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entity.py
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entity.py
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import random
import pygame
from projectile import *
class entity():
def __init__(self, x, y, image, passable=False):
self.x = x
self.y = y
if not type(image) is type(list()):
self.text = [image]
else:
self.text = image
self.orient = 0
self.rect = pygame.Rect((x,y),(self.text[0].get_width(),self.text[0].get_height()))
self.passable = passable
def look(self, direc):
self.orient = direc
def look(self, x, y):
if x==0:
if y==1:
self.orient = 4
elif y==-1:
self.orient = 0
elif x==1:
if y==1:
self.orient = 3
elif y==0:
self.orient = 2
else:
self.orient = 1
else:
if y==1:
self.orient = 5
elif y==0:
self.orient = 6
else:
self.orient = 7
def getText(self):
return self.text[self.orient]
class unit(entity):
def __init__(self, x, y, image,items,health,speed):
entity.__init__(self,x,y,image)
self.prevrect = self.rect.copy()
self.inv = {"main":None,"off":None,"head":None,"torso":None,"legs":None,"feet":None,'arms':None}
self.movex = 0
self.movey = 0
self.items=items
self.isDead = False
self.mhp = health
self.hp = self.mhp
self.basehp = health
self.speed = speed
self.melee = True
self.dmg = 0
self.bullet = None
self.attackspeed = 0
self.attacktimer = 0
self.casttimer = 0
self.framerate = 60
self.skills = [None,None,None,None,None]
def move(self, x=0, y=0):
self.prevrect = self.rect.copy()
self.x = self.x + x*self.speed
self.rect.x = self.x
self.y = self.y + y*self.speed
self.rect.y = self.y
#self.rect.move_ip(x*self.speed,y*self.speed)
return
def rollback(self):
self.rect = self.prevrect
self.x = self.rect.x
self.y = self.rect.y
return
def attack(self, target):
if self.attacktimer <= 0 and self.casttimer<=0:
self.attacktimer = self.framerate*self.attackspeed
if self.inv["main"] is None:
return ["noWeapon"]
if self.melee:
pass
else:
tempx = target[0] - self.rect.x
tempy = target[1] - self.rect.y
if tempx != 0:
tempx = tempx/abs(tempx)
if tempy != 0:
tempy = tempy/abs(tempy)
self.look(tempx,tempy)
#Weapon rect kanonika.
return ["projectile",projectile(target,(self.rect.x,self.rect.y),self.bullet,self,self.dmg,self.speed+0.5)]
return [self.attacktimer]
def cast(self, num, target):
if self.skills[num] is None:
return "NoSkill"
if self.skills[num].onCD():
return "CD"
else:
stat = self.skills[num].cast()
if self.skills[num].effect == "heal":
self.hp += stat
if self.hp >self.mhp:
self.hp = self.mhp
return "Done"
elif self.skills[num].effect == "skillshot":
return ["projectile",projectile(target,(self.rect.x,self.rect.y),self.skills[num].image,self,stat,self.speed+self.skills[num].speed)]
self.casttimer = 20
def tick(self):
if self.attacktimer>0:
self.attacktimer -= 1
if self.casttimer>0:
self.casttimer -= 1
for i in self.skills:
if not i is None:
i.tick()
def equip(self, gear, slot):
if (isinstance(gear,weapon) and slot in ["main","off"]) or ((isinstance(gear,armor) and slot in ["head","torso","arms","legs","feet"]) and gear.slot == slot):
self.inv[slot] = gear
self.reevaluate()
else:
print "Can't do that"
def reevaluate(self):
self.mhp = self.basehp
self.hp = min(self.mhp,self.hp)
if not self.inv["main"] is None:
self.bullet = self.inv["main"].bullet
self.melee = self.inv["main"].melee
self.dmg = self.inv["main"].dmg
self.attackspeed = self.inv["main"].attsp
for i in ["head","torso","arms","legs","feet"]:
if not self.inv[i] is None:
self.mhp+=self.inv[i].defense
self.hp += self.inv[i].defense
def hurt(self, source):
self.hp = self.hp - source.dmg
if self.hp<=0:
self.die()
def die(self):
self.isDead = True
def AI(self):
pass
class unit_prototype():
def __init__(self,name,image,life,speed,rates,enviroment):
self.name=name
self.hp=life
self.speed=speed
self.image=image
self.rates=rates
self.enviroment=enviroment
def create(self,x,y):
items=['main','off','head','torso','legs','feet','arms']
i=0
while(i<7):
temp=random.randint(0,100)
if(temp>self.rates[i]):
items[i]=False
i=i+1
return unit(x,y,self.image,items,self.hp,self.speed)
class weapon():
def __init__(self, image, bullet, dmg, attsp, imagedis, name):
self.name = name
self.text = image
self.image = imagedis
self.bullet = bullet
self.melee = False
if bullet is None:
self.melee = True
self.dmg = dmg
self.attsp = attsp
def getText(self):
return self.text
class weapon_prototype():
def __init__(self, image, bullet, dmg, attsp, imagedis, name = "dummy"):
self.name = name
self.text = image
self.image = imagedis
self.bullet = bullet
self.dmg = dmg
self.attsp = attsp
self.melee = False
if bullet is None:
self.melee = True
def create(self, level = 1):
dmg = random.randint(self.dmg[0],self.dmg[1])
attsp = float(random.randint(self.attsp[0]*100,self.attsp[1]*100))/100
return weapon(self.text,self.bullet,dmg,attsp,self.image,self.name)
class armor_prototype():
def __init__(self, image, defense, durability, slot, imagedis, name = "dummy"):
self.name = name
self.text = image
self.image = imagedis
self.defense = defense
self.durability = durability
self.slot = slot
def create(self, level = 1):
durability = random.randint(self.durability[0],self.durability[1])
defense = random.randint(self.defense[0],self.defense[1])
return armor(self.text,defense, durability, self.slot, self.image, self.name)
class armor():
def __init__(self, image, defense, durability, slot, imagedis, name = "dummy"):
self.text = image
self.image = imagedis
self.defense = defense
self.durab = durability
self.slot = slot
def getText(self):
return self.text
class triggerable(entity):
def __init__(self, x, y, image):
entity.__init__(self,x,y,image)
self.prevrect = self.rect.copy()
self.isDead = False
def live(self):
self.framerate = 60
def AI(self):
pass
def tick(self):
pass
def die(self):
self.isDead = True
def hurt(self, source=None):
pass
class players(unit):
def __init__(self, x, y, image,hp,speed):
unit.__init__(self,x,y,image,[],hp,speed)
self.stash = []
def customize(self, race, righthanded):
self.rhanded = righthanded
self.race = race
def equip(self, gear, slot):
if (isinstance(gear,weapon) and slot in ["main","off"]) or ((isinstance(gear,armor) and slot in ["head","torso","arms","legs","feet"]) and gear.slot == slot):
if not self.inv[slot] is None:
self.stash.append(self.inv[slot])
self.inv[slot] = gear
self.reevaluate()
else:
print "Can't do that"
def reevaluate(self):
self.mhp = self.basehp
self.hp = min(self.mhp,self.hp)
if not self.inv["main"] is None:
self.bullet = self.inv["main"].bullet
self.melee = self.inv["main"].melee
self.dmg = self.inv["main"].dmg
self.attackspeed = self.inv["main"].attsp
for i in ["head","torso","arms","legs","feet"]:
if not self.inv[i] is None:
self.mhp+=self.inv[i].defense
class door(entity):
def __init__(self,room,porta,wall,x,y,image):
entity.__init__(self,x,y,image)
self.x=x
self.y=y
self.wall=wall #1:left,2:right,3:top,4:bot
self.room=room
self.link=porta
self.active = False
def getText(self):
if self.active:
return self.text[1]
return self.text[0]
class skill():
def __init__(self, effect, stat, cooldown, image, speed = -1):
self.effect = effect
self.image = image
self.stat = stat
self.speed = speed
self.cooldown = cooldown
self.currcd = 0
def onCD(self):
if self.currcd>0:
return True
return False
def tick(self):
if self.currcd>0:
self.currcd -= 1
def cast(self):
self.currcd = self.cooldown
return random.randint(self.stat[0],self.stat[1])