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): super().__init__() self.game = game self.type = type self.image = self.game.assets[type] self.rect = self.image.get_rect() self.rect.center = pos 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 self.level = level self.action = "" self.set_action('shoot') 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: self.action = action self.animation = self.game.assets[self.type + '/' + self.action].copy() def render(self, surf, camera): screen_pos = camera.world_to_screen(pg.Vector2( tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True) )) anim_img = self.animation.img() rotated_img = pg.transform.rotate(anim_img, self.angle) scaled_image = pg.transform.scale( rotated_img, ( int(rotated_img.get_width() * camera.zoom), int(rotated_img.get_height() * camera.zoom) ) ) self.rect = scaled_image.get_rect(center=screen_pos) if self.selected: scaled_range = int(self.range * camera.zoom) range_surf = pg.Surface((scaled_range * 2, scaled_range * 2), pg.SRCALPHA) pg.draw.circle(range_surf, (200, 200, 200, 100), (scaled_range, scaled_range), scaled_range) range_rect = range_surf.get_rect(center=screen_pos) surf.blit(range_surf, range_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): for tower in self.sprites(): tower.render(surf, camera) def update(self, enemies): for tower in self.sprites(): tower.update(enemies)