Esempio n. 1
0
    class Cthulhu:
        move = .1
        hp = 100

        def __init__(self, x, y):
            # --Настройки--
            self.Max_Speed = 1
            self.hp = Cthulhu.hp
            # -------------
            self.x, self.y = x, y
            self.dx = self.dy = 0

            # Creating animation
            resource = pygame.image.load(
                r'data\textures\cthulhu.png').convert_alpha()
            frames = [[
                resource.subsurface(resource.get_width() // 8 * x,
                                    resource.get_height() // 3 * y,
                                    resource.get_width() // 8,
                                    resource.get_height() // 3), 100
            ] for y in range(0, 3) for x in range(0, 8)]

            self.anim_walk = PygAnimation(frames[:8])
            self.anim_rotate = PygAnimation(frames[16:18] + frames[20:21] +
                                            frames[18:20])
            self.anim_attack = PygAnimation(frames[8:16])
            self.anim_walk.play()
            self.anim_rotate.play()
            self.anim_attack.play()

            self.anim_l = False
            self.rotating = False

            self.rect = self.anim_walk.getRect()
            self.attack = False
            self.Visible = False
            self.throw_worms = False
            self.cooldown = self.cooldown0 = 250
            self.distance = 0
            self.aim = [0, 0]
            self.zombie_count = 10
            self.distance_min = 250

        def render(self, game):
            # Движение к цели
            self.aim = game.hero.rect.center

            if self.rect.centery < self.aim[1] - Cthulhu.move:
                self.dy += Cthulhu.move
            elif self.rect.centery > self.aim[1] + Cthulhu.move:
                self.dy -= Cthulhu.move

            if self.rect.centerx < self.aim[0]:
                if self.anim_l:
                    self.rotating = True
                self.anim_l = False
                self.dx += Cthulhu.move
            elif self.rect.centerx > self.aim[0]:
                if not self.anim_l:
                    self.rotating = True
                self.anim_l = True
                self.dx -= Cthulhu.move

            # Соблюдение дистанции
            self.distance = sqrt(
                pow(self.aim[0] - self.x, 2) + pow(self.aim[1] - self.y, 2))
            if self.distance <= self.distance_min:
                if self.anim_l:
                    self.dx += Cthulhu.move * 10
                else:
                    self.dx -= Cthulhu.move * 10

            # Контроль скорости
            if self.dx > self.Max_Speed:
                self.dx = self.Max_Speed
            elif self.dx < -self.Max_Speed:
                self.dx = -self.Max_Speed

            if self.dy > self.Max_Speed:
                self.dy = self.Max_Speed
            elif self.dy < -self.Max_Speed:
                self.dy = -self.Max_Speed

            # Атака
            if self.attack:
                self.distance_min = 60
            else:
                self.distance_min = 250

            if self.hp > 50:
                if 1 == randint(1, 200):
                    game.enemy.append(
                        Worm(game.hero.rect.centerx,
                             game.hero.rect.centery + SIZE[1]))
                if self.attack:
                    self.Max_Speed = 5
                else:
                    self.Max_Speed = 3
            else:
                if not self.throw_worms:
                    i = 0
                    for x in range(round(self.x), round(self.x + 500), 60):
                        game.enemy.append(
                            Worm(x,
                                 game.hero.rect.centery + SIZE[1] + i * 100))
                        i += 1
                    i = 0
                    for x in range(round(self.x), round(self.x - 500), -60):
                        game.enemy.append(
                            Worm(x,
                                 game.hero.rect.centery + SIZE[1] + i * 100))
                        i += 1
                    game.time = 180
                    self.throw_worms = True

                if 1 == randint(1, 50):
                    game.enemy.append(
                        Worm(game.hero.rect.centerx,
                             game.hero.rect.centery + SIZE[1]))
                if self.zombie_count > 0:
                    if 1 == randint(1, 40):
                        self.zombie_count -= 1
                        game.add_zombie()
                if self.attack:
                    self.Max_Speed = 7
                else:
                    self.Max_Speed = 5

            if self.attack:
                if self.rect.colliderect(game.hero.rect):
                    if self.hp > 50:
                        game.hero.hp -= 2
                        game.hero.dx += self.dx * 5
                        game.hero.dy -= self.dy * 5
                    else:
                        game.hero.hp -= 4
                        game.hero.dx += self.dx * 7
                        game.hero.dy -= self.dy * 7

                    self.attack = False

            if self.cooldown0 <= self.cooldown:
                self.cooldown0 -= 1

            if self.cooldown0 <= 0:
                self.attack = True
                if self.hp > 30:
                    self.cooldown = randint(100, 250)
                else:
                    self.cooldown = randint(30, 100)
                self.cooldown0 = self.cooldown

            # Жизни юнита
            if self.hp <= 0:

                for n in range(0, 12):
                    game.pickup.append(
                        PickUp(
                            randint(
                                round(self.rect.centerx) - 50,
                                round(self.rect.centerx) + 50),
                            randint(
                                round(self.rect.centery) - 50,
                                round(self.rect.centery) + 50), 'diamond'))

                game.enemy.remove(self)

            if (game.camera.x - 70 < self.rect.x < game.camera.x + SIZE[0] + 10) and \
                    (game.camera.y - 100 < self.rect.y < game.camera.y + SIZE[1] + 20):
                self.Visible = True
                self.draw(game)

            else:
                self.Visible = False

            # Движение
            self.x += self.dx
            self.y += self.dy

            self.rect.center = self.x, self.y

        def draw(self, game):
            if self.rotating:
                if self.anim_l:
                    game.screen.blit(
                        pygame.transform.flip(
                            self.anim_rotate.getCurrentFrame(), True, False),
                        game.camera.get_pos(self.x - self.rect.w / 2,
                                            self.y - self.rect.h / 2))
                else:
                    self.anim_rotate.blit(
                        game.screen,
                        game.camera.get_pos(self.x - self.rect.w / 2,
                                            self.y - self.rect.h / 2))
            else:
                if self.anim_l:
                    if self.attack:
                        game.screen.blit(
                            pygame.transform.flip(
                                self.anim_attack.getCurrentFrame(), True,
                                False),
                            game.camera.get_pos(self.x - self.rect.w / 2,
                                                self.y - self.rect.h / 2))
                    else:
                        game.screen.blit(
                            pygame.transform.flip(
                                self.anim_walk.getCurrentFrame(), True, False),
                            game.camera.get_pos(self.x - self.rect.w / 2,
                                                self.y - self.rect.h / 2))
                else:
                    if self.attack:
                        self.anim_attack.blit(
                            game.screen,
                            game.camera.get_pos(self.x - self.rect.w / 2,
                                                self.y - self.rect.h / 2))
                    else:
                        self.anim_walk.blit(
                            game.screen,
                            game.camera.get_pos(self.x - self.rect.w / 2,
                                                self.y - self.rect.h / 2))

            if self.anim_rotate.currentFrameNum == self.anim_rotate.numFrames - 1:
                self.rotating = False
Esempio n. 2
0
class Ship(Entity):
    def __init__(self, x, y):
        super().__init__(x, y)
        self.image = pygame.image.load('data/img/lander0.png').convert_alpha()
        self.second_stage = False

        img = pygame.image.load('data/img/fire.png').convert_alpha()
        self.fire = PygAnimation([[
            img.subsurface(img.get_width() // 10 * x,
                           img.get_height() // 6 * y,
                           img.get_width() // 10,
                           img.get_height() // 6), 10
        ] for y in range(0, 6) for x in range(0, 10)])
        self.fire.play()

        self.rcs = PygAnimation([[
            pygame.transform.scale(
                img.subsurface(img.get_width() // 10 * x,
                               img.get_height() // 6 * y,
                               img.get_width() // 10,
                               img.get_height() // 6), (10, 10)), 10
        ] for y in range(0, 6) for x in range(0, 10)])
        self.rcs.play()
        self.rcsMode = 0

    def draw(self, window):
        if self.up and (self.fuel > 0):
            img = pygame.transform.rotate(self.fire.getCurrentFrame(),
                                          270 - self.angle)
            window.blit(
                img,
                Camera.get_pos(
                    self.x - img.get_width() / 2 -
                    25 * cos(radians(self.angle)), self.y -
                    img.get_height() / 2 - 25 * sin(radians(self.angle))))
        if self.left or self.right:
            if self.left:
                img = pygame.transform.rotate(self.rcs.getCurrentFrame(),
                                              -self.angle)
                x = self.x - img.get_width() / 2 + 12 * cos(
                    radians(self.angle + 90))
                y = self.y - img.get_height() / 2 + 12 * sin(
                    radians(self.angle + 90))
                x += 2.5 * cos(radians(self.angle))
                y += 2.5 * sin(radians(self.angle))
            elif self.right:
                img = pygame.transform.rotate(self.rcs.getCurrentFrame(),
                                              180 - self.angle)
                x = self.x - img.get_width() / 2 + 12 * cos(
                    radians(self.angle - 90))
                y = self.y - img.get_height() / 2 + 12 * sin(
                    radians(self.angle - 90))
                x += 5 * cos(radians(self.angle))
                y += 5 * sin(radians(self.angle))
            window.blit(img, Camera.get_pos(x, y))

        img = pygame.transform.rotate(self.image, 270 - self.angle)
        pygame.draw.line(
            window, (255, 0, 255), Camera.get_pos(self.x, self.y),
            Camera.get_pos(self.x + self.dx * 5, self.y + self.dy * 5))
        window.blit(
            img,
            Camera.get_pos(self.x - img.get_width() / 2,
                           self.y - img.get_height() / 2))

    def render(self):
        def distance(angle):
            v1 = self.dx, self.dy
            v2 = cos(angle), sin(angle)
            a = atan2(v1[0] * v2[1] - v1[1] * v2[0],
                      v1[0] * v2[0] + v1[1] * v2[1])
            return a

        # RCS Mode
        if self.rcsMode == 1:
            # Stabilization
            self.left = self.right = False
            if self.da > .1:
                self.left = True
            elif self.da < -.1:
                self.right = True
            else:
                if abs(self.da) < .8:
                    self.da = 0
        elif self.rcsMode == 2 or self.rcsMode == 3:
            if self.rcsMode == 2:
                # Prograde
                diff = distance(radians(self.angle))
            elif self.rcsMode == 3:
                # Retrograde
                diff = distance(radians(self.angle) + pi)

            self.left = self.right = False
            if diff > .1:
                if self.da > -1:
                    self.left = True
            elif diff < -.1:
                if self.da < 1:
                    self.right = True
            else:
                if abs(self.da) < 1:
                    self.da = 0

        super().render()