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entities.py
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entities.py
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import pygame, my, gameclient, random, packets, math, sound, lib.delayedfunc
from ui import label
class Entity(pygame.sprite.Sprite):
def __init__(self, game, id, nickname, tank, pos):
pygame.sprite.Sprite.__init__(self)
self.game = game
self.id = id
self.nickname = nickname
self.tank = tank
self.image = tank.image.copy()
self.rect = self.image.get_rect(bottom=pos[1])
self.rect.x = pos[0]
self.rect.y = pos[1]
self.pos = [pos[0], pos[1]]
self.velocity = pygame.Vector2((0, 0))
self.onGround = False
self.speed = tank.speed
self.health = tank.health
self.fuel = tank.fuel
self.launched = False
self.flipped = False
def checkDie(self):
if self.health <= 0:
self.game.hud.removeWidgets(self)
self.kill()
self.game.checkWinner()
return True
return False
def onEndTurn(self):
self.fuel = self.tank.fuel
self.launched = False
def collide(self, xvelocity, yvelocity):
size = self.rect.w
half_tank = self.rect.h // 2
for blockx in range(self.rect.x - size, self.rect.x + size):
for blocky in range(self.rect.y + 40, self.rect.y + 30, -1):
if blockx < 0 and xvelocity < 0:
self.rect.left = blockx
continue
elif blockx >= len(self.game.map.blocks) and xvelocity > 0:
self.rect.right = blockx - xvelocity
continue
block = self.game.map.blocks[blockx][blocky]
if block == my.BLOCK_NONE:
continue
if blockx > self.rect.x and blockx < self.rect.x + self.rect.w and blocky > self.rect.y and blocky < self.rect.y + self.rect.h:
if xvelocity > 0:
maxy = self.game.map.getMaxHeight(blockx)
if (blocky - half_tank) < maxy:
self.rect.bottom = maxy
self.rect.right = blockx
if xvelocity < 0:
maxy = self.game.map.getMaxHeight(blockx)
if (blocky - half_tank) < maxy:
self.rect.bottom = maxy
self.rect.left = blockx
if yvelocity > 0:
self.rect.bottom = blocky
self.onGround = True
self.velocity.y = 0
if yvelocity < 0:
self.rect.top = blocky
class Player(Entity):
def __init__(self, game, nickname, tank, pos):
Entity.__init__(self, game, 0, nickname, tank, pos)
self.client = gameclient.GameClient(self)
self.id = self.client.clientport
def update(self):
oldx, oldy = self.rect.x, self.rect.y
if self.game.turncontroller.check(self):
self.move()
launch = pygame.key.get_pressed()[pygame.K_SPACE] or pygame.mouse.get_pressed()[0]
if not self.launched and launch:
self.launched = True
self.tank.launch(self.pos, self)
# Move by gravity
if not self.onGround:
self.velocity += my.GRAVITY
if self.velocity.y > 100: self.velocity.y = 100
self.rect.top += self.velocity.y
self.onGround = False
self.collide(0, self.velocity.y)
self.pos = [self.rect.x, self.rect.y]
self.updateRotation()
if self.rect.x != oldx or self.rect.y != oldy:
packets.PacketMovement(self.id, self.rect.x, self.rect.y).send()
if Entity.checkDie(self):
self.onDeath()
def move(self):
pressed = pygame.key.get_pressed()
left = pressed[pygame.K_LEFT]
right = pressed[pygame.K_RIGHT]
if left or right:
self.fuel -= 1
if self.fuel <= 0:
return None
if left:
self.velocity.x = -self.speed
if right:
self.velocity.x = self.speed
if not (left or right):
self.velocity.x = 0
self.rect.left += self.velocity.x
self.collide(self.velocity.x, 0)
def updateRotation(self):
x, y = pygame.mouse.get_pos()
if x > self.rect.x and self.flipped:
self.flipped = False
self.image = pygame.transform.flip(self.image, True, False)
if x < self.rect.x and not self.flipped:
self.flipped = True
self.image = pygame.transform.flip(self.image, True, False)
def onDeath(self):
sound.play('game_over')
text = label.Text((my.SCREEN_HALF_WIDTH, my.SCREEN_HALF_HEIGHT - 50), "Você perdeu!", fontsize=30)
self.game.hud.addWidget(text)
def remove():
self.game.hud.removeWidget(text)
self.game.end()
lib.delayedfunc.DelayedFunc(lambda: remove(), 5)
class Enemy(Entity):
def __init__(self, game, tank, pos):
Entity.__init__(self, game, random.randint(0, 10000), my.NAMES[random.randint(0, len(my.NAMES)) - 1], tank, pos)
self.focusAI = None
self.flipped = False
def update(self):
oldx, oldy = self.rect.x, self.rect.y
if self.game.turncontroller.check(self):
waypoint = self.findWaypoint()
move = self.move(waypoint)
distance = math.fabs(waypoint[2])
target = waypoint[3]
targetPos = (target.pos[0], target.pos[1]-(random.uniform(1, 2) if math.fabs(distance) < 20 else distance*random.uniform(0, 2)))
self.updateRotation(False if waypoint[0] else True)
launch = not move
if not self.launched and launch:
self.launched = True
self.tank.launch(self.pos, self, targetPos)
else:
self.focusAI = None
self.launched = False
if not self.onGround:
self.velocity += my.GRAVITY
if self.velocity.y > 100: self.velocity.y = 100
self.rect.top += self.velocity.y
self.onGround = False
self.collide(0, self.velocity.y)
self.pos = [self.rect.x, self.rect.y]
if self.rect.x != oldx or self.rect.y != oldy:
packets.PacketMovement(self.id, self.rect.x, self.rect.y).send()
Entity.checkDie(self)
def updateRotation(self, direction):
if direction and self.flipped:
self.flipped = False
self.image = pygame.transform.flip(self.image, True, False)
if not direction and not self.flipped:
self.flipped = True
self.image = pygame.transform.flip(self.image, True, False)
def move(self, waypoint):
left = waypoint[0]
right = waypoint[1]
distance = waypoint[2]
if left or right:
self.fuel -= 1
if self.fuel <= 0:
return False
maxNearbyDistance = random.randint(150, 300)
""" Caso perto de 100 blocos, se afastar """
if left and distance >= -maxNearbyDistance or right and distance <= maxNearbyDistance:
left, right = right, left
""" Caso tenha passado do novo objetivo (o se afastar), parar """
if right and distance >= maxNearbyDistance or left and distance <= -maxNearbyDistance:
return False
if left:
self.velocity.x = -self.speed
if right:
self.velocity.x = self.speed
if not (left or right):
self.velocity.x = 0
self.rect.left += self.velocity.x
self.collide(self.velocity.x, 0)
def findWaypoint(self):
nearestx = self.game.width
nearestEntity = self.focusAI
if nearestEntity is None:
for entity in self.game.getLiveEntities():
if entity.id != self.id:
if math.fabs(entity.pos[0] - self.pos[0]) < math.fabs(nearestx):
nearestx = entity.pos[0] - self.pos[0]
nearestEntity = entity
self.focusAI = nearestEntity
else:
nearestx = self.focusAI.pos[0] - self.pos[0]
return (True, False, nearestx, nearestEntity) if nearestx < 0 else (False, True, nearestx, nearestEntity)