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class_16/source/component/zombie.py

414 lines
14 KiB

__author__ = 'marble_xu'
import pygame as pg
from .. import tool
from .. import constants as c
class Zombie(pg.sprite.Sprite):
def __init__(self, x, y, name, health, head_group=None, damage=1):
pg.sprite.Sprite.__init__(self)
self.name = name
self.frames = []
self.frame_index = 0
self.loadImages()
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.health = health
self.damage = damage
self.dead = False
self.losHead = False
self.helmet = False
self.head_group = head_group
self.walk_timer = 0
self.animate_timer = 0
self.attack_timer = 0
self.state = c.WALK
self.animate_interval = 150
self.ice_slow_ratio = 1
self.ice_slow_timer = 0
self.hit_timer = 0
self.speed = 1
self.freeze_timer = 0
self.is_hypno = False # the zombie is hypo and attack other zombies when it ate a HypnoShroom
def loadFrames(self, frames, name, image_x, colorkey=c.BLACK):
frame_list = tool.GFX[name]
rect = frame_list[0].get_rect()
width, height = rect.w, rect.h
width -= image_x
for frame in frame_list:
frames.append(tool.get_image(frame, image_x, 0, width, height, colorkey))
def update(self, game_info):
self.current_time = game_info[c.CURRENT_TIME]
self.handleState()
self.updateIceSlow()
self.animation()
def handleState(self):
if self.state == c.WALK:
self.walking()
elif self.state == c.ATTACK:
self.attacking()
elif self.state == c.DIE:
self.dying()
elif self.state == c.FREEZE:
self.freezing()
def walking(self):
if self.health <= 0:
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
self.changeFrames(self.losthead_walk_frames)
self.setLostHead()
elif self.health <= c.NORMAL_HEALTH and self.helmet:
self.changeFrames(self.walk_frames)
self.helmet = False
if self.name == c.NEWSPAPER_ZOMBIE:
self.speed = 2
if (self.current_time - self.walk_timer) > (c.ZOMBIE_WALK_INTERVAL * self.getTimeRatio()):
self.walk_timer = self.current_time
if self.is_hypno:
self.rect.x += self.speed
else:
self.rect.x -= self.speed
def attacking(self):
if self.health <= 0:
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
self.changeFrames(self.losthead_attack_frames)
self.setLostHead()
elif self.health <= c.NORMAL_HEALTH and self.helmet:
self.changeFrames(self.attack_frames)
self.helmet = False
if (self.current_time - self.attack_timer) > (c.ATTACK_INTERVAL * self.getTimeRatio()):
if self.prey.health > 0:
if self.prey_is_plant:
self.prey.setDamage(self.damage, self)
else:
self.prey.setDamage(self.damage)
self.attack_timer = self.current_time
if self.prey.health <= 0:
self.prey = None
self.setWalk()
def dying(self):
pass
def freezing(self):
if self.health <= 0:
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
if self.old_state == c.WALK:
self.changeFrames(self.losthead_walk_frames)
else:
self.changeFrames(self.losthead_attack_frames)
self.setLostHead()
if (self.current_time - self.freeze_timer) > c.FREEZE_TIME:
self.setWalk()
def setLostHead(self):
self.losHead = True
if self.head_group is not None:
self.head_group.add(ZombieHead(self.rect.centerx, self.rect.bottom))
def changeFrames(self, frames):
'''change image frames and modify rect position'''
self.frames = frames
self.frame_num = len(self.frames)
self.frame_index = 0
bottom = self.rect.bottom
centerx = self.rect.centerx
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.centerx = centerx
def animation(self):
if self.state == c.FREEZE:
self.image.set_alpha(192)
return
if (self.current_time - self.animate_timer) > (self.animate_interval * self.getTimeRatio()):
self.frame_index += 1
if self.frame_index >= self.frame_num:
if self.state == c.DIE:
self.kill()
return
self.frame_index = 0
self.animate_timer = self.current_time
self.image = self.frames[self.frame_index]
if self.is_hypno:
self.image = pg.transform.flip(self.image, True, False)
if(self.current_time - self.hit_timer) >= 200:
self.image.set_alpha(255)
else:
self.image.set_alpha(192)
def getTimeRatio(self):
return self.ice_slow_ratio
def setIceSlow(self):
'''when get a ice bullet damage, slow the attack or walk speed of the zombie'''
self.ice_slow_timer = self.current_time
self.ice_slow_ratio = 2
def updateIceSlow(self):
if self.ice_slow_ratio > 1:
if (self.current_time - self.ice_slow_timer) > c.ICE_SLOW_TIME:
self.ice_slow_ratio = 1
def setDamage(self, damage, ice=False):
self.health -= damage
self.hit_timer = self.current_time
if ice:
self.setIceSlow()
def setWalk(self):
self.state = c.WALK
self.animate_interval = 150
if self.helmet:
self.changeFrames(self.helmet_walk_frames)
elif self.losHead:
self.changeFrames(self.losthead_walk_frames)
else:
self.changeFrames(self.walk_frames)
def setAttack(self, prey, is_plant=True):
self.prey = prey # prey can be plant or other zombies
self.prey_is_plant = is_plant
self.state = c.ATTACK
self.attack_timer = self.current_time
self.animate_interval = 100
if self.helmet:
self.changeFrames(self.helmet_attack_frames)
elif self.losHead:
self.changeFrames(self.losthead_attack_frames)
else:
self.changeFrames(self.attack_frames)
def setDie(self):
self.state = c.DIE
self.animate_interval = 200
self.changeFrames(self.die_frames)
def setBoomDie(self):
self.state = c.DIE
self.animate_interval = 200
self.changeFrames(self.boomdie_frames)
def setFreeze(self, ice_trap_image):
self.old_state = self.state
self.state = c.FREEZE
self.freeze_timer = self.current_time
self.ice_trap_image = ice_trap_image
self.ice_trap_rect = ice_trap_image.get_rect()
self.ice_trap_rect.centerx = self.rect.centerx
self.ice_trap_rect.bottom = self.rect.bottom
def drawFreezeTrap(self, surface):
if self.state == c.FREEZE:
surface.blit(self.ice_trap_image, self.ice_trap_rect)
def setHypno(self):
self.is_hypno = True
self.setWalk()
class ZombieHead(Zombie):
def __init__(self, x, y):
Zombie.__init__(self, x, y, c.ZOMBIE_HEAD, 0)
self.state = c.DIE
def loadImages(self):
self.die_frames = []
die_name = self.name
self.loadFrames(self.die_frames, die_name, 0)
self.frames = self.die_frames
def setWalk(self):
self.animate_interval = 100
class NormalZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.NORMAL_ZOMBIE, c.NORMAL_HEALTH, head_group)
def loadImages(self):
self.walk_frames = []
self.attack_frames = []
self.losthead_walk_frames = []
self.losthead_attack_frames = []
self.die_frames = []
self.boomdie_frames = []
walk_name = self.name
attack_name = self.name + 'Attack'
losthead_walk_name = self.name + 'LostHead'
losthead_attack_name = self.name + 'LostHeadAttack'
die_name = self.name + 'Die'
boomdie_name = c.BOOMDIE
frame_list = [self.walk_frames, self.attack_frames, self.losthead_walk_frames,
self.losthead_attack_frames, self.die_frames, self.boomdie_frames]
name_list = [walk_name, attack_name, losthead_walk_name,
losthead_attack_name, die_name, boomdie_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, tool.ZOMBIE_RECT[name]['x'])
self.frames = self.walk_frames
class ConeHeadZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.CONEHEAD_ZOMBIE, c.CONEHEAD_HEALTH, head_group)
self.helmet = True
def loadImages(self):
self.helmet_walk_frames = []
self.helmet_attack_frames = []
self.walk_frames = []
self.attack_frames = []
self.losthead_walk_frames = []
self.losthead_attack_frames = []
self.die_frames = []
self.boomdie_frames = []
helmet_walk_name = self.name
helmet_attack_name = self.name + 'Attack'
walk_name = c.NORMAL_ZOMBIE
attack_name = c.NORMAL_ZOMBIE + 'Attack'
losthead_walk_name = c.NORMAL_ZOMBIE + 'LostHead'
losthead_attack_name = c.NORMAL_ZOMBIE + 'LostHeadAttack'
die_name = c.NORMAL_ZOMBIE + 'Die'
boomdie_name = c.BOOMDIE
frame_list = [self.helmet_walk_frames, self.helmet_attack_frames,
self.walk_frames, self.attack_frames, self.losthead_walk_frames,
self.losthead_attack_frames, self.die_frames, self.boomdie_frames]
name_list = [helmet_walk_name, helmet_attack_name,
walk_name, attack_name, losthead_walk_name,
losthead_attack_name, die_name, boomdie_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, tool.ZOMBIE_RECT[name]['x'])
self.frames = self.helmet_walk_frames
class BucketHeadZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.BUCKETHEAD_ZOMBIE, c.BUCKETHEAD_HEALTH, head_group)
self.helmet = True
def loadImages(self):
self.helmet_walk_frames = []
self.helmet_attack_frames = []
self.walk_frames = []
self.attack_frames = []
self.losthead_walk_frames = []
self.losthead_attack_frames = []
self.die_frames = []
self.boomdie_frames = []
helmet_walk_name = self.name
helmet_attack_name = self.name + 'Attack'
walk_name = c.NORMAL_ZOMBIE
attack_name = c.NORMAL_ZOMBIE + 'Attack'
losthead_walk_name = c.NORMAL_ZOMBIE + 'LostHead'
losthead_attack_name = c.NORMAL_ZOMBIE + 'LostHeadAttack'
die_name = c.NORMAL_ZOMBIE + 'Die'
boomdie_name = c.BOOMDIE
frame_list = [self.helmet_walk_frames, self.helmet_attack_frames,
self.walk_frames, self.attack_frames, self.losthead_walk_frames,
self.losthead_attack_frames, self.die_frames, self.boomdie_frames]
name_list = [helmet_walk_name, helmet_attack_name,
walk_name, attack_name, losthead_walk_name,
losthead_attack_name, die_name, boomdie_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, tool.ZOMBIE_RECT[name]['x'])
self.frames = self.helmet_walk_frames
class FlagZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.FLAG_ZOMBIE, c.FLAG_HEALTH, head_group)
def loadImages(self):
self.walk_frames = []
self.attack_frames = []
self.losthead_walk_frames = []
self.losthead_attack_frames = []
self.die_frames = []
self.boomdie_frames = []
walk_name = self.name
attack_name = self.name + 'Attack'
losthead_walk_name = self.name + 'LostHead'
losthead_attack_name = self.name + 'LostHeadAttack'
die_name = c.NORMAL_ZOMBIE + 'Die'
boomdie_name = c.BOOMDIE
frame_list = [self.walk_frames, self.attack_frames, self.losthead_walk_frames,
self.losthead_attack_frames, self.die_frames, self.boomdie_frames]
name_list = [walk_name, attack_name, losthead_walk_name,
losthead_attack_name, die_name, boomdie_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, tool.ZOMBIE_RECT[name]['x'])
self.frames = self.walk_frames
class NewspaperZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.NEWSPAPER_ZOMBIE, c.NEWSPAPER_HEALTH, head_group)
self.helmet = True
def loadImages(self):
self.helmet_walk_frames = []
self.helmet_attack_frames = []
self.walk_frames = []
self.attack_frames = []
self.losthead_walk_frames = []
self.losthead_attack_frames = []
self.die_frames = []
self.boomdie_frames = []
helmet_walk_name = self.name
helmet_attack_name = self.name + 'Attack'
walk_name = self.name + 'NoPaper'
attack_name = self.name + 'NoPaperAttack'
losthead_walk_name = self.name + 'LostHead'
losthead_attack_name = self.name + 'LostHeadAttack'
die_name = self.name + 'Die'
boomdie_name = c.BOOMDIE
frame_list = [self.helmet_walk_frames, self.helmet_attack_frames,
self.walk_frames, self.attack_frames, self.losthead_walk_frames,
self.losthead_attack_frames, self.die_frames, self.boomdie_frames]
name_list = [helmet_walk_name, helmet_attack_name,
walk_name, attack_name, losthead_walk_name,
losthead_attack_name, die_name, boomdie_name]
for i, name in enumerate(name_list):
if name == c.BOOMDIE:
color = c.BLACK
else:
color = c.WHITE
self.loadFrames(frame_list[i], name, tool.ZOMBIE_RECT[name]['x'], color)
self.frames = self.helmet_walk_frames