You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
270 lines
8.7 KiB
270 lines
8.7 KiB
__author__ = 'marble_xu'
|
|
|
|
import pygame as pg
|
|
from .. import tool
|
|
from .. import constants as c
|
|
|
|
class Bullet(pg.sprite.Sprite):
|
|
def __init__(self, x, y, name, damage, ice):
|
|
pg.sprite.Sprite.__init__(self)
|
|
|
|
self.name = name
|
|
self.frames = []
|
|
self.frame_index = 0
|
|
self.load_images()
|
|
self.image = self.frames[self.frame_index]
|
|
self.rect = self.image.get_rect()
|
|
self.rect.x = x - 40
|
|
self.rect.y = y
|
|
self.x_vel = 4
|
|
self.damage = damage
|
|
self.ice = ice
|
|
self.state = c.FLY
|
|
self.current_time = 0
|
|
|
|
def loadFrames(self, frames, name):
|
|
frame_list = tool.GFX[name]
|
|
rect = frame_list[0].get_rect()
|
|
width, height = rect.w, rect.h
|
|
|
|
for frame in frame_list:
|
|
frames.append(tool.get_image(frame, 0, 0, width, height))
|
|
|
|
def load_images(self):
|
|
self.fly_frames = []
|
|
self.explode_frames = []
|
|
|
|
fly_name = self.name
|
|
explode_name = 'PeaNormalExplode'
|
|
|
|
self.loadFrames(self.fly_frames, fly_name)
|
|
self.loadFrames(self.explode_frames, explode_name)
|
|
|
|
self.frames = self.fly_frames
|
|
|
|
def update(self, game_info):
|
|
self.current_time = game_info[c.CURRENT_TIME]
|
|
if self.state == c.FLY:
|
|
self.rect.x += self.x_vel
|
|
if self.rect.x > c.SCREEN_WIDTH:
|
|
self.kill()
|
|
elif self.state == c.EXPLODE:
|
|
if(self.current_time - self.explode_timer) > 500:
|
|
self.kill()
|
|
|
|
def setExplode(self):
|
|
self.state = c.EXPLODE
|
|
self.explode_timer = self.current_time
|
|
self.frames = self.explode_frames
|
|
self.image = self.frames[self.frame_index]
|
|
|
|
def draw(self, surface):
|
|
surface.blit(self.image, self.rect)
|
|
|
|
class Plant(pg.sprite.Sprite):
|
|
def __init__(self, x, y, name, health, bullet_group, scale=1):
|
|
pg.sprite.Sprite.__init__(self)
|
|
|
|
self.frames = []
|
|
self.frame_index = 0
|
|
self.loadFrames(self.frames, name, scale)
|
|
self.frame_num = len(self.frames)
|
|
self.image = self.frames[self.frame_index]
|
|
self.rect = self.image.get_rect()
|
|
self.rect.centerx = x
|
|
self.rect.bottom = y
|
|
|
|
self.name = name
|
|
self.health = health
|
|
self.state = c.IDLE
|
|
self.bullet_group = bullet_group
|
|
self.animate_timer = 0
|
|
|
|
def loadFrames(self, frames, name, scale):
|
|
frame_list = tool.GFX[name]
|
|
rect = frame_list[0].get_rect()
|
|
width, height = rect.w, rect.h
|
|
|
|
for frame in frame_list:
|
|
frames.append(tool.get_image(frame, 0, 0, width, height, c.BLACK, scale))
|
|
|
|
def update(self, game_info):
|
|
self.current_time = game_info[c.CURRENT_TIME]
|
|
self.handleState()
|
|
self.animation()
|
|
|
|
def handleState(self):
|
|
if self.state == c.IDLE:
|
|
self.idling()
|
|
elif self.state == c.ATTACK:
|
|
self.attacking()
|
|
elif self.state == c.ATTACKED:
|
|
self.attacked()
|
|
|
|
def idling(self):
|
|
pass
|
|
|
|
def attacking(self):
|
|
pass
|
|
|
|
def attacked(self):
|
|
self.attacking()
|
|
|
|
def animation(self):
|
|
if (self.current_time - self.animate_timer) > 100:
|
|
self.frame_index += 1
|
|
if self.frame_index >= self.frame_num:
|
|
self.frame_index = 0
|
|
self.animate_timer = self.current_time
|
|
|
|
self.image = self.frames[self.frame_index]
|
|
|
|
def setAttack(self):
|
|
pass
|
|
|
|
def setIdle(self):
|
|
self.state = c.IDLE
|
|
|
|
def setAttacked(self):
|
|
self.state = c.ATTACKED
|
|
self.frame_index = 0
|
|
|
|
def setDamage(self, damage):
|
|
self.health -= damage
|
|
|
|
class Sun(Plant):
|
|
def __init__(self, x, y, dest_x, dest_y):
|
|
Plant.__init__(self, x, y, c.SUN, 0, None, 0.9)
|
|
self.move_speed = 1
|
|
self.dest_x = dest_x
|
|
self.dest_y = dest_y
|
|
self.die_timer = 0
|
|
|
|
def handleState(self):
|
|
if self.rect.centerx != self.dest_x:
|
|
self.rect.centerx += self.move_speed if self.rect.centerx < self.dest_x else -self.move_speed
|
|
if self.rect.bottom != self.dest_y:
|
|
self.rect.bottom += self.move_speed if self.rect.bottom < self.dest_y else -self.move_speed
|
|
|
|
if self.rect.centerx == self.dest_x and self.rect.bottom == self.dest_y:
|
|
if self.die_timer == 0:
|
|
self.die_timer = self.current_time
|
|
elif(self.current_time - self.die_timer) > c.SUN_LIVE_TIME:
|
|
self.state = c.DIE
|
|
self.kill()
|
|
|
|
def checkCollision(self, x, y):
|
|
if self.state == c.DIE:
|
|
return False
|
|
if(x >= self.rect.x and x <= self.rect.right and
|
|
y >= self.rect.y and y <= self.rect.bottom):
|
|
self.state = c.DIE
|
|
self.kill()
|
|
return True
|
|
return False
|
|
|
|
class SunFlower(Plant):
|
|
def __init__(self, x, y, sun_group):
|
|
Plant.__init__(self, x, y, c.SUNFLOWER, c.PLANT_HEALTH, None)
|
|
self.sun_timer = 0
|
|
self.sun_group = sun_group
|
|
|
|
def idling(self):
|
|
if self.sun_timer == 0:
|
|
self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000)
|
|
elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL:
|
|
self.sun_group.add(Sun(self.rect.centerx, self.rect.bottom, self.rect.right, self.rect.bottom + self.rect.h // 2))
|
|
self.sun_timer = self.current_time
|
|
|
|
class PeaShooter(Plant):
|
|
def __init__(self, x, y, bullet_group):
|
|
Plant.__init__(self, x, y, c.PEASHOOTER, c.PLANT_HEALTH, bullet_group)
|
|
self.shoot_timer = 0
|
|
|
|
def attacking(self):
|
|
if (self.current_time - self.shoot_timer) > 2000:
|
|
self.bullet_group.add(Bullet(self.rect.right, self.rect.y, c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, False))
|
|
self.shoot_timer = self.current_time
|
|
|
|
def setAttack(self):
|
|
self.state = c.ATTACK
|
|
|
|
class SnowPeaShooter(Plant):
|
|
def __init__(self, x, y, bullet_group):
|
|
Plant.__init__(self, x, y, c.SNOWPEASHOOTER, c.PLANT_HEALTH, bullet_group)
|
|
self.shoot_timer = 0
|
|
|
|
def attacking(self):
|
|
if (self.current_time - self.shoot_timer) > 2000:
|
|
self.bullet_group.add(Bullet(self.rect.right, self.rect.y, c.BULLET_PEA_ICE, c.BULLET_DAMAGE_NORMAL, True))
|
|
self.shoot_timer = self.current_time
|
|
|
|
def setAttack(self):
|
|
self.state = c.ATTACK
|
|
|
|
class WallNut(Plant):
|
|
def __init__(self, x, y):
|
|
Plant.__init__(self, x, y, c.WALLNUT, c.WALLNUT_HEALTH, None)
|
|
self.load_images()
|
|
self.cracked1 = False
|
|
self.cracked2 = False
|
|
|
|
def load_images(self):
|
|
self.cracked1_frames = []
|
|
self.cracked2_frames = []
|
|
|
|
cracked1_frames_name = self.name + '_cracked1'
|
|
cracked2_frames_name = self.name + '_cracked2'
|
|
|
|
self.loadFrames(self.cracked1_frames, cracked1_frames_name, 1)
|
|
self.loadFrames(self.cracked2_frames, cracked2_frames_name, 1)
|
|
|
|
def attacked(self):
|
|
if not self.cracked1 and self.health <= c.WALLNUT_CRACKED1_HEALTH:
|
|
self.frames = self.cracked1_frames
|
|
self.frame_num = len(self.frames)
|
|
self.frame_index = 0
|
|
self.cracked1 = True
|
|
elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH:
|
|
self.frames = self.cracked2_frames
|
|
self.frame_num = len(self.frames)
|
|
self.frame_index = 0
|
|
self.cracked2 = True
|
|
|
|
class CherryBomb(Plant):
|
|
def __init__(self, x, y):
|
|
Plant.__init__(self, x, y, c.CHERRYBOMB, c.WALLNUT_HEALTH, None)
|
|
self.state = c.ATTACK
|
|
self.start_boom = False
|
|
self.bomb_timer = 0
|
|
|
|
def setBoom(self):
|
|
frame = tool.GFX[c.CHERRY_BOOM_IMAGE]
|
|
rect = frame.get_rect()
|
|
width, height = rect.w, rect.h
|
|
|
|
old_rect = self.rect
|
|
image = tool.get_image(frame, 0, 0, width, height, c.BLACK, 1)
|
|
self.image = image
|
|
self.rect = image.get_rect()
|
|
self.rect.centerx = old_rect.centerx
|
|
self.rect.centery = old_rect.centery
|
|
self.start_boom = True
|
|
|
|
def animation(self):
|
|
if self.start_boom:
|
|
if self.bomb_timer == 0:
|
|
self.bomb_timer = self.current_time
|
|
elif(self.current_time - self.bomb_timer) > 500:
|
|
self.health = 0
|
|
else:
|
|
if (self.current_time - self.animate_timer) > 100:
|
|
self.frame_index += 1
|
|
if self.frame_index >= self.frame_num:
|
|
self.setBoom()
|
|
return
|
|
self.animate_timer = self.current_time
|
|
|
|
self.image = self.frames[self.frame_index]
|
|
|