def __init__(self, position, turret_type, player):
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.current_angle = 0

        self.turret_type = turret_type
        self.stats = turret_stats(turret_type, 'basic_stats')
        self.orginal_image = self.stats[0]
        self.image = self.orginal_image # holds rotated image
        self.rotatable = self.stats[1] # can the tower be rotated?
        self.range = self.stats[2] # range in pixels
        self.SHOOTING_TIMER = self.stats[3] # time between shots
        self.cost = self.stats[4]
        self.targeting_type = self.stats[5] # useful for targeting
        self.bullet_limit = self.stats[6]
        self.shoots_at_front = self.stats[6]
        self.rect = self.image.get_rect() # get it, just get it

        grid_position = snap_to_grid(position)
        self.rect.center = (grid_position) # where shall i go dear slavelord
        self.shooting_timer = 0 # start at 0 so we are loaded when tower is placed
            
        player.money -= self.cost # were you expecting a free high tech weapon?
        
        self.current_target = 0 # the target is the one FIX THIS
        self.target = None # actual target
        self.shots = []
Beispiel #2
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    def __init__(self, position, tower_type):
        self.groups = towers, all_update, all_draw, all_objects  # same as above
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.current_angle = 0

        self.tower_type = tower_type
        self.stats = Tower_Stats(tower_type)
        self.orginal_image = self.stats["image"]
        self.image = self.orginal_image  # holds rotated im  age
        self.rotatable = self.stats["rotatable"]  # can the tower be rotated?
        self.range = self.stats["radius"]  # range in pixels
        self.speed = self.stats["speed"]  # time between shots
        self.targeting_type = self.stats["targeting"]  # useful for targeting
        self.bullet_limit = self.stats["bullet_limit"]
        self.shoots_at_front = self.stats["shoots_at_front"]
        self.damage = self.stats["bullet_damage"]
        self.rect = self.image.get_rect()  # get it, just get it
        self.upgrade_counter = 0

        grid_position = snap_to_grid(position)
        self.rect.center = grid_position  # where shall i go dear slavelord
        self.shooting_timer = 0  # start at 0 so we are loaded when tower is placed
        self.current_target = 0  # the target is the one FIX THIS
        self.target = None  # actual target
        self.shots = []
    def __init__(self, position, turret_type) : # gets location and the kind of tower
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.turret_type = turret_type
        self.image = turret_stats(turret_type, 'image') # get the image
        
        self.image.set_alpha(175) # make the image see through 255 is most visible
        self.rect = self.image.get_rect()

        grid_position = snap_to_grid(position) # put the position in the grid form
        self.rect.center = (grid_position)

        self.radius = turret_stats(turret_type, 'radius') # get the radius of the turret
Beispiel #4
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    def __init__(self, position):
        self.groups = tower_upgrader, all_draw, all_objects
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.image = pygame.image.load(
            os.path.join("Resources", "Images", "Sprites", "Towers", "upgrade.png")
        ).convert_alpha()
        self.image.set_alpha(175)
        self.rect = self.image.get_rect()

        grid_position = snap_to_grid(position)  # put the position in the grid form
        self.rect.center = grid_position

        self.radius = 100
Beispiel #5
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    def __init__(self, position, tower_type):  # gets location and the kind of tower
        self.groups = towerplacers, all_draw, all_objects
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.tower_type = tower_type
        self.image = Tower_Stats(tower_type)["image"]  # get the image

        self.image.set_alpha(175)  # make the image see through 255 is most visible
        self.rect = self.image.get_rect()

        grid_position = snap_to_grid(position)  # put the position in the grid form
        self.rect.center = grid_position

        self.radius = Tower_Stats(tower_type)["radius"]  # get the radius of the tower
Beispiel #6
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    def __init__(self, position):
        self.groups = manual_shot_group, all_draw, all_objects
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.stats = Tower_Stats(MANUAL_SHOT)
        self.image = self.stats["image"]

        self.image.set_alpha(175)  # make the image see through 255 is most visible
        self.rect = self.image.get_rect()

        grid_position = snap_to_grid(position)  # put the position in the grid form
        self.rect.center = grid_position

        self.radius = self.stats["radius"]  # get the radius of the tower
        self.damage = self.stats["bullet_damage"]
 def move(self, position):
     grid_position = snap_to_grid(position)
     self.rect.center = grid_position
 def move(self, position):
     grid_position = snap_to_grid(position)
     self.rect.center = grid_position
Beispiel #9
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 def move(self, position):
     p = snap_to_grid(position)
     self.rect.center = min(p[0], 825), min(p[1], 575)
    def __init__(self, position, turret_type, player):
        pygame.sprite.Sprite.__init__(self, self.groups)

        self.current_angle = 0

        self.turret_type = turret_type
        self.stats = turret_stats(turret_type, "basic_stats")
        self.orginal_image = self.stats[0]
        self.image = self.orginal_image  # holds rotated image
        self.rotatable = self.stats[1]  # can the tower be rotated?
        self.range = self.stats[2]  # range in pixels
        self.SHOOTING_TIMER = self.stats[3]  # time between shots
        self.cost = self.stats[4]
        self.targeting_type = self.stats[5]  # useful for targeting
        self.bullet_limit = self.stats[6]
        self.shoots_at_front = self.stats[6]
        """
        self.image1 = pygame.image.load("Images/Towers/new towers/basic gun1.png").convert()
        self.image2 = pygame.image.load("Images/Towers/new towers/basic gun2.png").convert()
        self.image3 = pygame.image.load("Images/Towers/new towers/basic gun3.png").convert()
        self.image4 = pygame.image.load("Images/Towers/new towers/basic gun4.png").convert()
        self.image5 = pygame.image.load("Images/Towers/new towers/basic gun5.png").convert()
        self.image6 = pygame.image.load("Images/Towers/new towers/basic gun6.png").convert()
        self.image7 = pygame.image.load("Images/Towers/new towers/basic gun7.png").convert()
        self.image8 = pygame.image.load("Images/Towers/new towers/basic gun8.png").convert()
        self.image9 = pygame.transform.rotate(self.image1, 90)
        self.image10 = pygame.transform.rotate(self.image2, 90)
        self.image11 = pygame.transform.rotate(self.image3, 90)
        self.image12 = pygame.transform.rotate(self.image4, 90)
        self.image13 = pygame.transform.rotate(self.image5, 90)
        self.image14 = pygame.transform.rotate(self.image6, 90)
        self.image15 = pygame.transform.rotate(self.image7, 90)
        self.image16 = pygame.transform.rotate(self.image8, 90)
        self.image17 = pygame.transform.rotate(self.image1, 180)
        self.image18 = pygame.transform.rotate(self.image2, 180)
        self.image19 = pygame.transform.rotate(self.image3, 180)
        self.image20 = pygame.transform.rotate(self.image4, 180)
        self.image21 = pygame.transform.rotate(self.image5, 180)
        self.image22 = pygame.transform.rotate(self.image6, 180)
        self.image23 = pygame.transform.rotate(self.image7, 180)
        self.image24 = pygame.transform.rotate(self.image8, 180)
        self.image25 = pygame.transform.rotate(self.image1, 270)
        self.image26 = pygame.transform.rotate(self.image2, 270)
        self.image27 = pygame.transform.rotate(self.image3, 270)
        self.image28 = pygame.transform.rotate(self.image4, 270)
        self.image29 = pygame.transform.rotate(self.image5, 270)
        self.image30 = pygame.transform.rotate(self.image6, 270)
        self.image31 = pygame.transform.rotate(self.image7, 270)
        self.image32 = pygame.transform.rotate(self.image8, 270)
        """
        self.rect = self.image.get_rect()  # get it, just get it

        grid_position = snap_to_grid(position)
        self.rect.center = grid_position  # where shall i go dear slavelord
        self.shooting_timer = 0  # start at 0 so we are loaded when tower is placed

        player.money -= self.cost  # were you expecting a free high tech weapon?

        self.current_target = 0  # the target is the one FIX THIS
        self.target = None  # actual target
        self.shots = []