Files
pixel_tower_defense/game/tower.py
T

112 lines
3.6 KiB
Python

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)