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basic_grunt.py
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basic_grunt.py
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import math
import pygame
from gameobject import GameObject
class BasicGruntProjectile(GameObject):
def __init__(self, initial_position, target_position, universe):
self.universe_ = universe
self.damage_ = 5
self.id_ = self.create_ID()
self.listeners_ = []
self.position_ = initial_position
self.size_ = 5
self.speed_ = 15
self.velocity_ = self.calculate_trajectory(initial_position,
target_position)
def calculate_trajectory(self, initial_position, target_position):
x_distance = target_position[0] - initial_position[0]
y_distance = target_position[1] - initial_position[1]
distance = math.sqrt(x_distance**2 + y_distance**2)
x_velocity = (x_distance * self.speed_) / distance
y_velocity = (y_distance * self.speed_) / distance
return x_velocity, y_velocity
def check_collisions(self):
collisions = self.universe_.get_collisions(self)
if collisions:
collisions[0].take_damage(self.damage_)
self.report_destroyed()
def update(self, events):
self.check_collisions()
self.position_ = (self.position_[0] + self.velocity_[0],
self.position_[1] + self.velocity_[1])
def collision_box(self):
return pygame.Rect(self.position_[0]-self.size_/2,
self.position_[1]-self.size_/2,
self.size_,
self.size_)
"""
Listener Functions
"""
def report_destroyed(self):
for listener in self.listeners_:
listener.reported_destroyed(self)
def register(self, listeners):
self.listeners_.append(listeners)
class BasicGrunt(GameObject):
def __init__(self, starting_position, universe):
self.position_ = starting_position
self.universe_ = universe
self.closest_range_ = 100
self.detection_range_ = 400
self.ID_ = self.create_ID()
self.health_ = 30
self.enemy_type_ = "BasicGrunt"
self.listeners_ = []
self.size_ = 15
self.speed_ = 0.3
self.weapon_delay_ = 100
self.weapon_delay_timer_ = 100
self.id_ = self.create_ID()
"""
Update Functions
"""
def update(self, events):
main_character_position = self.universe_.main_character().position_
x_distance = main_character_position[0] - self.position_[0]
y_distance = main_character_position[1] - self.position_[1]
distance = (x_distance**2 + y_distance**2)**(1/2)
if distance > self.detection_range_:
self.position_[1] += self.speed_
elif distance >= self.closest_range_:
x_velocity = (x_distance * self.speed_) / distance
y_velocity = (y_distance * self.speed_) / distance
self.position_ = (self.position_[0]+x_velocity,
self.position_[1]+y_velocity)
if self.weapon_delay_timer_ >= self.weapon_delay_:
if self.universe_.main_character():
new_projectile = BasicGruntProjectile(self.position_,
self.universe_.main_character().position_,self.universe_)
self.universe_.create_enemy_projectile(new_projectile)
self.weapon_delay_timer_ = 0
else:
self.weapon_delay_timer_ += 1
else:
self.position_ = (self.position_[0], self.position_[1])
if self.weapon_delay_timer_ >= self.weapon_delay_:
if self.universe_.main_character():
new_projectile = BasicGruntProjectile(self.position_,
self.universe_.main_character().position_,self.universe_)
self.universe_.create_enemy_projectile(new_projectile)
self.weapon_delay_timer_ = 0
else:
self.weapon_delay_timer_ += 2
"""
Access Functions
"""
def collision_box(self):
return pygame.Rect(self.position_[0]-self.size_/2,
self.position_[1]-self.size_/2,
self.size_,
self.size_)
def take_damage(self, damage):
if damage <= 0:
print("WARNING BasicGrunt " + str(self.id_) +
" taking " + str(damage) + " damage")
print("Disregarding non positive damage")
elif damage >= self.health_:
self.report_destroyed()
else:
self.health_ -= damage
def get_type(self):
return self.enemy_type_
"""
Listener Functions
"""
def report_destroyed(self):
for listener in self.listeners_:
listener.reported_destroyed(self)
def register(self, listeners):
self.listeners_.append(listeners)
pass