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Bee.py
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import pygame as pg
from pygame.locals import *
from Sprite import Sprite
from Chunk import Chunk
from MSprite import MSprite
from Image import Image
from Pos import Pos
from Rect import Rect
import random
class Bee:
image: Image
step_x: int
step_y: int
on_sim_chunks: list
def __init__(self,top_left_pos:Pos,top_left_pos_rel:Pos,
size_scale:float,speed:float):
self.top_left_pos = top_left_pos
self.top_left_pos_rel = top_left_pos_rel
self.size_scale = size_scale
self.width = 0
self.height = 0
self.update_sprite()
self.speed = speed
self.animation_speed = 0.08
self.water_speed_scale = 0.5
self.is_on_fire = False
self.is_flipped = False
self.is_moving = False
self.if_moved = False
self.msprite = MSprite(Bee.image.bee_list,tick_speed_list=[0.15])
self.fire_msprite = MSprite(Bee.image.bee_fire_list,tick_speed_list=[0.15])
self.is_ghost = True
self.move_request_list:list[Pos] = []
self.world_move_request_list:list[Pos] = []
def update_size_scale(self,new_size_scale:float):
self.size_scale = new_size_scale
old_width,old_height = self.width,self.height
self.update_sprite()
x_diff = abs(self.width - old_width)
y_diff = abs(self.height - old_height)
def transform_size_scale(self,mult:float=1,plus:float=0):
old_size_scale = self.size_scale
self.size_scale *= mult
self.size_scale += plus
old_width, old_height = self.width, self.height
self.update_sprite()
x_diff = abs(self.width - old_width)
y_diff = abs(self.height - old_height)
if old_size_scale > self.size_scale:
transform_result = self.move(Pos(x_diff/2, y_diff/2),should_do_flip=False
,should_do_recursive=False,
should_get_slowed=False)
else:
transform_result = self.move(Pos(-x_diff/2, -y_diff/2),should_do_flip=False
,should_do_recursive=False,
should_get_slowed=False)
if not transform_result:
self.size_scale = old_size_scale
self.update_sprite()
def update_sprite(self):
for i in Bee.image.bee_list + Bee.image.bee_fire_list:
i.newScaleByWidth(Bee.step_x * self.size_scale)
i.do_flips()
self.width,self.height = i.width,i.height
def move_request(self,rel:Pos):
self.move_request_list.append(rel)
def world_move_request(self,rel:Pos):
self.world_move_request_list.append(rel)
def move(self,rel:Pos ,
should_do_flip:bool = True,
first_rel:Pos = None,
should_do_recursive:bool = True,
should_get_slowed:bool = True) -> bool:
if first_rel is None: first_rel = Pos(rel.x,rel.y)
limit = first_rel.get_transformed_pos(0.01)
if abs(rel.x) < abs(limit.x) or abs(rel.y) < abs(limit.y): return False
is_slowed:bool = False
slowed_rel = rel.get_transformed_pos(self.water_speed_scale)
for c in Bee.on_sim_chunks:
if self.is_ghost:
break
slowing_rects = c.get_slowing_objects()
for i in slowing_rects:
if self.get_rect().get_transformed_pos(
1,slowed_rel.x,slowed_rel.y).collides_width_rect(i):
is_slowed = True
blocking_rects = c.get_blocking_objects()
for i in blocking_rects:
if self.get_rect().get_transformed_pos(1,rel.x,rel.y).collides_width_rect(i):
return should_do_recursive and \
self.move(rel.get_transformed_pos(0.9),should_do_flip,first_rel)
if is_slowed and should_get_slowed:
self.top_left_pos_rel.combine(slowed_rel)
else:
self.top_left_pos_rel.combine(rel)
if should_do_flip:
if rel.x > 0: self.is_flipped = False
if rel.x < 0: self.is_flipped = True
if self.top_left_pos_rel.x >= Bee.step_x:
self.top_left_pos.x += 1
self.top_left_pos_rel.x -= Bee.step_x
if self.top_left_pos_rel.y >= Bee.step_y:
self.top_left_pos.y += 1
self.top_left_pos_rel.y -= Bee.step_y
if self.top_left_pos_rel.x < 0:
self.top_left_pos_rel.x = Bee.step_x - abs(self.top_left_pos_rel.x)
self.top_left_pos.x -= 1
if self.top_left_pos_rel.y < 0:
self.top_left_pos_rel.y = Bee.step_x - abs(self.top_left_pos_rel.y)
self.top_left_pos.y -= 1
return True
def check_events(self):
self.fire_msprite.tick_speed = self.size_scale * self.animation_speed
self.msprite.tick_speed = self.size_scale * self.animation_speed
if len(self.move_request_list)!=0:
self.if_moved = self.move(self.move_request_list[0])
self.move_request_list.pop(0)
if len(self.world_move_request_list)!=0:
x = self.move(self.world_move_request_list[0]
,should_do_flip=False)
if not self.if_moved:
self.if_moved = x
self.world_move_request_list.pop(0)
if self.is_flipped ^ self.msprite.x_flipped:
self.msprite.x_flipped = self.is_flipped
self.fire_msprite.x_flipped = self.is_flipped
self.msprite.do_flips()
self.fire_msprite.do_flips()
sprite = self.msprite
if self.is_on_fire: sprite = self.fire_msprite
if self.is_moving: sprite.check_events()
def render_debug(self,screen:pg.surface.Surface,camera:Pos):
self.get_rect().render(screen,camera.get_tuple())
def render(self,screen:pg.surface.Surface,camera:Pos):
sprite = self.msprite
if self.is_on_fire: sprite = self.fire_msprite
sprite.render(screen,
self.top_left_pos.get_transformed_pos(Bee.step_x
, self.top_left_pos_rel.x + camera.x,
self.top_left_pos_rel.y + camera.y))
def get_pos(self):
return self.top_left_pos.get_transformed_pos(Bee.step_x
, self.top_left_pos_rel.x,
self.top_left_pos_rel.y)
def get_rect(self) -> Rect:
return self.top_left_pos.get_transformed_pos(Bee.step_x
, self.top_left_pos_rel.x ,
self.top_left_pos_rel.y).get_rect(self.width,
self.height)