Exemple #1
0
    def __init__(self, map_name):
        # Game Setup
        self.map_name = map_name
        self.level = game.Level(self.map_name)
        self.state = "game"

        # Display Setup
        self.display = pygame.display.set_mode(self.level.DISPLAY_SIZE)  # adapts to map size
        pygame.display.set_caption(constants.DISPLAY_NAME + " - " + os.path.basename(map_name))
        self.clock = pygame.time.Clock()
        self.back_button = pygame_gui.Button(paths.uiPath + "backwhite.png", paths.uiPath + "backwhite-hover.png", 5, 5)
        # self.back_button.resize(self.level.TILE_SIZE, self.level.TILE_SIZE)

        # Player Setup
        spawn = game.get_pixel_position(self.level, self.level.get_spawn())
        spawn = [position + self.level.PLAYER_PADDING/2 for position in spawn]  # center player in tile
        self.player = game.UserPLayer(spawn, [0, 0], self.level)

        # Enemy Setup
        self.enemies = []
        for enemy in self.level.enemies:
            if enemy["type"] == "er":
                self.enemies.append(game.RandomPatrol(self.level, enemy["spawn"]))

            elif enemy["type"] == "es":
                self.enemies.append(game.EnemySeeker(self.level, self.player, enemy["spawn"]))

            elif enemy["type"] == "ep":
                self.enemies.append(game.EnemyPatrol(self.level, enemy["patrol"]))

            else:
                raise exceptions.InvalidEnemyType("%s not recognised" % enemy["type"])
Exemple #2
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    def __init__(self, level, spawn, points=10):
        # level is custom object, requiring .format for grid format and .walls for collision_objects
        patrol = get_random_patrol(level, spawn, points)
        super().__init__(level, patrol)

        # Positioning unit i =n square of first point on its patrol
        position = game.get_pixel_position(self.linked_level, patrol[0])
        position = [
            position[0] + level.ENEMY_PADDING / 2,
            position[1] + level.ENEMY_PADDING / 2
        ]

        self.format = level.format

        self.speed = 2

        self.patrol = patrol
        self.current_target = 0  # index of patrol list
        self.path = [
        ]  # works as stack. index 0 is always next square target, pop of when reached for next.

        # Sprite Image Setup
        self.image = pygame.image.load(paths.imagePath +
                                       "enemy-random.png").convert_alpha()
        self.image = pygame.transform.scale(
            self.image, [level.ENEMY_SIZE, level.ENEMY_SIZE])
        self.rect = self.image.get_rect().move(position)

        self.target_tile_rect = pygame.Rect([0, 0, 0, 0])
Exemple #3
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    def update(self):
        self.move()

        if self.timer.is_active():
            if self.timer.has_ended():
                self.step_patrol()
                self.update_path()

        elif len(self.path) > 0:
            # Checking if reached next tile, if so stepping target to next in path.
            x, y = game.get_pixel_position(self.linked_level, self.path[0])
            self.target_rect = pygame.Rect(x, y, self.linked_level.TILE_SIZE,
                                           self.linked_level.TILE_SIZE)
            self.target_rect.inflate_ip(-self.linked_level.ENEMY_PADDING,
                                        -self.linked_level.ENEMY_PADDING)

            reached_target = False
            if self.rect.top <= self.target_rect.top and self.vector[1] < 0:
                reached_target = True
            elif self.rect.bottom >= self.target_rect.bottom and self.vector[
                    1] > 0:
                reached_target = True
            elif self.rect.left <= self.target_rect.left and self.vector[0] < 0:
                reached_target = True
            elif self.rect.right >= self.target_rect.right and self.vector[
                    0] > 0:
                reached_target = True

            if reached_target:
                self.step_path()
                self.rect = self.target_rect  # assigning so player is re-centered to tile if gone > boundary.

        else:
            self.step_patrol()
            self.update_path()
Exemple #4
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    def __init__(self, level, patrol):
        # level is custom object, requiring .format for grid format and .walls for collision_objects

        # Positioning unit on square of first point on its patrol
        position = game.get_pixel_position(level, patrol[0])
        position = [
            position[0] + level.ENEMY_PADDING / 2,
            position[1] + level.ENEMY_PADDING / 2
        ]
        super().__init__(position, [0, 0], level)

        self.format = level.format  # Used for enemy to find paths. Assumes format never changes!

        self.speed = 1

        self.patrol = patrol  # list of key points to visit
        self.current_target = 0  # index of patrol list
        self.path = [
        ]  # list of all points between current patrol point and next point.
        # path works as stack. index 0 is always next square target, pop off when reached for next target.
        self.timer = PatrolTimer(0)
        # timer used to pause for so long on a square

        # Sprite Image Setup
        self.image = pygame.image.load(paths.imagePath +
                                       "enemy-patrol.png").convert_alpha()
        self.image = pygame.transform.scale(
            self.image, [level.ENEMY_SIZE, level.ENEMY_SIZE])
        self.rect = self.image.get_rect().move(position)

        self.target_rect = pygame.Rect([0, 0, 0, 0])
Exemple #5
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 def __init__(self, level, row, col,
              filename):  # filename shows type of tile to be displayed.
     self.position = [row, col]
     self.image = pygame.image.load(paths.imagePath +
                                    filename).convert_alpha()
     self.image = pygame.transform.scale(self.image,
                                         [level.TILE_SIZE, level.TILE_SIZE])
     self.rect = self.image.get_rect().move(
         game.get_pixel_position(level, [row, col]))
Exemple #6
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    def __init__(self, level, player, spawn):
        super().__init__(level, [spawn])
        self.target_player = player

        # Sprite Image Setup
        self.image = pygame.image.load(paths.imagePath +
                                       "enemy-seeker.png").convert_alpha()
        self.image = pygame.transform.scale(
            self.image, [level.ENEMY_SIZE, level.ENEMY_SIZE])
        self.rect = self.image.get_rect().move(
            game.get_pixel_position(self.linked_level, spawn))
        self.rect.move_ip(level.ENEMY_PADDING / 2, level.ENEMY_PADDING / 2)

        self.active = False  # if it can chase after the player