forked from ayte/PinmikPanik
213 lines
8.8 KiB
Python
213 lines
8.8 KiB
Python
from gamedata.objects.base import BaseObject
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import random,math
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class Lemming(BaseObject):
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def __init__(self,x,y,game,speedmargin=5,skin="base"):
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super().__init__(x,y,game,w=70,h=70)
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self.direction = random.randint(0,360)
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self.holdrect = self.rect.copy()
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self.holdradius = 80
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self.holdrect = self.holdrect.inflate(self.holdradius,self.holdradius)
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self.basespeed = max(20,40+random.randint(-speedmargin,speedmargin)) # Speed that he normally walks by
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self.holdtimer = game.lib.Timer(2.5) # Max seconds of holding
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self.normalspeed = self.basespeed # Speed "objective"
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self.speed = 0 # Current speed, leaning towards objective speed
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self.cooldown = False
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self.cooldowntimer = game.lib.Timer(0.5)
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self.sfx = game.getSpriteDir("sfx/pinmik/",ext=".wav",assetdir="sound_lib")
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self.sfxtimer = game.lib.Timer(15+random.random()*10)
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self.deathsfx = random.choice(game.getSpriteDir("sfx/death/",ext=".wav",assetdir="sound_lib"))
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self.handlepause = True
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self.scoreratio = 0.3
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if skin=="gold":
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self.basespeed*=1.2
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self.scoreratio*=3
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if skin=="platinum":
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self.basespeed*=1.4
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self.scoreratio*=5
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if skin=="monster":
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self.scoreratio*=6
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self.skin = skin
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self.maxhealth = 2 # Pinmiks can be attacked by the monsters
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self.health = self.maxhealth
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self.regen = 1
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self.selected = False # If beeing redirected
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self.anglemargin = 25
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# Used for movement
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self.restx = 0
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self.resty = 0
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self.dusttimer = game.lib.Timer(0.7)
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# Sprites
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self.orientations = ["Right","Left","Left","Right"]
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self.sprites = {}
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for i in self.orientations:
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self.sprites[i] = game.getSpriteDir("lemmings/"+skin+"/"+i+"/")
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self.spriteindex = 0
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self.animspeed = 0.2
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self.tiles = game.gameloop.findname("Tiles")[0]
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self.manager = game.gameloop.findname("Manager")[0]
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def step(self):
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# Depth updating based on position
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self.depth = 1+self.rect[1]/100
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# Cooldown to be relaunched
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if self.cooldown:
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if self.cooldowntimer.tick(self.game.dt):
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self.cooldown = False
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# Lean towards the normal speed
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if self.selected:
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self.normalspeed = 0
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else:
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self.normalspeed = self.basespeed
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self.speed += (self.normalspeed-self.speed)*self.game.dt*3
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# Getting x and y velocity
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diffx = math.cos(math.radians(self.direction))*self.speed
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diffy = math.sin(math.radians(self.direction))*self.speed
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self.move(diffx*self.game.dt,diffy*self.game.dt)
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self.health = min(self.maxhealth,self.health+self.regen*self.game.dt) # Regen live
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# Attacking other pinmiks
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if self.skin=="monster":
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for pinmik in self.game.gameloop.findname("Lemming"):
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if pinmik.skin!="monster":
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if self.rect.collidepoint(pinmik.rect.center):
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pinmik.health-=self.game.dt*3.5
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if self.holdrect.collidepoint(pinmik.rect.center):
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pinmik.health-=self.game.dt*2
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# Lean towards middle
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angle_to_mid = math.degrees(math.atan2(self.game.DISPLAY_HEIGHT/2-self.rect.center[1],self.game.DISPLAY_WIDTH/2-self.rect.center[0]))
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if abs(angle_to_mid-self.direction-360)<abs(angle_to_mid-self.direction):
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angle_to_mid-=360
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self.direction += (angle_to_mid-self.direction)*self.game.dt*0.5
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# Spawning dust particles if being launched
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if self.speed > self.basespeed*1.5:
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if self.dusttimer.tick(self.game.dt*(self.speed/self.basespeed)**2):
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sprites = self.game.getSpriteDir("particles/dust/")
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self.game.addParticle(sprites,self.rect.center[0],self.rect.center[1])
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# Mouse selection
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mouse=self.game.inputs["mouse"]
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if self.selected:
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# Releasing it
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if mouse["click"]==0 or not self.holdrect.collidepoint(mouse["campos"]):
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self.launch()
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self.cooldown = True
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else:
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if self.holdtimer.tick(self.game.dt):
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self.selected = False
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self.holdtimer.reset()
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self.normalspeed = self.basespeed
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if self.game.inputs["mouse"]["click"]==1 and not self.cooldown:
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if self.rect.collidepoint(mouse["campos"]):
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self.selected = True
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# Animation
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self.spriteindex+=self.game.dt*self.animspeed*self.speed
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# Check if still on ground
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gridx = int((self.rect.center[0]-self.tiles.rect[0])/self.tiles.cellsize)
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gridy = int((self.rect.center[1]-self.tiles.rect[1])/self.tiles.cellsize)
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dead = True
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if 0<=gridy<len(self.tiles.grid):
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if 0<=gridx<len(self.tiles.grid[gridy]):
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if self.tiles.grid[gridy][gridx]==1:
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dead = False
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if dead or self.health<0:
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if self.skin!="monster": # Monsters die without removing lives
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self.manager.death()
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if self.game.globals["scamerax"]*self.game.globals["scameray"]>5: # Avoiding shaking to much
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self.game.globals["scamerax"]+=1
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self.game.globals["scamerax"]+=1
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else:
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self.game.globals["scamerax"]=5
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self.game.globals["scameray"]=5
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self.game.gameloop.delid(self.id)
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# Spawn particles
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sprites = self.game.getSpriteDir("particles/dust/")
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for velx in range(-1,2):
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for vely in range(-1,2):
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self.game.addParticle(sprites,self.rect.center[0],self.rect.center[1],velx=velx/2,vely=vely/2)
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# Spawn little ghost
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sprites = self.game.getSpriteDir("particles/ghost/")
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self.game.addParticle(sprites,self.rect.center[0],self.rect.center[1],fps=2,vely=-1)
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self.deathsfx.play()
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self.game.sound_lib["sfx/death.wav"].play()
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# SFX
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if self.sfxtimer.tick(self.game.dt):
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random.choice(self.sfx).play()
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self.sfxtimer = self.game.lib.Timer(15+random.random()*10)
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def launch(self):
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# Launch itself in the mouse direction
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xdiff = self.game.inputs["mouse"]["pos"][0]-self.rect.center[0]
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ydiff = self.game.inputs["mouse"]["pos"][1]-self.rect.center[1]
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self.direction = math.degrees(math.atan2(ydiff,xdiff))+random.randint(-self.anglemargin,self.anglemargin)
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self.speed = self.basespeed*4
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self.cachedrel = []
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self.selected = False
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self.holdtimer.reset()
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self.manager.dash()
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def move(self,x,y):
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# Remember the digits, pygame rects only move with integers
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velx = x+self.restx
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vely = y+self.resty
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self.restx = velx-int(velx)
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self.resty = vely-int(vely)
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self.rect[0]+=int(velx)
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self.rect[1]+=int(vely)
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self.holdrect[0]+=int(velx)
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self.holdrect[1]+=int(vely)
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def draw(self):
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if self.skin=="monster":
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# Red aura
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self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/monster/aura.png"],self.rect.center[0],self.rect.center[1])
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# Shaking based on life
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offx,offy = 0,0
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if self.health<self.maxhealth:
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shake = (1-(self.health/self.maxhealth))*4
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offx = random.random()*shake*2-shake
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offy = random.random()*shake*2-shake
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orientation = self.orientations[int(self.direction%360/361*4)]
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sprites = self.sprites[orientation]
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self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/shadow.png"],self.rect.center[0]-self.game.globals["camerax"]+offx,self.rect.center[1]-self.game.globals["cameray"]+offy)
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self.game.lib.drawcenter(self.game,sprites[int(self.spriteindex)%len(sprites)],self.rect.center[0]-self.game.globals["camerax"]+offx,self.rect.center[1]-self.game.globals["cameray"]+offy)
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if self.selected:
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self.game.lib.drawcenter(self.game,self.game.sprite_lib["lemmings/selected.png"],self.rect.center[0]-self.game.globals["camerax"]+offx,self.rect.center[1]-self.game.globals["cameray"]+offy)
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if self.game.globals["debug"]:
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s = self.game.pygame.Surface(self.rect.size)
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s.fill([255,0,0])
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s.set_alpha(30)
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self.game.window.blit(s,(self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]))
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s = self.game.pygame.Surface(self.holdrect.size)
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s.fill([0,255,0])
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s.set_alpha(30)
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self.game.window.blit(s,(self.holdrect[0]-self.game.globals["camerax"],self.holdrect[1]-self.game.globals["cameray"]))
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