Overflown/gamedata/objects/ingame/ennemies/squid.py

75 lines
2.1 KiB
Python

from gamedata.objects.ingame.ennemies.ennemy import Ennemy
class Squid(Ennemy):
def __init__(self,*args):
super().__init__(*args)
self.sprites = self.game.getSpriteDir("squid/")
self.sprite = self.sprites[0]
self.deadsprite = self.game.sprite_lib["squid/death.png"]
self.rect[2],self.rect[3] = self.deadsprite.get_size()
self.flip = False
self.speed = 40
self.spriteindex = 0
self.respawn = False
self.fallingway = 1 # Horizontal flip
# Offset it correctly
self.rect[1] += 8-self.rect[3]/2
self.collisions = False
# Movement boundaries
if self.nodes:
self.endpoints = [x["y"] for x in self.nodes[:2]] # Get only the two first y positions
self.endpoints.sort()
else:
self.endpoints = None
self.game.globals["totaltrashes"]+=1
def deadtrigger(self):
self.game.globals["trashes"]+=1
def step(self):
if not self.dead:
# Flipping horizontally
if self.endpoints:
if self.rect.center[1]<self.endpoints[0]:
self.fallingway = 1
if self.rect.center[1]>self.endpoints[1]:
self.fallingway = -1
speedmult = [0.5,0,2][int(self.spriteindex)%len(self.sprites)]
if self.fallingway<0:
self.verspd = self.speed*self.game.dt*speedmult*-1
else:
self.verspd += self.speed*self.game.dt/10
self.spriteindex += self.speed*self.game.dt*0.15
if self.player:
self.flip = self.player.rect.center[0]>self.rect.center[0]
super().step() # Actually move
def draw(self):
if not self.dead:
self.sprite = self.sprites[int(self.spriteindex)%len(self.sprites)]
if self.fallingway>0:
self.sprite = self.sprites[1]
sprite = self.game.pygame.transform.flip(self.sprite,self.flip,False)
self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])