Esempio n. 1
0
    def update(self):
        self.background.update(self.screen)
        self.menubar.update(self.screen, self.suns)

        x, y = pygame.mouse.get_pos()
        # Draws from right to left
        for row in self.cells:
            for cell in reversed(row):
                cell.update(self.screen)
                # Transparent image of chosen plant
                if cell.isempty() and self.plant_choice is not None \
                        and cell.rect.collidepoint((x, y)) and \
                        self.plant_choice.__class__.__name__ != "Shovel":
                    # In the middle of the cell
                    self.screen.blit(
                        transform_image(self.plant_choice_image),
                        cell.get_middle_pos(self.plant_choice_image))
        self.lawnmowers_update()
        # Start drawing from right top
        for zombie in sorted(self.zombies.sprites(),
                             key=lambda z: z.row * c.XCells + z.col):
            zombie.update(self.screen)
        self.zombie_targeting()
        # Draw choice near the mouse
        if self.plant_choice is not None:
            self.screen.blit(self.plant_choice_image,
                             (x - self.plant_choice_image.get_width() / 2,
                              y - self.plant_choice_image.get_height()))

        self.projectiles.update(self.screen)
        self.projectile_collisions_check()
        self.suns_group.update(self.screen)
Esempio n. 2
0
 def _draw(self, screen):
     image = self.image
     if self.next_white:
         image = transform_image(image,
                                 r=64, g=64, b=64, alpha=5,
                                 special_flag=BLEND_RGBA_ADD)
         self.next_white -= 1
     screen.blit(image, self.rect)
Esempio n. 3
0
 def _draw(self, screen):
     """
     Rotates and draws sun on the display
     :param screen: Surface
     """
     self.angle += 1
     self.angle %= 360
     image = pygame.transform.rotate(self.image, self.angle)
     c = self.rect.center
     self.rect = image.get_rect()
     self.rect.center = c
     # Make sun transparent after time
     image = transform_image(image=image,
                             alpha=255 if self.despawn_time > fps * 5 else
                             int(self.despawn_time / fps / 5 * 255))
     screen.blit(image, self.rect)
Esempio n. 4
0
    def take_damage(self, bullet):
        """
        Takes damage from bullet and removes it
        Also makes self image blue if projectile.__class__ == SnowProjectile
        :param bullet: Projectile
        :return: None
        """
        bullet.deal_damage(self)
        self.check_alive()
        bullet.kill()

        if bullet.__class__.__name__ == "SnowProjectile":
            self.frozen = bullet.freeze_time
            # Freezes zombie
            self.image = transform_image(self.image,
                                         r=0,
                                         g=0,
                                         b=128,
                                         alpha=5,
                                         special_flag=BLEND_RGBA_ADD)
            self.frozen_sound.play()

        self.shot = True
Esempio n. 5
0
    def update(self, screen):
        """
        Called every tick
        Updates zombie

        Either makes zombie go or attack
        Regarding freeze caused py SnowPea's
        Which makes everything slower
        :param screen: pygame.display
        :return: None
        """
        # Placed separately not to over complicate if/else statements
        if self.incinerated:
            self.incinerated -= 1
            if self.incinerated % self.animation_frame == 0:
                self.image = next(self.ignited)
            self._draw(screen)
            if self.incinerated == 0:
                self.kill()
            return

        self.counter += 1
        # Walk animation
        # Or damage infliction
        if self.counter % self.animation_frame == 0:
            self.image = next(self.images)
            # If zombie is frozen makes its image blue
            if self.frozen:
                self.frozen -= 1
                self.image = transform_image(self.image,
                                             r=0,
                                             g=0,
                                             b=128,
                                             alpha=5,
                                             special_flag=BLEND_RGBA_ADD)
            # If zombie is hit makes it lighter
            if self.shot:
                self.shot = False
                self.image = transform_image(self.image,
                                             r=64,
                                             g=64,
                                             b=64,
                                             alpha=5,
                                             special_flag=BLEND_RGBA_ADD)
        if not self.busy():  # If zombie is not eating
            # Movement
            if not self.frozen:
                self.x -= self.speed
            else:
                self.x -= self.frozen_speed
            self.rect.x = int(self.x) + 1
            # Using flooring because pygame rect doesn't support not-int coordinates
        else:
            # Damage infliction
            if (not self.frozen and self.counter % self.reload == 0) or \
                    (self.counter % self.frozen_reload == 0):
                random.choice(self.chomps).play()
                self.deal_damage()

        if self.counter % self.groan == 0:
            random.choice(self.groans).play()

        self.counter %= lcm(self.reload, self.animation_frame, self.groan)
        # Update cell on the game field
        self.col = int(
            (self.rect.x - c.pads["game"][0] + c.sizes["cell"][0] / 2) //
            c.sizes["cell"][0])
        self._draw(screen)