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player.py
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/
player.py
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import random
import pyglet
import logging
import os
import glob
import math
from functions import *
from actor import Actor, Hand
from stats import StatSystem
from animations import HandAnimAttack, HeadBobbing, Pulse
from load_config import ConfigSectionMap as load_cfg
import abilities
ROOT = os.path.dirname(__file__)
CLASSES_PATH = os.path.join(ROOT, "classes/")
class Player(Actor):
def __init__(
self, game, window=None, x=0, y=0,
modifiers={'str': 5, 'int': 5, 'cha': 5, 'agi': 5}, mainstat="agi"
):
super().__init__()
self.game = game
self.child_objects = []
self.cast_object = None
self.x, self.y = x, y
# self.movement = Movement(self)
self.lhand_offset = (0, 0)
self.rhand_offset = (0, 0)
self.body_offset = (0, 0)
self.child_objects.append(HeadBobbing(self, duration=0.5, amount=3))
if window:
self.windowpos = (window.width // 2, window.height // 2)
logging.debug("Adding sprite to player.")
self.window = window
sprite_x, sprite_y = window.get_windowpos(x, y, precise=True)
self.sprite = pyglet.sprite.Sprite(
window.textures["player_body"],
x=window.width // 2, y=window.height // 2,
batch=window.batches["creatures"], group=window.fg_group
)
self.glow = pyglet.sprite.Sprite(
window.textures["player_body_glow"],
x=window.width // 2, y=window.height // 2,
batch=window.batches["creatures"], group=window.mid_group
)
self.glow.color = (255, 255, 255)
self.glow.opacity = 0
else:
logging.info("No window specified, not adding sprite to player.")
self.limbs = dict(
left=Hand(
self, (-10, 8), window.textures["player_hand"],
glow_texture=window.textures["player_hand_glow"],
glow_color=(20, 160, 120)
),
right=Hand(
self, (10, 8), window.textures["player_hand"],
glow_texture=window.textures["player_hand_glow"],
glow_color=(175, 50, 110)
)
)
self.child_objects.append(Pulse(self.limbs["right"].glow))
self.child_objects.append(
Pulse(self.limbs["left"].glow, frequency=0.3)
)
self.child_objects.append(
Pulse(
self.glow, frequency=2.5,
max_opacity=0.3, min_scale=0.8, max_scale=1.3
)
)
self.action = None
self.actions = dict(
sprint=False,
movement=False,
targeting=False,
)
self.auto_attack_target = None
self.target = None
self.modifiers = modifiers
self.modifiers_items = modifiers
self.mainstat = mainstat
self.move_dir = dict(
left=False,
right=False,
up=False,
down=False
)
self.last_dir = "down"
self.head_dir = (1, 0)
self.base_stats = load_cfg("PlayerBaseStats")
self.base_stats_items = self.base_stats.copy()
self.equipped_items = dict(
head=None,
torso=None,
hands=None,
feet=None,
acc_1=None,
acc_2=None,
weapon_l=None,
weapon_r=None,
weapon_2h=None
)
self.attack_effects = dict(
dmg=30,
dmg_type="physical",
stun=0,
slow=0,
aoe=0,
aoe_dmg=0,
dot=None,
dot_dmg=None,
penetration=0,
crit=10
)
self.stats = StatSystem(self)
self.stats.set_base_attack(self.attack_effects)
self.stats.set_base_stats(self.base_stats)
self.stats.recalculate_items()
self.abilities = dict(
slot1=abilities.FireBall(self),
slot2=abilities.SpreadBalls(self),
slot3=abilities.Blink(self),
slot4=abilities.Spark(self),
)
self.hp = self.max_hp = self.base_stats["hp"]
self.mp = self.max_mp = self.base_stats["mp"]
self.sta = self.max_sta = self.base_stats["sta"]
self.xp = 0
self.attack_cd = 0
self.update_stats()
self.restore_stats()
def get_windowpos(self):
return self.windowpos
def award_kill(self, xp=0, gold=0):
if xp:
self.xp += xp
print(self.xp)
if gold:
pass
def levelup(self, attribute=None):
if not attribute: # If no attribute given, assign random upgrade
attribute = random.choice(["str", "int", "agi"])
# Increases the chosen attribute by 1
self.stats.increase_stat(attribute)
logging.info(
"Level up, increased attribute \"{0}\" by 1 to {1}".format(
attribute, self.stats.get(attribute)
)
)
self.update_stats()
self.restore_stats()
def restore_stats(self):
logging.debug("Player hp, mana and stamina restored to full status.")
self.hp = self.max_hp
self.mp = self.max_mp
self.sta = self.max_sta
def equip_item(self, item):
if not self.equipped_items[item.slot]:
self.equipped_items[item.slot] = item
logging.debug(
"Player equipped item {0} in slot {1}.".format(
item.get_name(), item.slot
)
)
self.stats.recalculate_items()
def unequip_item(self, slot):
if self.equipped_items[slot]:
logging.info(
"Removed item {0} in slot {1} from player".format(
self.equipped_items[slot], slot
)
)
self.equipped_items[slot] = None
else:
logging.error("No item in slot \"{0}\"".format(slot))
self.stats.recalculate_items()
def use_ability(self, ability, target=None):
a = None
if ability == 1:
a = self.abilities["slot1"]
elif ability == 2:
a = self.abilities["slot2"]
elif ability == 3:
a = self.abilities["slot3"]
elif ability == 4:
a = self.abilities["slot4"]
if a:
logging.debug("Player uses ability {}.".format(a.get_name()))
if isinstance(a, abilities.ProjectileAbility):
self.window.set_reticule("projectile")
self.actions["targeting"] = a
else:
self.clear_ability_target()
a.use(target=target)
else:
logging.debug("No ability in slot {0}.".format(ability))
def clear_ability_target(self):
self.actions["targeting"] = False
self.window.set_reticule("default")
def set_target(self, target):
self.target = target
def clear_target(self):
self.auto_attack_target = None
self.target = None
def halt_movement(self):
for key, value in self.move_dir.items():
self.move_dir[key] = False
def set_move_sprite(self):
anim = self.window.player_anim_grid
static = self.window.player_static_img
d = self.move_dir
spd = 0.2 * 80 / self.stats.get("ms")
if d["left"] and d["down"]:
self.last_dir = "leftdown"
if not self.sprite.image == anim["leftdown"]:
self.sprite.image = anim["leftdown"]
elif d["right"] and d["down"]:
self.last_dir = "rightdown"
if not self.sprite.image == anim["rightdown"]:
self.sprite.image = anim["rightdown"]
elif d["left"] and d["up"]:
self.last_dir = "leftup"
if not self.sprite.image == anim["leftup"]:
self.sprite.image = anim["leftup"]
elif d["right"] and d["up"]:
self.last_dir = "rightup"
if not self.sprite.image == anim["rightup"]:
self.sprite.image = anim["rightup"]
elif d["up"] and not d["down"]:
self.last_dir = "up"
if not self.sprite.image == anim["up"]:
self.sprite.image = anim["up"]
elif d["down"] and not d["up"]:
self.last_dir = "down"
if not self.sprite.image == anim["down"]:
self.sprite.image = anim["down"]
elif d["left"] and not d["right"]:
self.last_dir = "left"
if not self.sprite.image == anim["left"]:
self.sprite.image = anim["left"]
elif d["right"] and not d["left"]:
self.last_dir = "right"
if not self.sprite.image == anim["right"]:
self.sprite.image = anim["right"]
else:
if not self.sprite.image == static[self.last_dir]:
self.sprite.image = static[self.last_dir]
if isinstance(self.sprite.image, pyglet.image.Animation):
set_duration(self.sprite.image, spd)
def auto_attack(self, dt):
t = self.auto_attack_target
if t not in self.game.enemies: # To prevent having a zombie of target
t = self.auto_attack_target = None
if not self.cast_object and self.attack_cd <= 0:
if t:
dist = get_dist(self.x, self.y, t.x, t.y)
attack_range = self.stats.get("arng")
if dist <= attack_range:
angle = math.degrees(
get_angle(self.x, self.y, t.x, t.y)
)
anglediff = (
(self.angle - angle + 180) % 360 - 180
)
if anglediff <= 45 and anglediff >= -45:
self.attack(t)
self.attack_cd = self.stats.get("aspd")
else:
self.attack_cd -= dt
def attack(self, t):
attack_effects = self.attack_effects.copy()
attack_effects["dmg"] = self.stats.get("dmg")
attack_effects["crit"] = self.stats.get("crit")
result = t.do_effect(attack_effects, origin=self)
self.attack_fx(t)
if result["crit"]:
force = 100
else:
force = 50
vec = ((t.x - self.x), (t.y - self.y))
force_x = force_y = force
force_x -= abs(vec[0])
force_y -= abs(vec[1])
force_vec = (vec[0] * force_x), (vec[1] * force_y)
t.body.apply_impulse(force_vec)
if result["crit"]:
self.child_objects.append(
HandAnimAttack(
self, "left", duration=self.stats.get("aspd") / 3
)
)
self.child_objects.append(
HandAnimAttack(
self, "right", duration=self.stats.get("aspd") / 3
)
)
else:
hand = random.choice(["right", "left"])
self.child_objects.append(
HandAnimAttack(self, hand, duration=self.stats.get("aspd") / 3)
)
def critical_strike(self, critchance):
if random.randrange(1, 100) <= critchance:
return True
else:
return False
def attack_fx(self, t):
midpoint = get_midpoint((self.x, self.y), (t.x, t.y))
fx_point = get_midpoint(midpoint, (t.x, t.y))
apos = self.game.window.get_windowpos(
*fx_point
)
effect = random.choice(["Melee 1", "Melee 2", "Melee 5"])
self.game.window.animator.spawn_anim(
effect, apos, scale=0.25,
rotation=self.angle - 45
)
def update_stats(self):
self.stats.update_owner_stats()
def update_regen(self, dt):
if self.hp < self.max_hp:
self.hp += self.stats.get("hp_regen") * dt
if self.mp < self.max_mp:
self.mp += self.stats.get("mp_regen") * dt
if self.sta < self.max_sta and not self.actions["sprint"]:
self.sta += self.stats.get("sta_regen") * dt
def update_degen(self, dt):
if self.actions["sprint"]:
if self.sta > 0:
for d, val in self.move_dir.items():
if val:
self.sta -= 15 * dt
break
else:
self.actions["sprint"] = False
def update_body(self):
angle = get_angle(self.sprite.x, self.sprite.y, *self.window.mouse_pos)
self.angle = math.degrees(angle)
for key, limb in self.limbs.items():
limb.update_pos()
self.sprite.x, self.sprite.y = rotate2d(
math.radians(self.angle + 90), (
self.windowpos[0] + self.body_offset[0],
self.windowpos[1] + self.body_offset[1]
),
self.windowpos
)
self.sprite.rotation = self.angle + 90
self.glow.x, self.glow.y = self.sprite.x, self.sprite.y
self.glow.rotation = self.sprite.rotation
def die(self):
pos = self.window.get_windowpos(self.x, self.y, precise=True)
self.window.animator.spawn_anim("Blood Splash", pos, scale=0.8)
# self.active_effects = []
self.limbs = {}
self.child_objects = []
self.sprite.delete()
self.glow.delete()
self.remove_body()
self.clear_target()
self.clear_ability_target()
self.game.player = None
# self.sprite.visible = False
logging.info("Player died!")
def update(self, dt):
if self.hp <= 0:
self.die()
else:
if self.xp >= 30:
self.levelup()
self.xp = 0
self.movement.speed = self.stats.get("ms")
old_x, old_y = self.x, self.y
self.movement.update(dt)
self.window.update_offset(dx=old_x - self.x, dy=old_y - self.y)
if self.actions["movement"] and self.cast_object:
self.cast_object = None
logging.info("Cast interrupted by movement.")
self.auto_attack(dt)
self.update_regen(dt)
self.update_degen(dt)
self.update_stats()
for o in self.child_objects:
try:
o.update(dt)
except Exception as e:
logging.error(e)
if self.cast_object:
self.cast_object.update(dt)
self.update_body()
class Damage:
def __init__(self, owner, target, dmg=0, dmg_type="normal"):
self.owner, self.target = owner, target
if self.owner.critical_strike(self.stats.get("crit")):
dmg = int(dmg * 1.5)
logging.info("Critical strike!")
self.target.hp -= dmg
if self.target.hp < 0:
self.target.hp = 0
logging.debug("Target takes {0} damage.".format(dmg))
def update(self, dt):
pass
# Reads all python files in the classes directory and executes them,
# adding the classes to the game
for class_file in glob.glob(CLASSES_PATH + '*.py'):
exec(open(class_file).read(), globals())