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towers.py
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towers.py
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import pygame, os
from common import toPixels
towerSet = pygame.image.load(os.path.join("img","tower_sheet.png"))
def towerType(x, y, type):
if type == 1:
return LaserTower(x, y)
elif type == 2:
return FlameTower(x, y)
elif type == 3:
return CannonTower(x, y)
elif type == 4:
return RocketTower(x, y)
elif type == 5:
return SlowTower(x, y)
elif type == 6:
return LureTower(x, y)
else:
return None
class Tower(pygame.sprite.Sprite):
def __init__(self, x, y, type):
pygame.sprite.Sprite.__init__(self)
self.pos = x, y
self.type = type
self.level = 1
self.radius = 0
self.image = pygame.Surface((64, 64))
self.rect = self.image.get_rect()
self.solid = False
self.updateImage()
def getPos(self):
return self.pos
def getX(self):
return self.pos[0]
def getY(self):
return self.pos[1]
def getType(self):
return self.type
def update(self):
pass
def isPassable(self):
return self.solid
def updateImage(self):
if self.type > 0 and self.level > 0:
self.image.blit(towerSet, self.image.get_rect(), pygame.Rect((self.type-1)*64, (self.level-1)*64, 64, 64))
self.rect = self.image.get_rect()
self.rect.center = toPixels(self.pos)
class LaserTower(Tower):
def __init__(self, x, y):
Tower.__init__(self, x, y, 1)
class FlameTower(Tower):
def __init__(self, x, y):
Tower.__init__(self, x, y, 2)
class CannonTower(Tower):
def __init__(self, x, y):
Tower.__init__(self, x, y, 3)
class RocketTower(Tower):
def __init__(self, x, y):
Tower.__init__(self, x, y, 4)
class SlowTower(Tower):
def __init__(self, x, y):
Tower.__init__(self, x, y, 5)
class LureTower(Tower):
def __init__(self, x, y):
Tower.__init__(self, x, y, 6)