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Entities.py
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Entities.py
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__author__ = 'NoNotCar'
from Img import img2, img32, imgstrip, imgstrip2
from random import choice, randint, shuffle
import pygame, math
pi=math.pi
tau=2*pi
right=pi/2
def iround(fl):
return int(round(fl))
class Path(object):
def __init__(self, path):
self.path = path
def get_score(self, end):
return len(self.path) + abs(self.path[-1][0] - end[0]) + abs(self.path[-1][1] - end[1])
def extend(self, paths, world):
for dire in [(0, 1), (1, 0), (0, -1), (-1, 0)]:
tx, ty = self.path[-1][0] + dire[0], self.path[-1][1] + dire[1]
gpaths = []
for path in paths:
gpaths.extend(path.path)
if world.is_clear(tx, ty) and (tx, ty) not in gpaths:
paths.append(Path(self.path + [(tx, ty)]))
paths.remove(self)
def next(self):
dx, dy = self.path[1][0] - self.path[0][0], self.path[1][1] - self.path[0][1]
self.path.pop(0)
return dx, dy
class Entity(object):
# Anything that can move
solid = True
name = "Entity"
hidden = False
xoff = 0
yoff = 0
speed = 0
moving = False
pathfollowing = False
path = None
img = None
enemy = True
orect = pygame.Rect(0, 0, 32, 32)
denemy = False
powerup = False
pushable = False
dx = 0
dy = 0
ignore = False
sticky = False
darkresist = False
hp = 0
invtime = 0
invoverride=20
def __init__(self, x, y):
self.x = x
self.y = y
def get_img(self):
return self.img
def update(self, world, events):
pass
def mupdate(self, world):
if self.xoff > 0:
self.xoff -= self.speed
elif self.xoff < 0:
self.xoff += self.speed
if self.yoff > 0:
self.yoff -= self.speed
elif self.yoff < 0:
self.yoff += self.speed
if abs(self.xoff) < self.speed and abs(self.yoff) < self.speed and self.moving:
self.xoff = 0
self.yoff = 0
self.moving = False
if not (self.ignore or self.sticky) and world.get_tile(self.x, self.y).slippery:
self.move(self.dx, self.dy, self.speed, world)
self.pathfollowing = False
if self.pathfollowing:
if len(self.path.path) > 1:
dx, dy = self.path.next()
if not self.move(dx, dy, self.speed, world):
self.pathfollowing = False
self.path = None
else:
self.pathfollowing = False
self.path = None
def rerect(self):
self.rect = pygame.Rect(self.x * 32 + self.xoff + self.orect.left, self.y * 32 + self.yoff + self.orect.top,
self.orect.width, self.orect.height)
def pathfind(self, end, world):
if end == (self.x, self.y):
return True
else:
paths = [Path([(self.x, self.y)])]
while not len([p for p in paths if p.path[-1] == end]):
if len(paths) == 0:
return False
bpaths = []
bscore = None
for path in paths:
if bscore is None:
bscore = path.get_score(end)
bpaths.append(path)
elif bscore > path.get_score(end):
bscore = path.get_score(end)
bpaths = [path]
elif bscore == path.get_score(end):
bpaths.append(path)
if len(bpaths) != 1:
blen = max([len(b.path) for b in bpaths])
bpath = choice([bp for bp in bpaths if len(bp.path) == blen])
else:
bpath = bpaths[0]
bpath.extend(paths, world)
self.pathfollowing = True
self.path = [p for p in paths if p.path[-1] == end][0]
dx, dy = self.path.next()
self.move(dx, dy, self.speed, world, True, False)
def move(self, dx, dy, s, world, ignoreobs=False):
self.ignore = ignoreobs
if not self.moving:
tx = self.x + dx
ty = self.y + dy
if ignoreobs or world.is_clear(tx, ty, self):
self.x = tx
self.y = ty
self.moving = True
self.speed = s
self.xoff = -dx * 32
self.yoff = -dy * 32
self.dx = dx
self.dy = dy
return True
elif self in world.ps:
pent = world.get_ent(tx, ty)
if pent and pent.pushable and pent.move(dx, dy, s, world):
self.x = tx
self.y = ty
self.moving = True
self.speed = s
self.xoff = -dx * 32
self.yoff = -dy * 32
self.dx = dx
self.dy = dy
return True
def place(self, x, y):
self.x = x
self.y = y
self.xoff=0
self.yoff=0
self.moving=False
def aplace(self, ax, ay):
self.x = int(ax // 32)
self.y = int(ay // 32)
self.xoff = int(round(ax % 32))
self.yoff = int(round(ay % 32))
if self.xoff >= 16:
self.xoff-=32
self.x += 1
if self.yoff >= 16:
self.yoff-=32
self.y += 1
class Player(Entity):
orect = pygame.Rect(10, 2, 12, 28)
kconv = {pygame.K_w: (0, -1), pygame.K_s: (0, 1), pygame.K_a: (-1, 0), pygame.K_d: (1, 0)}
enemy = False
bombs = 1
rng = 2
pen = False
dy = 1
iconv = {(0, -1): img2("Men/Man2u"), (0, 1): img2("Men/Man2"), (1, 0): img2("Men/Man2r"),
(-1, 0): img2("Men/Man2l")}
ms = 2
akey = pygame.K_UP
rd = False
detonate = False
def update(self, world, events):
if self.hidden:
self.hidden=False
if self.detonate:
self.detonate = False
if world.akey == self.akey:
keys = pygame.key.get_pressed()
for k, v in self.kconv.iteritems():
if keys[k] and self.move(v[0], v[1], self.ms, world):
break
for e in events:
if e.type == pygame.KEYDOWN and e.key == pygame.K_SPACE and self.bombs:
for e in world.get_ents(self.x,self.y):
if e.name=="Bomb":
break
else:
world.e.append(
Bomb(iround((self.x * 32 + self.xoff) / 32.0), iround((self.y * 32 + self.yoff) / 32.0),
self.rng,
self))
self.bombs -= 1
elif e.type == pygame.KEYDOWN and e.key == pygame.K_LSHIFT and self.rd:
self.detonate = True
if not self.moving:
tile = world.t[self.x][self.y]
if tile == 2:
world.done = True
elif tile == 8:
world.done = True
world.exitcode = "SECRET"
elif tile == 9:
world.done = True
world.exitcode = "WARP"
def get_img(self):
return self.iconv[(self.dx, self.dy)]
class SmallPlayer(Player):
orect = pygame.Rect(12, 4, 8, 24)
rng = 1
ms = 4
iconv = {(0, -1): img2("Men/SManu"), (0, 1): img2("Men/SMan"), (1, 0): img2("Men/SManr"),
(-1, 0): img2("Men/SManl")}
akey = pygame.K_DOWN
class FatPlayer(Player):
orect = pygame.Rect(8, 2, 16, 28)
rng = 2
bombs = 2
ms = 1.5
pen = True
sticky = True
akey = pygame.K_LEFT
iconv = {(0, -1): img2("Men/FManu"), (0, 1): img2("Men/FMan"), (1, 0): img2("Men/FManr"),
(-1, 0): img2("Men/FManl")}
class ThinPlayer(Player):
orect = pygame.Rect(12, 2, 8, 28)
rng = 3
rd = True
akey = pygame.K_RIGHT
iconv = {(0, -1): img2("Men/TManu"), (0, 1): img2("Men/TMan"), (1, 0): img2("Men/TManr"),
(-1, 0): img2("Men/TManl")}
class Ghost(Entity):
imgs = imgstrip("Ghost")
img = imgs[0]
anitick = 0
orect = pygame.Rect(8, 14, 16, 12)
def update(self, world, events):
if self.anitick == 31:
self.anitick = 0
p = world.get_p(self.x, self.y)
if p.x < self.x:
self.move(-1, 0, 1, world)
elif p.x > self.x:
self.move(1, 0, 1, world)
elif p.y > self.y:
self.move(0, 1, 1, world)
elif p.y < self.y:
self.move(0, -1, 1, world)
else:
self.anitick += 1
self.img = self.imgs[self.anitick // 8]
class FGhost(Entity):
imgs = imgstrip("FGhost")
img = imgs[0]
anitick = 0
orect = pygame.Rect(8, 14, 16, 12)
def update(self, world, events):
if self.anitick == 15:
self.anitick = 0
p = world.get_p(self.x, self.y)
if p.x < self.x:
self.move(-1, 0, 2, world)
elif p.x > self.x:
self.move(1, 0, 2, world)
elif p.y > self.y:
self.move(0, 1, 2, world)
elif p.y < self.y:
self.move(0, -1, 2, world)
else:
self.anitick += 1
self.img = self.imgs[self.anitick // 4]
class TGhost(Ghost):
timgs = imgstrip("TGhost")
img = timgs[0]
hp = 1
def update(self, world, events):
if self.anitick == 31:
self.anitick = 0
p = world.get_p(self.x, self.y)
if p.x < self.x:
self.move(-1, 0, 1, world)
elif p.x > self.x:
self.move(1, 0, 1, world)
elif p.y > self.y:
self.move(0, 1, 1, world)
elif p.y < self.y:
self.move(0, -1, 1, world)
else:
self.anitick += 1
if self.hp:
self.img = self.timgs[self.anitick // 8]
else:
self.img = self.imgs[self.anitick // 8]
class FireGhost(Ghost):
imgs=imgstrip("FireGhost")
img=imgs[0]
fspawn=True
def update(self, world, events):
if self.fspawn:
world.e.append(OrbitFireball(96,2,self))
self.fspawn=False
if self.anitick == 31:
self.anitick = 0
p = world.get_p(self.x, self.y)
if p.x < self.x:
self.move(-1, 0, 1, world)
elif p.x > self.x:
self.move(1, 0, 1, world)
elif p.y > self.y:
self.move(0, 1, 1, world)
elif p.y < self.y:
self.move(0, -1, 1, world)
else:
self.anitick += 1
self.img = self.imgs[self.anitick // 8]
class Thud(Entity):
imgs = imgstrip2("Thud")
img = imgs[0]
orect = pygame.Rect(8, 8, 16, 16)
motion = [0, 0]
def update(self, world, events):
if self.motion != [0, 0]:
if not self.moving and not self.move(self.motion[0], self.motion[1], 4, world):
self.motion = [0, 0]
self.img = self.imgs[0]
else:
self.img = self.imgs[1]
else:
p = world.get_p(self.x, self.y)
if p.x == self.x:
if p.y < self.y:
self.motion = [0, -1]
else:
self.motion = [0, 1]
elif p.y == self.y:
if p.x < self.x:
self.motion = [-1, 0]
else:
self.motion = [1, 0]
class Explosion(Entity):
img = img2("Exp")
pimg = img2("ExpPen")
orect = pygame.Rect(6, 6, 20, 20)
life = 20
denemy = True
darkresist = True
def __init__(self, x, y, pen):
self.place(x, y)
self.pen = pen
def update(self, world, events):
self.xoff = randint(-1, 1)
self.yoff = randint(-1, 1)
self.life -= 1
if self.life == 0:
world.e.remove(self)
def get_img(self):
return self.pimg if self.pen else self.img
class Bomb(Entity):
enemy = False
timer = 120
img = img2("Bomb")
darkresist = True
name = "Bomb"
def __init__(self, x, y, r, p=False):
self.x = x
self.y = y
self.p = p
self.r = r
self.pen = p and p.pen
self.rd = p and p.rd
def update(self, world, events):
if self.rd:
if self.p.detonate or self.timer == 1:
world.create_exp(self.x, self.y, self.r, self.pen)
world.e.remove(self)
self.p.bombs += 1
else:
self.timer -= 1
if self.timer == 0:
world.create_exp(self.x, self.y, self.r, self.pen)
world.e.remove(self)
if self.p:
self.p.bombs += 1
elif self.timer <= 30:
self.xoff = randint(-2, 2)
self.yoff = randint(-2, 2)
class RangeUp(Entity):
enemy = False
img = img32("RangeUp")
powerup = True
def collect(self, p):
p.rng += 1
class Penetrating(Entity):
enemy = False
img = img2("Pen")
powerup = True
def collect(self, p):
p.pen = True
class BombPlus(Entity):
enemy = False
img = img2("ExBomb")
powerup = True
def collect(self, p):
p.bombs += 1
class NullPower(Entity):
enemy = False
img = img2("Null")
powerup = True
def collect(self, p):
p.bombs = 0
p.rng = 0
p.pen = False
class SokoBlock(Entity):
enemy = False
img = img2("SokoBlok")
pushable = True
name = "Sokoblock"
def update(self, world, events):
if not self.moving:
if world.get_t(self.x, self.y) == 4:
world.t[self.x][self.y] = 5
world.e.remove(self)
class SokoBlokSlippy(SokoBlock):
img = img2("SokoBlokIce")
def update(self, world, events):
if not self.moving:
if world.get_t(self.x, self.y) == 4:
world.t[self.x][self.y] = 5
world.e.remove(self)
if self.dx != 0 or self.dy != 0:
if not self.move(self.dx, self.dy, self.speed, world):
self.dx = 0
self.dy = 0
class SokoBlockGoo(SokoBlock):
img = img2("SokoBlokGoo")
sticky = True
class SokoBlokGrav(SokoBlock):
imgs = imgstrip2("GraviBlok")
aimgs = imgstrip2("GraviBlokAct")
def __init__(self, x, y, d):
self.place(x, y)
self.d = d
self.gd = [(1, 0), (0, 1), (-1, 0), (0, -1)][d]
self.gdx = self.gd[0]
self.gdy = self.gd[1]
def update(self, world, events):
if not self.moving:
if world.get_t(self.x, self.y) == 4:
world.t[self.x][self.y] = 5
world.e.remove(self)
self.move(self.gdx, self.gdy, 2, world)
def get_img(self):
if self.moving and self.dx == self.gdx and self.dy == self.gdy:
return self.aimgs[self.d]
return self.imgs[self.d]
class Slime(Entity):
anitick = 0
imgs = imgstrip2("Slime")
orect = pygame.Rect(6, 10, 20, 14)
def update(self, world, events):
if self.anitick < 31:
self.anitick += 1
else:
self.anitick = 0
if not self.moving:
p = world.get_p(self.x, self.y)
if self.x == p.x:
self.move(0, 1 if self.y < p.y else -1, 2, world)
elif self.y == p.y:
self.move(1 if self.x < p.x else -1, 0, 2, world)
if not self.moving:
dirs = [[1, 0], [0, 1], [-1, 0], [0, -1]]
shuffle(dirs)
for dx, dy in dirs:
if self.move(dx, dy, 0.5, world):
break
def get_img(self):
return self.imgs[self.anitick // 8 if self.speed == 0.5 else self.anitick // 4 % 4]
class CannonBall(Entity):
img = img2("CannonBall")
orect = pygame.Rect(10, 10, 12, 12)
def __init__(self, x, y, dx):
self.dx = dx
self.place(x, y)
self.js = True
def update(self, world, events):
if not self.moving:
if not self.js and world.inworld(self.x, self.y) and world.o[self.x][self.y]:
world.e.remove(self)
elif world.inworld(self.x, self.y):
self.move(self.dx, 0, 4, world, True)
else:
world.e.remove(self)
if self.js:
self.js = False
class Fireball(Entity):
img = img2("Fireball")
orect = pygame.Rect(10, 10, 12, 12)
solid = False
darkresist = True
def __init__(self, x, y, ang, spd):
while ang < pi:
ang += 2 * pi
while ang > pi:
ang -= 2 * pi
self.place(x, y)
self.ang = ang
self.ax = x * 32
self.ay = y * 32
self.dx = spd * math.cos(ang)
self.dy = spd * math.sin(ang)
self.spd=spd
def update(self, world, events):
self.ax += self.dx
self.ay += self.dy
self.aplace(self.ax, self.ay)
if not world.inworld(self.x, self.y) or world.o[self.x][self.y]:
world.e.remove(self)
class HomingFireball(Fireball):
img = img2("HFireball")
def update(self, world, events):
self.ax += self.dx
self.ay += self.dy
self.aplace(self.ax, self.ay)
if not world.inworld(self.x, self.y) or world.o[self.x][self.y]:
world.e.remove(self)
np=world.get_p(self.x,self.y)
tang=math.atan2(np.y*32 + np.yoff - self.y*32 - self.yoff, np.x*32 + np.xoff - self.x*32 - self.xoff)
tdiff=math.fmod(tang-self.ang+pi,tau)-pi
if right>tdiff>0:
self.ang+=0.02
elif 0>tdiff>-right:
self.ang-=0.02
self.dx = self.spd * math.cos(self.ang)
self.dy = self.spd * math.sin(self.ang)
class OrbitFireball(Fireball):
hp = -1
def __init__(self, r, spd, ent):
self.ent=ent
self.ang = math.radians(randint(0,359))
self.spd = math.radians(spd)
self.r=r
self.recalc()
def update(self, world, events):
if self.ent not in world.e:
world.e.remove(self)
else:
self.recalc()
def recalc(self):
offx=self.ent.x*32+self.ent.xoff
offy=self.ent.y*32+self.ent.yoff
self.ang+=self.spd
self.ang=self.ang%(2*pi)
self.ax=self.r*math.cos(self.ang)+offx
self.ay=self.r*math.sin(self.ang)+offy
self.aplace(self.ax,self.ay)
class FireballLauncher(Entity):
img = img2("FireballL1")
aimg = img2("FireballL2")
enemy = False
fireballclass=Fireball
speed = 3
def __init__(self,x,y):
self.place(x,y)
self.tonext = randint(120, 240)
def update(self, world, events):
if self.tonext:
self.tonext -= 1
else:
self.tonext = randint(120, 240)
np = world.get_p(self.x, self.y)
ang = math.atan2(np.y*32 + np.yoff - self.y*32 - self.yoff, np.x*32 + np.xoff - self.x*32 - self.xoff)
world.e.append(self.fireballclass(self.x, self.y, ang, self.speed))
def get_img(self):
return self.img if self.tonext > 30 else self.aimg
class HFireballLauncher(FireballLauncher):
fireballclass = HomingFireball
aimg = img2("FireballL3")