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enemy.py
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enemy.py
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from levelobject import LevelObject
from character import Character
from constants import *
from animation import Animation,StaticAnimation
from levelobject import LevelObject
from levelobject import TransientEntity
from pygame.sprite import Sprite
import random
import avengers
import score
import time
class Enemy(Character):
can_get_hurt = True
can_give_hurt = True
def got_hurt(self,by):
if by.attacking:
score.get().incScore(30)
self.die()
elif by.can_get_hurt:
by.got_hurt(self)
def __init__(self, x, y, ai, level=None):
#general stuff
self.isFlying = False #is the player flying?
self.facingRight = False #player facing right?
self.peaking = False #is player at the peak of its jump?
self.canMove = False
self.canJump = False
self.player = None
self.ai = ai
#shooting timer
self.sattack_timer = 0
#level instance - pass if enemy interacts with level
self.level = level
#choose AI to implement
self.AI_implementations = { NONE: self.AI_nothing,
FLOOR: self.AI_floor,
PLATFORM: self.AI_platform,
JUMP: self.AI_jump,
HOP: self.AI_hop,
FLYVERT: self.AI_flyvert,
FLYHORIZ: self.AI_flyhoriz,
FLYSWOOP: self.AI_flyswoop,
FLYATTACK: self.AI_flyattack,
RPROJ: self.AI_rproj,
RPROJSTAND: self.AI_rprojstand,
SHY: self.AI_shy,
CUSTOM: None}
Character.__init__(self,x,y)
#updates the players velocities and animations
#orientation is used to track whether the character is facing left or right
def charSpecificUpdate(self):
#if(self.velY == 0):
# self._load_image( self.stand )
if self.ai != CUSTOM:
self.AI_implementations[self.ai]()
else:
self.customAI()
#counteract gravity
if self.isFlying and self.alive:
self.velY -= 1
def stallX(self):
self.velX = 0
def stallY(self):
self.velY = 0
def stall(self):
self.stallX()
self.stallY()
#need to set the player because of loading/char select madness
def setPlayer(self, player):
self.player = player
"""
AI
"""
#0: NONE - AI for enemy that does nothing
def AI_nothing(self):
pass
#1: FLOOR - AI for enemy that runs only on floor, following the player
def AI_floor(self):
#checks player radius
if not self.canMove and abs(self.rect.left - self.player.rect.left) <= self.playerRadius:
self.canMove = True
if self.velX == 0:
self._load_image( self.stand )
if self.canMove:
if(self.player.rect.left > self.rect.right):
self.facingRight = True
self.velX = self.runVel
self._load_image( self.walk )
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
self.velX = -self.runVel
self._load_image( self.walk )
else:
self.stallX()
self._load_image( self.stand )
#2: PLATFORM - AI for enemes that patrol a platform
# requires nodes for start and end points
def AI_platform(self):
if self.facingRight == True:
self.velX = self.runVel / 2
self._load_image( self.walk )
elif self.facingRight == False:
self.velX = -self.runVel / 2
self._load_image( self.walk )
else:
self._load_image( self.stand )
#3: JUMP - AI for static jumping enemies
def AI_jump(self):
#set character orientation
if(self.player.rect.left > self.rect.right):
self.facingRight = True
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
#character is ready to jump again
if self.canJump:
#random chance to jump again
if random.random() < 0.05:
self.canJump = False
self.isJumping = True
self.velY -= self.jumpVel
self._load_image( self.jump )
else:
self._load_image( self.stand )
#enemy has reached peak
elif self.velY == 0 and self.isJumping:
self.isJumping = False
#enemy has reached floor
elif self.velY == 0 and not self.isJumping:
self.canJump = True
#4: HOP - hop, like a rabbit
def AI_hop(self):
#character is ready to jump again
if self.canJump:
#random chance to jump again
if random.random() < 0.10:
self.canJump = False
self.isJumping = True
self.velY -= self.jumpVel
#small chance to reverse direction
if random.random() < 0.15:
self.facingRight = not self.facingRight
#move left or right to hop
if self.facingRight:
self.velX = self.runVel / 2
else:
self.velX = -self.runVel / 2
self._load_image( self.jump )
else:
self._load_image( self.stand )
#enemy has reached peak
elif self.velY == 0 and self.isJumping:
self.isJumping = False
#enemy has reached floor
elif self.velY == 0 and not self.isJumping:
self.canJump = True
#5: FLYVERT - fly up and down only
# requires nodes to start and end points
# self.peaking keeps track of up or down movement
def AI_flyvert(self):
#negate gravity
self.isFlying = True
#set character orientation
if(self.player.rect.left > self.rect.right):
self.facingRight = True
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
#going up
if not self.peaking:
self.velY = self.jumpVel
#going down
elif self.peaking:
self.velY = -self.jumpVel
self._load_image( self.walk )
#6: FLYHORIZ - fly left and right only
# requires nodes to start and end points
# self.peaking keeps track of right or left
def AI_flyhoriz(self):
#negate gravity
self.isFlying = True
if self.facingRight:
self.velX = self.runVel
else:
self.velX = -self.runVel
self._load_image( self.walk )
#7: FLYSWOOP - fly in a parabola
def AI_flyswoop(self):
#self.isJumping keeps track of left or right movement
#self.peaking keeps track of up or down movement
#negate gravity
self.isFlying = True
#going left
if not self.isJumping:
self.facingRight = True
self.velX = self.runVel
self.currentDist = self.currentDist + 1
#going down
if not self.peaking:
self.velY = self.jumpVel
#hit bottom of parabola
if self.currentDist == self.horizRadius / 2:
self.peaking = True
#going up
elif self.peaking:
self.velY = -self.jumpVel
#hit end of parabola
if self.currentDist == self.horizRadius:
self.peaking = False
self.isJumping = True
#going right
if self.isJumping:
self.facingRight = False
self.velX = -self.runVel
self.currentDist = self.currentDist - 1
#going down
if not self.peaking:
self.velY = self.jumpVel
#hit bottom of parabola
if self.currentDist == self.horizRadius / 2:
self.peaking = True
#going up
elif self.peaking:
self.velY = -self.jumpVel
#hit end of parabola
if self.currentDist == 0:
self.peaking = False
self.isJumping = False
self._load_image( self.walk )
#8: FLYATTACK - position enemy offscreen, then when player is in radius swoop down towards him/her
def AI_flyattack(self):
self.isFlying = True
#checks player radius
if not self.canMove and abs(self.rect.left - self.player.rect.left) <= self.playerRadius:
self.canMove = True
if self.velX == 0:
self._load_image( self.walk )
if self.canMove:
#update direction facing
if(self.player.rect.left > self.rect.right):
self.facingRight = True
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
#vector to player
velx = self.player.rect.x - self.rect.x
vely = self.player.rect.y - self.rect.y
#prevent division by zero in next step
if velx == 0:
self.velx = -1
#scale speed - make enemy twice as fast for kicks
self.velX = 2 * self.runVel * velx*velx / (velx*velx + vely*vely)
self.velY = 2 * self.runVel * vely*vely / (velx*velx + vely*vely)
#correct for facing left
if not self.facingRight:
self.velX = self.velX * -1
#correct for player above enemy
if self.player.rect.y < self.rect.y:
self.velY = self.velY * -1
self._load_image( self.walk )
#9 RPROJ - randomly shoot projectiles and follow player
def AI_rproj(self):
#checks player radius
if not self.canMove and abs(self.rect.left - self.player.rect.left) <= self.playerRadius:
self.canMove = True
if self.velX == 0:
self._load_image( self.walk )
if self.canMove:
#update direction facing
if(self.player.rect.left > self.rect.right):
self.facingRight = True
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
#shoot
if self.sattack_timer == 0 and random.random() < 0.025:
self.sattack_timer = 5
self._load_image( self.norm_attack )
self.stallX()
if self.facingRight:
entity = self.ProjectileRight(0,0)
entity.rect.topleft = self.rect.topright
self.level.addEntity(entity)
else:
entity = self.ProjectileLeft(0,0)
entity.rect.topright = self.rect.topleft
self.level.addEntity(entity)
#else move
elif self.sattack_timer == 0:
if self.facingRight:
self.velX = self.runVel
self._load_image( self.walk )
else:
self.velX = -self.runVel
self._load_image( self.walk )
#else load attack image
else:
self.sattack_timer = self.sattack_timer - 1
self._load_image( self.norm_attack )
#10 RPROJSTAND - randomly shoot projectiles while standing still
def AI_rprojstand(self):
#checks player radius
if not self.canMove and abs(self.rect.left - self.player.rect.left) <= self.playerRadius:
self.canMove = True
if self.velX == 0:
self._load_image( self.walk )
if self.canMove:
#update direction facing
if(self.player.rect.left > self.rect.right):
self.facingRight = True
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
#shoot
if self.sattack_timer == 0 and random.random() < 0.020:
self.sattack_timer = 5
self._load_image( self.norm_attack )
self.stallX()
if self.facingRight:
entity = self.ProjectileRight(0,0)
entity.rect.topleft = self.rect.topright
self.level.addEntity(entity)
else:
entity = self.ProjectileLeft(0,0)
entity.rect.topright = self.rect.topleft
self.level.addEntity(entity)
#else move
elif self.sattack_timer == 0:
self._load_image( self.stand )
#else load attack image
else:
self.sattack_timer = self.sattack_timer - 1
self._load_image( self.norm_attack )
#11 SHY - won't chase player unless facing
def AI_shy(self):
self.isFlying = True
#update direction facing
if(self.player.rect.left > self.rect.right):
self.facingRight = True
elif(self.player.rect.right < self.rect.left):
self.facingRight = False
#vector to player
velx = self.player.rect.x - self.rect.x
vely = self.player.rect.y - self.rect.y
#prevent division by zero in next step
if velx == 0:
self.velx = -1
#scale speed
self.velX = self.runVel * velx*velx / (velx*velx + vely*vely)
self.velY = self.runVel * vely*vely / (velx*velx + vely*vely)
#correct for facing left
if not self.facingRight:
self.velX = self.velX * -1
#correct for player above enemy
if self.player.rect.y < self.rect.y:
self.velY = self.velY * -1
#player facing enemy - don't move
if (self.facingRight and not self.player.facingRight) or (not
self.facingRight and self.player.facingRight):
self._load_image( self.stand )
self.velX = 0
self.velY = 0
else:
self._load_image( self.walk )
"""
AI Node Collision - give actions when a specific AI hits a node
"""
#handles specific AI interactions with nodes in level
def handleNodeCollision(self, node):
#tells platform AI to change direction
if self.ai == PLATFORM:
if self.facingRight:
self.rect.right = node.rect.left
else:
self.rect.left = node.rect.right
self.facingRight = not self.facingRight
#can be used to stop AI from hopping off a cliff
elif self.ai == HOP:
self.velX *= node.xmult
self.facingRight = not self.facingRight
#tells flying AI to change directions
elif self.ai == FLYVERT:
self.peaking = not self.peaking
elif self.ai == FLYHORIZ:
if self.facingRight:
self.rect.right = node.rect.left
else:
self.rect.left = node.rect.right
self.facingRight = not self.facingRight
self.velX *= -1
"""
Tutorial enemies
"""
class Kit1(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#harmless
can_give_hurt = False
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/kit1'
class Kit2(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#harmless
can_give_hurt = False
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/kit2'
class Pup1(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#harmless
can_give_hurt = False
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/pup1'
class Pup2(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#harmless
can_give_hurt = False
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/pup2'
class Pup3(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#harmless
can_give_hurt = False
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/pup3'
"""
Mario-themed enemies
"""
class Goomba(Enemy):
numWalkFrames = 2 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 900
animFolder = 'enemysprites/goomba'
class Mario(Enemy):
numWalkFrames = 2 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 15 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 700
animFolder = 'enemysprites/mario'
class Luigi(Enemy):
numWalkFrames = 2 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 20 #xcoord movement velocity
jumpVel = 20 #jumping velocity
#distance before detect player
playerRadius = 700
animFolder = 'enemysprites/luigi'
class Fuzzy(Enemy):
numWalkFrames = 1 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/fuzzy'
class RedKoopa(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 7 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/redkoopa'
class ParaKoopa(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 7 #xcoord movement velocity
jumpVel = 4 #jumping velocity
#for FLYVERT
vertDist = 40 #increase for longer vertical distance
currentDist = 0 #KEEP ZERO
#for FLYSWOOP
horizRadius = 60 #increase for wider swoop
currentHoriz = 0
#distance before detect player
playerRadius = 1000
animFolder = 'enemysprites/parakoopa'
class ShyGuy(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/shyguy'
class ShootingShyGuy(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/shootingshyguy'
#projectile classes
class ProjectileLeft(TransientEntity):
attacking = False #True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_left.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left -= 20
class ProjectileRight(TransientEntity):
attacking = False#True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_right.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left += 20
class Boo(Enemy):
numWalkFrames = 3
walkDelay = 5
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/boo'
class BooFast(Enemy):
numWalkFrames = 3
walkDelay = 5
#movement vars
runVel = 9 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/boo'
"""
Sonic-themed enemies
"""
class Sonic(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 35 #xcoord movement velocity
jumpVel = 5 #jumping velocity
#distance before detect player
playerRadius = 50
animFolder = 'enemysprites/sonic'
class Robotnik(Enemy):
numWalkFrames = 2 #number pics in move anim
walkDelay = 5 #delay factor to make anims visible
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 3 #jumping velocity
#for FLYVERT
vertDist = 5 #increase for longer vertical distance
currentDist = 0 #KEEP ZERO
#for FLYSWOOP
horizRadius = 200 #increase for wider swoop
currentHoriz = 0
#distance before detect player
playerRadius = 1000
animFolder = 'enemysprites/robotnik'
class Chao(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 900
animFolder = 'enemysprites/chao'
class Cream(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/cream'
class Gamma(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 15 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/gamma'
"""
Megaman-themed enemies
"""
class BoyRobot1(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/boyrobot1'
#projectile classes
class ProjectileLeft(TransientEntity):
attacking = False #True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_left.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left -= 20
class ProjectileRight(TransientEntity):
attacking = False#True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_right.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left += 20
class BoyRobot2(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/boyrobot2'
#projectile classes
class ProjectileLeft(TransientEntity):
attacking = False #True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_left.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left -= 20
class ProjectileRight(TransientEntity):
attacking = False#True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_right.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left += 20
class BoyRobot3(Enemy):
numWalkFrames = 5 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/boyrobot3'
#projectile classes
class ProjectileLeft(TransientEntity):
attacking = False #True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_left.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left -= 20
class ProjectileRight(TransientEntity):
attacking = False#True
can_give_hurt = True
kill_on_collide = True#True
base_img_path = 'images/enemysprites/shootingshyguy/projectile_right.gif'
timeout = 100
def update(self):
TransientEntity.update(self)
self.rect.left += 20
class Drone(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 7 #xcoord movement velocity
jumpVel = 4 #jumping velocity
#for FLYVERT
vertDist = 40 #increase for longer vertical distance
currentDist = 0 #KEEP ZERO
#for FLYSWOOP
horizRadius = 60 #increase for wider swoop
currentHoriz = 0
#distance before detect player
playerRadius = 200
animFolder = 'enemysprites/drone'
"""
Metroid-themed enemies
"""
class SpacePirate(Enemy):
numWalkFrames = 4 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 5 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/spacepirate'
class Metroid(Enemy):
isFlying = True
numWalkFrames = 7 #number pics in move anim
walkDelay = 5 #delay factor to make anims visible
#movement vars
runVel = 3 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/metroid'
class Ridley(Enemy):
can_get_hurt = False #hard-mode
numWalkFrames = 1 #number pics in move anim
walkDelay = 5 #delay factor to make anims visible
#movement vars
runVel = 15 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/ridley'
def __init__(self, x, y, ai, level=None):
Enemy.__init__(self,x,y,ai,level)
self.norm_attack = Animation('images/' + self.animFolder + '/norm_attack_left{0}.gif', 5, 5),\
Animation('images/' + self.animFolder + '/norm_attack_right{0}.gif', 5, 5)
def customAI(self):
playerDistance = abs(self.rect.left - self.player.rect.right)
if playerDistance < 400:
self._load_image( self.norm_attack )
self.velX = -self.runVel
else:
self._load_image( self.stand )
self.velX = 0
class FastMetroid(Metroid):
runVel = 15
"""
Castlevania-themed enemies
"""
class Ghoul(Enemy):
numWalkFrames = 1 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible
#movement vars
runVel = 20 #xcoord movement velocity
jumpVel = 0 #jumping velocity
#distance before detect player
playerRadius = 500
animFolder = 'enemysprites/ghoul'
class GhoulSlow(Enemy):
numWalkFrames = 1 #number pics in move anim
walkDelay = 2 #delay factor to make anims visible