from gamedata.objects.base import BaseObject import random,math class Lemming(BaseObject): def __init__(self,x,y,game,speedmargin=5): super().__init__(x,y,game,w=70,h=70) self.direction = random.randint(0,360) self.holdrect = self.rect.copy() self.holdradius = 80 self.holdrect = self.holdrect.inflate(self.holdradius,self.holdradius) self.basespeed = max(30,40+random.randint(-speedmargin,speedmargin)) # Speed that he normally walks by self.holdtimer = game.lib.Timer(2.5) # Max seconds of holding self.normalspeed = self.basespeed # Speed "objective" self.speed = 0 # Current speed, leaning towards objective speed self.selected = False # If beeing redirected self.cachedrel = [] # Storing relative movement of mouse self.cachedrelsize = 10 self.mincachedsize = 3 # Used for movement self.restx = 0 self.resty = 0 self.dusttimer = game.lib.Timer(0.7) # Sprites self.orientations = ["Right","Left","Left","Right"] self.sprites = {} for i in self.orientations: self.sprites[i] = game.getSpriteDir("lemmings/"+i+"/") self.spriteindex = 0 self.animspeed = 0.2 self.tiles = game.gameloop.findname("Tiles")[0] self.manager = game.gameloop.findname("Manager")[0] def step(self): # Depth updating based on position self.depth = 1+self.rect[1]/100 # Lean towards the normal speed if self.selected: self.normalspeed = 0 else: self.normalspeed = self.basespeed self.speed += (self.normalspeed-self.speed)*self.game.dt*3 # Getting x and y velocity diffx = math.cos(math.radians(self.direction))*self.speed diffy = math.sin(math.radians(self.direction))*self.speed self.move(diffx*self.game.dt,diffy*self.game.dt) # Spawning dust particles if being launched if self.speed > self.basespeed*1.5: if self.dusttimer.tick(self.game.dt*(self.speed/self.basespeed)**2): sprites = self.game.getSpriteDir("particles/dust/") self.game.addParticle(sprites,self.rect.center[0],self.rect.center[1]) # Mouse selection mouse=self.game.inputs["mouse"] if self.selected: # Caching mouse relative movement self.cachedrel.append(mouse["rel"]) if len(self.cachedrel)>self.cachedrelsize: self.cachedrel.pop(0) # Releasing it if mouse["click"]==0 or not self.holdrect.collidepoint(mouse["campos"]): self.launch() else: if self.holdtimer.tick(self.game.dt): self.selected = False self.holdtimer.reset() self.normalspeed = self.basespeed if self.game.inputs["mouse"]["click"]==1: if self.rect.collidepoint(mouse["campos"]): self.selected = True # Animation self.spriteindex+=self.game.dt*self.animspeed*self.speed # Check if still on ground gridx = int((self.rect.center[0]-self.tiles.rect[0])/self.tiles.cellsize) gridy = int((self.rect.center[1]-self.tiles.rect[1])/self.tiles.cellsize) dead = True if 0<=gridyself.mincachedsize: averagerel = [sum([x[i] for x in self.cachedrel])/len(self.cachedrel) for i in range(2)] self.direction = math.degrees(math.atan2(averagerel[1],averagerel[0])) self.speed = self.basespeed*4 self.cachedrel = [] self.selected = False self.holdtimer.reset() def move(self,x,y): # Remember the digits, pygame rects only move with integers velx = x+self.restx vely = y+self.resty self.restx = velx-int(velx) self.resty = vely-int(vely) self.rect[0]+=int(velx) self.rect[1]+=int(vely) self.holdrect[0]+=int(velx) self.holdrect[1]+=int(vely) def draw(self): orientation = self.orientations[int(self.direction%360/361*4)] sprites = self.sprites[orientation] self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/shadow.png"],self.rect.center[0]-self.game.globals["camerax"],self.rect.center[1]-self.game.globals["cameray"]) self.game.lib.drawcenter(self.game,sprites[int(self.spriteindex)%len(sprites)],self.rect.center[0]-self.game.globals["camerax"],self.rect.center[1]-self.game.globals["cameray"]) if self.selected: self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/selected.png"],self.rect.center[0]-self.game.globals["camerax"],self.rect.center[1]-self.game.globals["cameray"]) if self.game.globals["debug"]: s = self.game.pygame.Surface(self.rect.size) s.fill([255,0,0]) s.set_alpha(30) self.game.window.blit(s,(self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"])) s = self.game.pygame.Surface(self.holdrect.size) s.fill([0,255,0]) s.set_alpha(30) self.game.window.blit(s,(self.holdrect[0]-self.game.globals["camerax"],self.holdrect[1]-self.game.globals["cameray"]))