Ejemplo n.º 1
0
 def __init__(self, pos, sprite, item_type, effect):
     '''Item that can be picked up by the player\npos -> tile pos | sprite -> texture path | item_type -> health, armor, *ammo*, gun\neffect -> relative'''
     self.pos = (pos[0] * SETTINGS.tile_size, pos[1] * SETTINGS.tile_size)
     self.map_pos = pos
     self.item_type = item_type
     self.rect = pygame.Rect(self.pos[0], self.pos[1],
                             int(SETTINGS.tile_size / 2),
                             int(SETTINGS.tile_size / 2))
     self.rect.center = (self.pos[0] + SETTINGS.tile_size / 2,
                         self.pos[1] + SETTINGS.tile_size / 2)
     self.sprite = SPRITES.Sprite(pygame.image.load(sprite),
                                  hash(item_type), self.rect.center,
                                  'sprite')
     self.effect = effect
Ejemplo n.º 2
0
    def __init__(self, ID, pos, map_pos):
        self.ID = ID
        #position in pixels
        self.pos = pos
        self.type = SETTINGS.texture_type[self.ID]
        #position in tiles
        self.map_pos = map_pos
        self.distance = None
        self.solid = SETTINGS.tile_solid[self.ID]
        #For doors opening
        self.state = None
        self.timer = 0

        if self.type == 'sprite':
            current_number = len(SETTINGS.all_sprites)
            #Need some weird coordinates to make it centered.
            self.texture = SPRITES.Sprite(
                SETTINGS.tile_texture[self.ID], self.ID,
                (self.pos[0] + SETTINGS.tile_size / 3,
                 self.pos[1] + SETTINGS.tile_size / 3), 'sprite')

            self.rect = pygame.Rect(pos[0], pos[1], SETTINGS.tile_size,
                                    SETTINGS.tile_size)

        else:
            self.texture = SETTINGS.tile_texture[self.ID].texture
            self.texture = pygame.transform.scale(
                self.texture,
                (SETTINGS.tile_size, SETTINGS.tile_size)).convert()
            self.rect = self.texture.get_rect()
            self.rect.x = pos[0]
            self.rect.y = pos[1]

            if self.type == 'vdoor' or self.type == 'hdoor':
                self.open = 0
                self.state = 'closed'
                #states: closed, opening, open, closing

                SETTINGS.all_doors.append(self)
Ejemplo n.º 3
0
Archivo: NPC.py Proyecto: Hoboneer/DUGA
    def __init__(self, stats, sounds, texture):
        #Technical settings
        self.stats = stats #Used for creating new NPCs
        self.sounds = sounds
        self.ID = stats['id']
        self.map_pos = stats['pos']
        self.pos = [self.map_pos[0]*SETTINGS.tile_size, self.map_pos[1]*SETTINGS.tile_size]
        self.face = stats['face']
        self.frame_interval = stats['spf']

        #Visual and rect settings
        self.rect = pygame.Rect((self.pos[0], self.pos[1]), (SETTINGS.tile_size/3, SETTINGS.tile_size/3))
        self.rect.center = (self.pos[0] + SETTINGS.tile_size/2, self.pos[1] + SETTINGS.tile_size/2)
        self.real_x = self.rect.x
        self.real_y = self.rect.y

        #Initialise boring variables
        self.timer = 0
        self.idle_timer = 0
        self.die_animation = False
        self.running_animation = None
        self.add = 0
        self.dist = None
        self.collide_list = SETTINGS.all_solid_tiles + SETTINGS.npc_list
        self.solid = True
        self.side = None
        self.in_canvas = False
        self.path = []
        self.path_progress = 0
        self.attack_move = False
        self.atckchance = 5
        self.movechance = 10
        self.knockback = 0
        self.postheta = 0
        self.mein_leben = False
        self.type = 'npc'

        #NPC Characteristics
        self.health = stats['health']
        self.speed = stats['speed']
        self.OG_speed = self.speed
        self.mind = stats['mind']
        self.state = stats['state']
        self.OG_state = self.state
        self.atcktype = stats['atcktype']
        self.name = stats['name']
        
        if stats['dmg'] != 3.1415:
            self.dmg = stats['dmg']
        else:
            self.dmg = random.choice([0,0,1])
        self.atckrate = stats['atckrate']

        self.range = 5

        #Npc actions
        self.dead = False
        self.moving = False
        self.attacking = False
        self.hurting = False
        self.player_in_view = False

        #Textures and animations
        self.texture_path = texture # Used for creating new NPCS
        self.texture = pygame.image.load(texture).convert_alpha()
        self.texturerect = self.texture.get_rect()
        
        self.stand_texture = [self.texture.subsurface(0,0,64,128).convert_alpha(), self.texture.subsurface(64,0,64,128).convert_alpha(), self.texture.subsurface(128,0,64,128).convert_alpha(), self.texture.subsurface(192,0,64,128).convert_alpha(), self.texture.subsurface(256,0,64,128).convert_alpha(), self.texture.subsurface(320,0,64,128).convert_alpha(), self.texture.subsurface(384,0,64,128).convert_alpha(), self.texture.subsurface(448,0,64,128).convert_alpha()]
        self.front_texture = [self.texture.subsurface(0,128,64,128).convert_alpha(), self.texture.subsurface(64,128,64,128).convert_alpha(), self.texture.subsurface(128,128,64,128).convert_alpha(), self.texture.subsurface(192,128,64,128).convert_alpha(), self.texture.subsurface(256,128,64,128).convert_alpha(), self.texture.subsurface(320,128,64,128).convert_alpha(), self.texture.subsurface(384,128,64,128).convert_alpha(), self.texture.subsurface(448,128,64,128).convert_alpha(), self.texture.subsurface(512,128,64,128).convert_alpha(), self.texture.subsurface(576,128,64,128).convert_alpha()]
        self.frontright_texture = [self.texture.subsurface(0,256,64,128).convert_alpha(), self.texture.subsurface(64,256,64,128).convert_alpha(), self.texture.subsurface(128,256,64,128).convert_alpha(), self.texture.subsurface(192,256,64,128).convert_alpha(), self.texture.subsurface(256,256,64,128).convert_alpha(), self.texture.subsurface(320,256,64,128).convert_alpha(), self.texture.subsurface(384,256,64,128).convert_alpha(), self.texture.subsurface(448,256,64,128).convert_alpha(), self.texture.subsurface(512,256,64,128).convert_alpha(), self.texture.subsurface(576,256,64,128).convert_alpha()]
        self.right_texture = [self.texture.subsurface(0,384,64,128).convert_alpha(), self.texture.subsurface(64,384,64,128).convert_alpha(), self.texture.subsurface(128,384,64,128).convert_alpha(), self.texture.subsurface(192,384,64,128).convert_alpha(), self.texture.subsurface(256,384,64,128).convert_alpha(), self.texture.subsurface(320,384,64,128).convert_alpha(), self.texture.subsurface(384,384,64,128).convert_alpha(), self.texture.subsurface(448,384,64,128).convert_alpha(), self.texture.subsurface(512,384,64,128).convert_alpha(), self.texture.subsurface(576,384,64,128).convert_alpha()]
        self.backright_texture = [self.texture.subsurface(0,512,64,128).convert_alpha(), self.texture.subsurface(64,512,64,128).convert_alpha(), self.texture.subsurface(128,512,64,128).convert_alpha(), self.texture.subsurface(192,512,64,128).convert_alpha(), self.texture.subsurface(256,512,64,128).convert_alpha(), self.texture.subsurface(320,512,64,128).convert_alpha(), self.texture.subsurface(384,512,64,128).convert_alpha(), self.texture.subsurface(448,512,64,128).convert_alpha(), self.texture.subsurface(512,512,64,128).convert_alpha(), self.texture.subsurface(576,512,64,128).convert_alpha()]
        self.back_texture = [self.texture.subsurface(0,640,64,128).convert_alpha(), self.texture.subsurface(64,640,64,128).convert_alpha(), self.texture.subsurface(128,640,64,128).convert_alpha(), self.texture.subsurface(192,640,64,128).convert_alpha(), self.texture.subsurface(256,640,64,128).convert_alpha(), self.texture.subsurface(320,640,64,128).convert_alpha(), self.texture.subsurface(384,640,64,128).convert_alpha(), self.texture.subsurface(448,640,64,128).convert_alpha(), self.texture.subsurface(512,640,64,128).convert_alpha(), self.texture.subsurface(576,640,64,128).convert_alpha()]
        
        self.backleft_texture = []
        self.left_texture = []
        self.frontleft_texture = []

        for frame in self.backright_texture:
            self.backleft_texture.append(pygame.transform.flip(frame, True, False))
        for frame in self.right_texture:
            self.left_texture.append(pygame.transform.flip(frame, True, False))
        for frame in self.frontright_texture:
            self.frontleft_texture.append(pygame.transform.flip(frame, True, False))

        self.die_texture = [self.texture.subsurface(0,768,64,128).convert_alpha(), self.texture.subsurface(64,768,64,128).convert_alpha(), self.texture.subsurface(128,768,64,128).convert_alpha(), self.texture.subsurface(192,768,64,128).convert_alpha(), self.texture.subsurface(256,768,64,128).convert_alpha(), self.texture.subsurface(320,768,64,128).convert_alpha(), self.texture.subsurface(384,768,64,128).convert_alpha(), self.texture.subsurface(448,768,64,128).convert_alpha(), self.texture.subsurface(512,768,64,128).convert_alpha(), self.texture.subsurface(576,768,64,128).convert_alpha(), self.texture.subsurface(640,768,64,128).convert_alpha()]
        self.hit_texture = [self.texture.subsurface(0,896,64,128).convert_alpha(), self.texture.subsurface(64,896,64,128).convert_alpha(), self.texture.subsurface(128,896,64,128).convert_alpha(), self.texture.subsurface(192,896,64,128).convert_alpha(), self.texture.subsurface(256,896,64,128).convert_alpha(), self.texture.subsurface(320,896,64,128).convert_alpha()]
        self.hurt_texture = [self.die_texture[0]]
        self.current_frame = 1
        self.update_timer = 0

        #Creating the sprite rect is awful, I know. Keeps it from entering walls.
        self.sprite = SPRITES.Sprite(self.front_texture[1], self.ID, [self.rect.centerx - int(SETTINGS.tile_size / 12), self.rect.centery - int(SETTINGS.tile_size / 10)], 'npc', self)

        #The position in SETTINGS.all_sprites of this NPC
        self.num = len(SETTINGS.all_sprites)-1
Ejemplo n.º 4
0
    def __init__(self, stats, sounds, texture):
        #Technical settings
        self.uid = id(self)
        self.stats = stats #Used for creating new NPCs
        self.sounds = sounds
        self.ID = stats['id']
        self.map_pos = stats['pos']
        self.OG_map_pos = stats['pos']
        self.pos = [self.map_pos[0]*SETTINGS.tile_size, self.map_pos[1]*SETTINGS.tile_size]
        self.face = stats['face']
        self.frame_interval = stats['spf']

        #Visual and rect settings
        self.rect = pygame.Rect((self.pos[0], self.pos[1]), (SETTINGS.tile_size/3, SETTINGS.tile_size/3))
        self.rect.center = (self.pos[0] + SETTINGS.tile_size/2, self.pos[1] + SETTINGS.tile_size/2)
        self.real_x = self.rect.x
        self.real_y = self.rect.y

        #Initialise boring variables
        self.timer = 0
        self.idle_timer = 0
        self.alive_turn = 0 # make this number of "turns" rather than absolute timer
        self.die_animation = False
        self.running_animation = None
        self.add = 0
        self.dist_from_player = None
        self.dist = None
        self.collide_list = SETTINGS.all_solid_tiles + SETTINGS.npc_list
        self.solid = True
        self.side = None
        self.in_canvas = False
        self.path = []
        self.path_progress = 0
        self.attack_move = False
        self.atckchance = 5
        self.movechance = 10
        self.knockback = 0
        self.postheta = 0
        self.mein_leben = False
        self.type = 'npc'
        self.last_seen_player_turn = None
        self.last_seen_player_position = None
        # debug maybe later messaging system?
        self.messages = []

        # NPC Characteristics
        self.health = stats['health']
        self.speed = stats['speed']
        self.OG_speed = self.speed
        self.mind = stats['mind']
        self.state = stats['state']
        self.OG_state = self.state
        self.atcktype = stats['atcktype']
        self.name = stats['name']
        self.perception_range = int(SETTINGS.tile_size * random.choice([1, 1, 1, 1, 2, 2, 2, 3, 3, 4])) + SETTINGS.tile_size
        self.OG_perception_range = self.perception_range
        self.max_perception_range = int((SETTINGS.render * 0.8) * SETTINGS.tile_size)
        self.call_for_help_turns = 40 * random.choice(list(range(1, 4)))
        self.search_turns = (self.call_for_help_turns * random.choice([3, 3, 3, 4, 4, 5]))

        if stats['dmg'] != 3.1415:
            self.dmg = stats['dmg']
        else:
            self.dmg = random.choice([1,2,3])
        self.atckrate = stats['atckrate']

        self.range = 5

        #make first level easier
        if SETTINGS.current_level == 0 and SETTINGS.levels_list == SETTINGS.glevels_list:
            self.health = int(self.health * 0.8)
            self.dmg = int(self.dmg * 0.8)
            
        #Make late levels harder >:)
        elif SETTINGS.current_level > 4 and SETTINGS.levels_list == SETTINGS.glevels_list:
            self.health += int(SETTINGS.current_level / 3)
            self.dmg += int(SETTINGS.current_level / 5)

        #Make NPC stronger if player is doing well
        if SETTINGS.player_health >= 90 or SETTINGS.player_armor >= 90:
            self.dmg += 2

        #Give NPC more health if player has lots of ammo - phew, long line.
        if SETTINGS.inventory['primary'] and SETTINGS.held_ammo[SETTINGS.inventory['primary'].ammo_type] >= SETTINGS.max_ammo[SETTINGS.inventory['primary'].ammo_type]:
            self.health = int(self.health * 1.5)

        #Npc actions
        self.dead = False
        self.moving = False
        self.attacking = False
        self.hurting = False
        self.player_in_view = False

        #Textures and animations
        self.texture_path = texture # Used for creating new NPCS
        self.texture = pygame.image.load(texture).convert_alpha()
        self.texturerect = self.texture.get_rect()
        
        self.stand_texture = [self.texture.subsurface(0,0,64,128).convert_alpha(), self.texture.subsurface(64,0,64,128).convert_alpha(), self.texture.subsurface(128,0,64,128).convert_alpha(), self.texture.subsurface(192,0,64,128).convert_alpha(), self.texture.subsurface(256,0,64,128).convert_alpha(), self.texture.subsurface(320,0,64,128).convert_alpha(), self.texture.subsurface(384,0,64,128).convert_alpha(), self.texture.subsurface(448,0,64,128).convert_alpha()]
        self.front_texture = [self.texture.subsurface(0,128,64,128).convert_alpha(), self.texture.subsurface(64,128,64,128).convert_alpha(), self.texture.subsurface(128,128,64,128).convert_alpha(), self.texture.subsurface(192,128,64,128).convert_alpha(), self.texture.subsurface(256,128,64,128).convert_alpha(), self.texture.subsurface(320,128,64,128).convert_alpha(), self.texture.subsurface(384,128,64,128).convert_alpha(), self.texture.subsurface(448,128,64,128).convert_alpha(), self.texture.subsurface(512,128,64,128).convert_alpha(), self.texture.subsurface(576,128,64,128).convert_alpha()]
        self.frontright_texture = [self.texture.subsurface(0,256,64,128).convert_alpha(), self.texture.subsurface(64,256,64,128).convert_alpha(), self.texture.subsurface(128,256,64,128).convert_alpha(), self.texture.subsurface(192,256,64,128).convert_alpha(), self.texture.subsurface(256,256,64,128).convert_alpha(), self.texture.subsurface(320,256,64,128).convert_alpha(), self.texture.subsurface(384,256,64,128).convert_alpha(), self.texture.subsurface(448,256,64,128).convert_alpha(), self.texture.subsurface(512,256,64,128).convert_alpha(), self.texture.subsurface(576,256,64,128).convert_alpha()]
        self.right_texture = [self.texture.subsurface(0,384,64,128).convert_alpha(), self.texture.subsurface(64,384,64,128).convert_alpha(), self.texture.subsurface(128,384,64,128).convert_alpha(), self.texture.subsurface(192,384,64,128).convert_alpha(), self.texture.subsurface(256,384,64,128).convert_alpha(), self.texture.subsurface(320,384,64,128).convert_alpha(), self.texture.subsurface(384,384,64,128).convert_alpha(), self.texture.subsurface(448,384,64,128).convert_alpha(), self.texture.subsurface(512,384,64,128).convert_alpha(), self.texture.subsurface(576,384,64,128).convert_alpha()]
        self.backright_texture = [self.texture.subsurface(0,512,64,128).convert_alpha(), self.texture.subsurface(64,512,64,128).convert_alpha(), self.texture.subsurface(128,512,64,128).convert_alpha(), self.texture.subsurface(192,512,64,128).convert_alpha(), self.texture.subsurface(256,512,64,128).convert_alpha(), self.texture.subsurface(320,512,64,128).convert_alpha(), self.texture.subsurface(384,512,64,128).convert_alpha(), self.texture.subsurface(448,512,64,128).convert_alpha(), self.texture.subsurface(512,512,64,128).convert_alpha(), self.texture.subsurface(576,512,64,128).convert_alpha()]
        self.back_texture = [self.texture.subsurface(0,640,64,128).convert_alpha(), self.texture.subsurface(64,640,64,128).convert_alpha(), self.texture.subsurface(128,640,64,128).convert_alpha(), self.texture.subsurface(192,640,64,128).convert_alpha(), self.texture.subsurface(256,640,64,128).convert_alpha(), self.texture.subsurface(320,640,64,128).convert_alpha(), self.texture.subsurface(384,640,64,128).convert_alpha(), self.texture.subsurface(448,640,64,128).convert_alpha(), self.texture.subsurface(512,640,64,128).convert_alpha(), self.texture.subsurface(576,640,64,128).convert_alpha()]
        
        self.backleft_texture = []
        self.left_texture = []
        self.frontleft_texture = []

        for frame in self.backright_texture:
            self.backleft_texture.append(pygame.transform.flip(frame, True, False))
        for frame in self.right_texture:
            self.left_texture.append(pygame.transform.flip(frame, True, False))
        for frame in self.frontright_texture:
            self.frontleft_texture.append(pygame.transform.flip(frame, True, False))

        self.die_texture = [self.texture.subsurface(0,768,64,128).convert_alpha(), self.texture.subsurface(64,768,64,128).convert_alpha(), self.texture.subsurface(128,768,64,128).convert_alpha(), self.texture.subsurface(192,768,64,128).convert_alpha(), self.texture.subsurface(256,768,64,128).convert_alpha(), self.texture.subsurface(320,768,64,128).convert_alpha(), self.texture.subsurface(384,768,64,128).convert_alpha(), self.texture.subsurface(448,768,64,128).convert_alpha(), self.texture.subsurface(512,768,64,128).convert_alpha(), self.texture.subsurface(576,768,64,128).convert_alpha(), self.texture.subsurface(640,768,64,128).convert_alpha()]
        self.hit_texture = [self.texture.subsurface(0,896,64,128).convert_alpha(), self.texture.subsurface(64,896,64,128).convert_alpha(), self.texture.subsurface(128,896,64,128).convert_alpha(), self.texture.subsurface(192,896,64,128).convert_alpha(), self.texture.subsurface(256,896,64,128).convert_alpha(), self.texture.subsurface(320,896,64,128).convert_alpha()]
        self.hurt_texture = [self.die_texture[0]]
        self.update_timer = 0

        #Creating the sprite rect is awful, I know. Keeps it from entering walls.
        self.sprite = SPRITES.Sprite(self.front_texture[1], self.ID, [self.rect.centerx - int(SETTINGS.tile_size / 12), self.rect.centery - int(SETTINGS.tile_size / 10)], 'npc', self)

        #The position in SETTINGS.all_sprites of this NPC
        self.num = len(SETTINGS.all_sprites)-1