112 lines
3.6 KiB
Python
112 lines
3.6 KiB
Python
import pygame as pg
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from game.util import *
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import math
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class Tower(pg.sprite.Sprite):
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def __init__(self, game, pos, tile_pos, type, range, level=1):
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super().__init__()
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self.game = game
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self.type = type
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self.image = self.game.assets[type]
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self.rect = self.image.get_rect()
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self.rect.center = pos
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self.range = range
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self.selected = False
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self.angle = 0
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self.target = None
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self.fire_rate = 180 # frames between shots — tune to taste
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self.fire_cooldown = 0
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self.damage = 50
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self.pos = pos
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self.tile_pos = tile_pos
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self.level = level
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self.action = ""
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self.set_action('shoot')
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def update(self, enemy_group):
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self.animation.update()
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self.pick_target(enemy_group)
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self.rotate()
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if self.fire_cooldown > 0:
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self.fire_cooldown -= 1
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if self.target is not None and self.fire_cooldown == 0:
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print("shoot fired")
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self.shoot()
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def set_action(self, action):
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if action != self.action:
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self.action = action
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self.animation = self.game.assets[self.type + '/' + self.action].copy()
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def render(self, surf, camera):
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screen_pos = camera.world_to_screen(pg.Vector2(
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tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
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))
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anim_img = self.animation.img()
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rotated_img = pg.transform.rotate(anim_img, self.angle)
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scaled_image = pg.transform.scale(
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rotated_img,
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(
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int(rotated_img.get_width() * camera.zoom),
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int(rotated_img.get_height() * camera.zoom)
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)
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)
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self.rect = scaled_image.get_rect(center=screen_pos)
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if self.selected:
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scaled_range = int(self.range * camera.zoom)
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range_surf = pg.Surface((scaled_range * 2, scaled_range * 2), pg.SRCALPHA)
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pg.draw.circle(range_surf, (200, 200, 200, 100), (scaled_range, scaled_range), scaled_range)
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range_rect = range_surf.get_rect(center=screen_pos)
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surf.blit(range_surf, range_rect)
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surf.blit(scaled_image, self.rect)
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def rotate(self):
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if self.target is None:
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# print("no target")
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return # keep last angle, or reset to a default — your call
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tower_world_pos = pg.Vector2(
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tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
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)
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direction = self.target.pos - tower_world_pos
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self.angle = math.degrees(math.atan2(-direction[1], direction[0])) -90
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# print(f"angle {self.angle}")
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def pick_target(self, enemy_group):
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closest = None
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closest_dist = float('inf')
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tower_world_pos = pg.Vector2(
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tile_to_pixel(self.tile_pos, self.game.tilemap.tile_size, True)
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)
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for enemy in enemy_group:
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distance = tower_world_pos.distance_to(enemy.pos)
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if distance <= self.range and distance < closest_dist:
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closest = enemy
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closest_dist = distance
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self.target = closest # explicitly None if nothing in range
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def shoot(self):
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self.target.take_damage(self.damage)
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self.animation.play_animation()
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self.fire_cooldown = self.fire_rate
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class TowerGroup(pg.sprite.Group):
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def render(self, surf, camera):
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for tower in self.sprites():
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tower.render(surf, camera)
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def update(self, enemies):
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for tower in self.sprites():
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tower.update(enemies) |