self.target_y = randint(5, 200)
self.largeur = 110
self.hauteur = 110
self.img = pygame.image.load('images_de _devellopement/boss4.png').convert_alpha()
self.img = pygame.transform.scale(self.img, (self.largeur, self.hauteur))
self.lvl = lvl
self.speed = speed
self.vie_act = 100*math.sqrt(lvl)
self.vie_max = self.vie_act
self.vie = Vie(self)
self.degat = 10*math.sqrt(lvl)
self.cadence_tir = 25 # a ameliorer mais fonctionel (1 tir toutes les 25 images 50 images par sec)
self.precedent_tir = self.cadence_tir
self.dmg_timer_init = (math.sqrt(self.ecran_jeu.camera.largeur**2+self.ecran_jeu.camera.hauteur**2)+math.sqrt(self.hauteur**2+self.largeur**2))/self.ecran_jeu.camera.speed
self.dmg_timer = self.dmg_timer_init
def add_bullet(self):
if self.precedent_tir <= 0:
self.ecran_jeu.vague.add(Bullet_Ennemi(self.ecran_jeu, self.x + 60, self.y + 110, self.degat, 1, 5), 0)
self.precedent_tir = self.cadence_tir
self.precedent_tir -= 1
def act_img(self):
temp_x = self.speed * (self.target_x - self.x)
temp_y = self.speed * (self.target_y - self.y)
distance = math.sqrt(temp_x ** 2 + temp_y ** 2)
temp_x /= distance
temp_y /= distance
self.x += temp_x * self.speed
self.y += temp_y * self.speed
if abs(self.x - self.target_x) < 1 and abs(self.y - self.target_y) < 1:
self.target_x = randint(0, self.ecran_jeu.largeur - 125)
self.target_y = randint(5, 200)
self.add_bullet()
self.ecran_jeu.screen.blit(self.img, (self.x, self.y))
self.vie.act_img()
self.dmg_timer -= 1
def touche(self, bullets):
for bullet in bullets:
if self.x <= bullet.x <= self.x + self.largeur and self.y <= bullet.y <= self.y + self.hauteur:
self.vie_act -= bullet.damage
bullet.pene -= 1