added now functional cannon needs projectiles (and alot more)

This commit is contained in:
2026-07-09 08:24:12 +02:00
parent f3a5647e5b
commit 1248390b11
23 changed files with 141 additions and 17 deletions
+55 -2
View File
@@ -2,7 +2,7 @@ from game.util import *
import pygame as pg
import math
class Enemy(pg.sprite.Group):
class Enemy(pg.sprite.Sprite):
def __init__(self, game, speed, health):
super().__init__()
self.game = game
@@ -23,6 +23,12 @@ class Enemy(pg.sprite.Group):
self.rect.center = self.pos
self.healthbar = HealthBar(
18,
5,
self.health
)
def update(self):
self.move()
self.rotate()
@@ -71,4 +77,51 @@ class Enemy(pg.sprite.Group):
scaled_pos = camera.world_to_screen(self.pos)
scaled_rect.center = scaled_pos
surf.blit(scaled_image, scaled_rect)
surf.blit(scaled_image, scaled_rect)
self.healthbar.render(
surf,
camera,
self.pos,
self.rect.height
)
def take_damage(self, amount):
self.health -= amount
self.healthbar.hp = self.health
if self.health <= 0:
self.kill()
class EnemyGroup(pg.sprite.Group):
def render(self, surf, camera):
for enemy in self.sprites():
enemy.render(surf, camera)
def update(self):
for enemy in self.sprites():
enemy.update()
class HealthBar():
def __init__(self, w, h, max_hp):
self.w = w
self.h = h
self.hp = max_hp
self.max_hp = max_hp
def render(self, surf, camera, pos, enemy_height):
ratio = self.hp / self.max_hp
world_pos = (
pos.x - self.w / 2,
pos.y + enemy_height / 2 -20
)
screen_pos = camera.world_to_screen(world_pos)
scaled_w = self.w * camera.zoom
scaled_h = self.h * camera.zoom
bg_rect = pg.Rect(screen_pos[0], screen_pos[1], scaled_w, scaled_h)
fg_rect = pg.Rect(screen_pos[0], screen_pos[1], scaled_w * ratio, scaled_h)
pg.draw.rect(surf, "red", bg_rect)
pg.draw.rect(surf, "green", fg_rect)
+1 -1
View File
@@ -31,7 +31,7 @@ class Game:
"enemy": load_image('/entities/enemies/enemy.png'),
"cannon": load_image('/entities/towers/cannon/shoot/0.png'),
"red_cannon": load_image('/entities/towers/cannon/red_cannon.png'),
"cannon/shoot": Animation(load_images('/entities/towers/cannon/shoot'), 10, False)
"cannon/shoot": Animation(load_images_alpha('/entities/towers/cannon/shoot'), 10, False)
}
self.screens = {
+7 -6
View File
@@ -1,5 +1,5 @@
from game.screens.base_screen import BaseScreen
from game.enemy import Enemy
from game.enemy import Enemy, EnemyGroup
from game.camera import Camera
from game.tower import Tower, TowerGroup
from game.util import *
@@ -29,10 +29,11 @@ class GamePlay(BaseScreen):
except FileNotFoundError:
print('File not Found')
self.enemy_group = pg.sprite.Group()
self.enemy_group = EnemyGroup()
self.tower_group = TowerGroup()
self.enemy = Enemy(self.game, 0.5, 100)
self.enemy = Enemy(self.game, 0.5, 200)
self.enemy_group.add(self.enemy)
self.buy_button = pgi.elements.UIButton(
relative_rect=pg.Rect(
@@ -134,8 +135,8 @@ class GamePlay(BaseScreen):
self.movment[3] = False
def update(self, dt):
self.enemy.update()
self.tower_group.update("sigma")
self.enemy_group.update()
self.tower_group.update(self.enemy_group)
self.camera.move((self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2)
@@ -145,7 +146,7 @@ class GamePlay(BaseScreen):
self.game.tilemap.render_game(self.game_surface, self.camera)
self.enemy.render(self.game_surface, self.camera)
self.enemy_group.render(self.game_surface, self.camera)
self.tower_group.render(self.game_surface, self.camera)
if self.bought:
+56 -6
View File
@@ -1,5 +1,6 @@
import pygame as pg
from game.util import *
import math
class Tower(pg.sprite.Sprite):
def __init__(self, game, pos, tile_pos, type, range, level=1):
@@ -12,6 +13,12 @@ class Tower(pg.sprite.Sprite):
self.range = range
self.selected = False
self.angle = 0
self.target = None
self.fire_rate = 180 # frames between shots — tune to taste
self.fire_cooldown = 0
self.damage = 50
self.pos = pos
self.tile_pos = tile_pos
@@ -19,8 +26,17 @@ class Tower(pg.sprite.Sprite):
self.action = ""
self.set_action('shoot')
def update(self, enemies):
def update(self, enemy_group):
self.animation.update()
self.pick_target(enemy_group)
self.rotate()
if self.fire_cooldown > 0:
self.fire_cooldown -= 1
if self.target is not None and self.fire_cooldown == 0:
print("shoot fired")
self.shoot()
def set_action(self, action):
if action != self.action:
@@ -33,15 +49,16 @@ class Tower(pg.sprite.Sprite):
))
anim_img = self.animation.img()
rotated_img = pg.transform.rotate(anim_img, self.angle)
scaled_image = pg.transform.scale(
anim_img,
rotated_img,
(
int(anim_img.get_width() * camera.zoom),
int(anim_img.get_height() * camera.zoom)
int(rotated_img.get_width() * camera.zoom),
int(rotated_img.get_height() * camera.zoom)
)
)
rect = scaled_image.get_rect(center=screen_pos)
self.rect = scaled_image.get_rect(center=screen_pos)
if self.selected:
scaled_range = int(self.range * camera.zoom)
@@ -50,7 +67,40 @@ class Tower(pg.sprite.Sprite):
range_rect = range_surf.get_rect(center=screen_pos)
surf.blit(range_surf, range_rect)
surf.blit(scaled_image, rect)
surf.blit(scaled_image, self.rect)
def rotate(self):
if self.target is None:
# print("no target")
return # keep last angle, or reset to a default — your call
tower_world_pos = pg.Vector2(
tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
)
direction = self.target.pos - tower_world_pos
self.angle = math.degrees(math.atan2(-direction[1], direction[0])) -90
# print(f"angle {self.angle}")
def pick_target(self, enemy_group):
closest = None
closest_dist = float('inf')
tower_world_pos = pg.Vector2(
tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
)
for enemy in enemy_group:
distance = tower_world_pos.distance_to(enemy.pos)
if distance <= self.range and distance < closest_dist:
closest = enemy
closest_dist = distance
self.target = closest # explicitly None if nothing in range
def shoot(self):
self.target.take_damage(self.damage)
self.animation.play_animation()
self.fire_cooldown = self.fire_rate
class TowerGroup(pg.sprite.Group):
def render(self, surf, camera):
+22 -2
View File
@@ -15,6 +15,16 @@ def load_images(dir_path):
images.append(load_image(dir_path + '/' + img_name))
return images
def load_image_alpha(path):
img = pg.image.load(img_path + path).convert_alpha()
return img
def load_images_alpha(dir_path):
images = []
for img_name in os.listdir(img_path + dir_path):
images.append(load_image_alpha(dir_path + '/' + img_name))
return images
def tile_to_pixel(waypoint, tile_size, center=False):
if center:
return (
@@ -40,17 +50,27 @@ class Animation:
self.img_duration = img_dur
self.done = False
self.frame = 0
self.playing = False # not playing until told to
def copy(self):
return Animation(self.images, self.img_duration, self.loop)
def update(self):
if not self.playing:
return
if self.loop:
self.frame = (self.frame + 1) % (self.img_duration * len(self.images))
else:
self.frame = min(self.frame + 1, self.img_duration * len(self.images))
self.frame = min(self.frame + 1, self.img_duration * len(self.images) - 1)
if self.frame >= self.img_duration * len(self.images) - 1:
self.done = True
self.playing = False
def play_animation(self):
self.playing = True
self.done = False
self.frame = 0
def img(self):
return self.images[int(self.frame / self.img_duration) - 1]
return self.images[self.frame // self.img_duration]