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brick.py
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brick.py
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from pygame import sprite, image, transform, Rect, display
inf = display.Info()
x, y = inf.current_w / 30, inf.current_h / 17
if x > y:
SIZE_OF_RECT = int(y)
else:
SIZE_OF_RECT = int(x)
class Brick(sprite.Sprite):
def __init__(self, cords, rect_size, image_name, can_be_broken, shift=(0, 0)):
super().__init__()
self.rect_size = rect_size
self.cords = cords
self.image = transform.scale(image.load(image_name).convert(), rect_size)
self.image.set_colorkey((255, 255, 255))
self.rect = Rect(0, 0, *rect_size)
self.image_name = image_name
self.shift = shift
self.can_be_broken = can_be_broken
class SavePoint(sprite.Sprite):
def __init__(self, cords, rect_size):
super().__init__()
self.cords = cords
self.image = image.load('tiles\\save_point\\1.png').convert()
self.image = transform.scale(self.image, rect_size)
self.image.set_colorkey((255, 255, 255))
self.rect = Rect(0, 0, *rect_size)
self.rect_size = rect_size
self.image_name = 'save_point'
self.player_is_sitting = False
self.animation = []
self.animation_with_player = []
self.can_be_broken = False
self.count = 0
self.timer = 0
self.shift = (0, 0)
for i in range(4):
self.animation.append(
transform.scale(image.load('tiles\\save_point\\' + str(i + 1) + '.png').convert(), rect_size))
for i in range(4):
self.animation_with_player.append(
transform.scale(image.load('tiles\\save_point\\with_player' + str(i + 1) + '.png').convert(),
rect_size))
def update(self):
self.timer = self.timer + 1
if self.timer == 10:
self.count = self.count + 1
self.timer = 0
if self.count % 4 == 0:
self.count = 0
if not self.player_is_sitting:
self.image = self.animation[self.count % 4]
else:
self.image = self.animation_with_player[self.count % 4]
self.image.set_colorkey((255, 255, 255))
class Bomb(Brick):
def __init__(self, cords, rect_size, wall_sprites, player):
super().__init__(cords, rect_size, 'tiles\\bomb\\bomb.png', False)
self.player = player
self.wall_sprites = wall_sprites
self.rl = False
self.rect.center = cords
self.count = 1
self.vx, self.vy = 3, 4
self.ax, self.ay = 1, 1
self.timer = 0
self.last_timer = 0
self.stay = False
self.boom = transform.scale(image.load('tiles\\bomb\\boom.png').convert(), (round(1.5 * self.player.rect_size),
round(1.5 * self.player.rect_size)))
self.boom.set_colorkey((255, 255, 255))
self.init()
def init(self):
pass
def update(self):
if not self.stay:
self.move()
else:
if self.timer - self.last_timer >= 30:
self.kill()
for spr in [*self.wall_sprites, *self.wall_sprites.bonus_sprites, *self.wall_sprites.saves_sprites,
*self.wall_sprites.damage_sprites, *self.wall_sprites.enemies_sprites]:
if sprite.collide_rect(self, spr):
if spr.can_be_broken:
del self.wall_sprites.maps[tuple(spr.cords)]
spr.kill()
elif self.wall_sprites.maps[tuple(spr.cords)][1] == 'enemy' and spr.is_boss:
spr.get_damage()
if sprite.collide_rect(self, self.player):
if self.player.timer - self.player.last_timer_damage >= 120:
self.player.gui_sprites.set_hearts(self.player.gui_sprites.hp - 1)
self.player.last_timer_damage = self.player.timer
self.timer += 1
def move(self):
if self.timer - self.last_timer >= 5:
self.vy += self.ay
self.last_timer = self.timer
if not self.rl:
self.rect.x += int(self.vx)
else:
self.rect.x -= int(self.vx)
self.rect.y += int(self.vy)
if sprite.spritecollideany(self, self.wall_sprites):
self.vy = -self.vy // 2
self.rect.y += int(self.vy)
self.vx -= self.ax
if self.vx <= 0.5:
self.stay = True
self.last_timer = self.timer
cords = self.rect.center
self.image = self.boom
self.rect = self.image.get_rect()
self.rect.center = cords
if self.rect.bottom <= 0:
self.kill()
class Boss_Bomb(Bomb):
def init(self):
self.image = transform.scale(image.load('tiles\\bomb\\boss_bomb.png').convert(),
(round(self.player.rect_size),
round(self.player.rect_size)))
cords = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = cords
self.image.set_colorkey((255, 255, 255))
self.boom = transform.scale(image.load('tiles\\bomb\\boss_boom.png').convert(),
(round(1.5 * self.player.rect_size), round(1.5 * self.player.rect_size)))
self.boom.set_colorkey((255, 255, 255))
def update(self):
if not self.stay:
self.move()
else:
if self.timer - self.last_timer >= 30:
self.kill()
for spr in [*self.wall_sprites, *self.wall_sprites.bonus_sprites, *self.wall_sprites.saves_sprites,
*self.wall_sprites.damage_sprites, *self.wall_sprites.enemies_sprites]:
if sprite.collide_rect(self, spr) and spr.can_be_broken:
del self.wall_sprites.maps[tuple(spr.cords)]
spr.kill()
if sprite.collide_rect(self, self.player):
self.player.gui_sprites.set_hearts(self.player.gui_sprites.hp - 1)
self.player.last_timer_damage = self.player.timer
self.timer += 1
def move(self):
if self.timer - self.last_timer >= 5:
self.vy += self.ay
self.last_timer = self.timer
self.rect.y += int(self.vy)
if sprite.spritecollideany(self, self.wall_sprites):
self.rect.y -= int(self.vy)
self.stay = True
self.last_timer = self.timer
cords = self.rect.center
self.image = self.boom
self.rect = self.image.get_rect()
self.rect.center = cords
if self.rect.bottom <= 0:
self.kill()