128 lines
3.3 KiB
Python
128 lines
3.3 KiB
Python
from game.util import *
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import pygame as pg
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import math
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class Enemy(pg.sprite.Sprite):
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def __init__(self, game, speed, health):
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super().__init__()
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self.game = game
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self.waypoints = self.game.tilemap.waypoints
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self.speed = speed
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self.angle = 0
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self.health = health
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self.image = pg.transform.rotate(self.game.assets['enemy'].copy(), self.angle)
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self.rect = self.image.get_rect()
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self.pos = pg.Vector2(
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tile_to_pixel(self.waypoints[0], self.game.tilemap.tile_size, True)
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)
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self.target_index = 1
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self.rect.center = self.pos
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self.healthbar = HealthBar(
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18,
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5,
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self.health
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)
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def update(self):
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self.move()
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self.rotate()
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def move(self):
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if self.target_index >= len(self.waypoints):
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return
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tile_size = self.game.tilemap.tile_size
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self.target = pg.Vector2(
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tile_to_pixel(
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self.waypoints[self.target_index],
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tile_size,
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True
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)
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)
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direction = self.target - self.pos
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distance = direction.length()
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if distance <= self.speed:
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self.pos = self.target
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self.target_index += 1
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else:
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direction = direction.normalize()
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self.pos += direction * self.speed
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def rotate(self):
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dist = self.target - self.pos
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self.angle = math.degrees(math.atan2(-dist[1], dist[0]))
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self.image = pg.transform.rotate(self.game.assets['enemy'].copy(), self.angle)
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self.rect = self.image.get_rect()
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self.rect.center = self.pos
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def render(self, surf, camera):
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zoom = camera.zoom
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scaled_rect = self.rect.scale_by(zoom)
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scaled_image = pg.transform.scale(
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self.image,
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(scaled_rect.size[0], scaled_rect.size[1])
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)
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scaled_pos = camera.world_to_screen(self.pos)
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scaled_rect.center = scaled_pos
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surf.blit(scaled_image, scaled_rect)
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self.healthbar.render(
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surf,
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camera,
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self.pos,
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self.rect.height
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)
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def take_damage(self, amount):
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self.health -= amount
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self.healthbar.hp = self.health
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if self.health <= 0:
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self.kill()
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class EnemyGroup(pg.sprite.Group):
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def render(self, surf, camera):
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for enemy in self.sprites():
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enemy.render(surf, camera)
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def update(self):
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for enemy in self.sprites():
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enemy.update()
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class HealthBar():
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def __init__(self, w, h, max_hp):
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self.w = w
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self.h = h
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self.hp = max_hp
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self.max_hp = max_hp
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def render(self, surf, camera, pos, enemy_height):
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ratio = self.hp / self.max_hp
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world_pos = (
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pos.x - self.w / 2,
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pos.y + enemy_height / 2 -20
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)
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screen_pos = camera.world_to_screen(world_pos)
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scaled_w = self.w * camera.zoom
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scaled_h = self.h * camera.zoom
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bg_rect = pg.Rect(screen_pos[0], screen_pos[1], scaled_w, scaled_h)
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fg_rect = pg.Rect(screen_pos[0], screen_pos[1], scaled_w * ratio, scaled_h)
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pg.draw.rect(surf, "red", bg_rect)
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pg.draw.rect(surf, "green", fg_rect)
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