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hero.py
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import math
import random
import pygame.draw
from constants import *
from grid import Tile
from image_manager import ImageManager
from particle import Death
from platform_object import PlatformObject
from projectile import Projectile
from pyracy.sprite_tools import Sprite, Animation
from sound_manager import SoundManager
class Hero(PlatformObject):
def __init__(self, frame, x, y, w=64, h=100):
super().__init__(frame, x, y, w, h)
self.aim_angle = math.pi # In radians!!!
self.target_angle = self.aim_angle
self.base_cooldown = HERO_COOLDOWN * 0.75 ** self.frame.game.upgrade_levels[RATE_OF_FIRE]
self.cooldown = self.base_cooldown
self.aim_time = HERO_AIM_TIME
self.spread = SHOT_SPREAD * 0.5 ** self.frame.game.upgrade_levels[ACCURACY]
self.clip = 10
self.target = None
self.t = 0
self.hp = 3 + self.frame.game.upgrade_levels[HEALTH]
self.max_hp = self.hp
self.location = None
self.destination = None
self.retarget_timer = 0
self.flip_timer = 0
SoundManager.load("assets/audio/gunshot_1.ogg")
SoundManager.load("assets/audio/gunshot_2.ogg")
SoundManager.load("assets/audio/gunshot_3.ogg")
SoundManager.load("assets/audio/gunshot_4.ogg")
SoundManager.load("assets/audio/man_death.ogg")
SoundManager.load("assets/audio/man_dying_breaths.ogg")
SoundManager.load("assets/audio/man_initial_land.ogg")
SoundManager.load("assets/audio/man_jump_1.ogg")
SoundManager.load("assets/audio/man_jump_2.ogg")
SoundManager.load("assets/audio/man_jump_3.ogg")
SoundManager.load("assets/audio/man_jump_4.ogg")
SoundManager.load("assets/audio/man_landing_thud.ogg")
self.sprite = Sprite(12)
idle = Animation(ImageManager.load("assets/images/man run 12fps.png", 0.5), (4, 1), 4)
idle_right = Animation(ImageManager.load("assets/images/man run 12fps.png", 0.5), (4, 1), 4, reverse_x=True)
jump = Animation(ImageManager.load("assets/images/man jump 6fps.png", 0.5), (2, 1), 2)
jump_right = Animation(ImageManager.load("assets/images/man jump 6fps.png", 0.5), (2, 1), 2, reverse_x=True)
fall = Animation(ImageManager.load("assets/images/man fall 6fps.png", 0.5), (2, 1), 2)
fall_right = Animation(ImageManager.load("assets/images/man fall 6fps.png", 0.5), (2, 1), 2, reverse_x=True)
death = Animation(ImageManager.load("assets/images/man death temp.png", 0.5), (2, 1), 2)
death_right = Animation(ImageManager.load("assets/images/man death temp.png", 0.5), (2, 1), 2, reverse_x=True)
self.sprite.add_animation({
})
self.sprite.add_animation({
"fall_left": fall,
"fall_right": fall_right,
"idle_left": idle,
"idle_right": idle_right,
"jump_left": jump,
"jump_right": jump_right,
}, loop=True, fps_override=6)
self.sprite.start_animation("idle_left")
self.arm_sprite = Sprite(12)
aiming = Animation(ImageManager.load("assets/images/man arm aim temp.png", 0.5), (1, 1), 1)
aiming_right = Animation(ImageManager.load("assets/images/man arm aim temp.png", 0.5), (1, 1), 1,
reverse_x=True)
standby = Animation(ImageManager.load("assets/images/man arm standby temp.png", 0.5), (1, 1), 1)
standby_right = Animation(ImageManager.load("assets/images/man arm standby temp.png", 0.5), (1, 1), 1,
reverse_x=True)
self.arm_sprite.add_animation({
"aiming_left": aiming,
"aiming_right": aiming_right,
"standby_left": standby,
"standby_right": standby_right,
})
self.arm_sprite.start_animation("aiming_left")
self.r = 50
def on_become_grounded(self):
super().on_become_grounded()
sound = SoundManager.load("assets/audio/man_landing_thud.ogg")
sound.set_volume(0.5)
self.frame.shake(8)
def facing_left(self):
return (math.pi / 2) < self.aim_angle % (2 * math.pi) < (3 * math.pi / 2)
def update(self, dt, events):
super().update(dt, events)
self.sprite.update(dt, events)
self.arm_sprite.update(dt, events)
self.t += dt
# Remove if dead
if self.hp <= 0:
self.frame.heros.remove(self)
self.frame.particles.append(Death((self.x, self.y)))
# TODO: death animation
SoundManager.load("assets/audio/man_death.ogg").play()
# SoundManager.load("assets/audio/man_dying_breaths.ogg").play()
# Update navigation
self.navigate()
if self.destination:
self.vx_des = math.copysign(HERO_SPEED + 40 * self.frame.game.upgrade_levels[WALK_SPEED],
self.destination[0] - self.location[0])
if not self.ballistic and self.destination[1] < self.location[1]:
self.vy -= HERO_JUMP
i = random.randint(1, 4)
SoundManager.load(f"assets/audio/man_jump_{i}.ogg").play()
else:
self.vx_des = 0
if self.ballistic:
self.vx = min(self.vx_des, HERO_SPEED)
# Select target
self.retarget_timer -= dt
if self.retarget_timer <= 0:
self.target, self.target_angle = self.get_zombie()
self.retarget_timer = 0.05
# Default to swivel aim if no target found
if not self.target:
self.target_angle = math.pi if self.vx_des < 0 else 0
# if math.cos(self.aim_angle) > 0:
# self.target_angle = math.sin(self.t * 2) * 0.1
# else:
# self.target_angle = math.pi + math.sin(self.t * 2) * 0.1
self.cooldown = 0
self.aim_time = HERO_AIM_TIME
# Face towards target
self.flip_timer += dt
if math.cos(self.aim_angle) * math.cos(self.target_angle) < 0:
if self.flip_timer > 0.2:
self.aim_angle = math.pi - self.aim_angle
self.flip_timer = 0
elif self.target:
self.flip_timer = 0
# Adjust aim towards target
da = dt * SWIVEL_SPEED
a1 = self.aim_angle + da
a2 = self.aim_angle - da
if abs((a1 - self.target_angle + math.pi) % (2 * math.pi) - math.pi) < \
abs((a2 - self.target_angle + math.pi) % (2 * math.pi) - math.pi):
self.aim_angle = a1
else:
self.aim_angle = a2
if abs((self.aim_angle - self.target_angle + math.pi) % (2 * math.pi) - math.pi) < da:
self.aim_angle = self.target_angle
# Shoot on a cooldown
self.aim_time -= dt
if self.aim_time <= 0:
self.cooldown -= dt
if self.cooldown <= 0 and self.target:
self.cooldown = self.base_cooldown
if self.frame.game.upgrade_levels[LEFTY]:
if not self.facing_left():
self.cooldown /= 2
else:
self.cooldown *= 2
self.shoot()
if not self.ballistic:
if self.facing_left():
self.sprite.start_animation("idle_left", restart_if_active=False)
else:
self.sprite.start_animation("idle_right", restart_if_active=False)
else:
if self.facing_left() and self.vy < 0:
self.sprite.start_animation("jump_left", restart_if_active=False)
elif self.facing_left():
self.sprite.start_animation("fall_left", restart_if_active=False)
elif self.vy < 0:
self.sprite.start_animation("jump_right", restart_if_active=False)
else:
self.sprite.start_animation("fall_right", restart_if_active=False)
if self.facing_left():
if self.target:
self.arm_sprite.start_animation("aiming_left", restart_if_active=False)
else:
self.arm_sprite.start_animation("standby_left", restart_if_active=False)
else:
if self.target:
self.arm_sprite.start_animation("aiming_right", restart_if_active=False)
else:
self.arm_sprite.start_animation("standby_right", restart_if_active=False)
def muzzle(self):
""" Location of end of gun """
x, y = self.muzzle_center()
muzzle_length = 60
offset = 0.18
if not self.facing_left():
offset *= -1
x0 = x + muzzle_length * math.cos(self.aim_angle + offset)
y0 = y + muzzle_length * math.sin(self.aim_angle + offset)
return x0, y0
def muzzle_center(self):
""" Location of gun center of rotation (should be in line with the barrel)"""
x_factor = -1 if self.facing_left() else 1
return self.x + 30 * x_factor, self.y + 10
def gun_center(self):
muz = self.muzzle()
muz_rot = self.muzzle_center()
length_down = 0.5
return muz[0] * length_down + muz_rot[0] * (1 - length_down), muz[1] * length_down + muz_rot[1] * (
1 - length_down)
def draw(self, surface, offset):
# pygame.draw.rect(surface, (255, 0, 0), self.get_rect(offset), 2)
x, y = self.raycast(self.muzzle(), self.aim_angle)
if self.target:
pygame.draw.line(surface, (255, 0, 0), (self.muzzle()), (x, y), 2)
arm_surf = self.arm_sprite.get_image()
if self.facing_left():
arm_offset = (30, 5)
arm_surf = pygame.transform.rotate(arm_surf, math.degrees(-self.aim_angle + math.pi))
else:
arm_offset = (30, -5)
arm_surf = pygame.transform.rotate(arm_surf, math.degrees(-self.aim_angle))
angle = -self.aim_angle
arm_offset = math.cos(angle) * arm_offset[0] + math.sin(angle) * arm_offset[1], \
math.cos(angle) * arm_offset[1] - math.sin(angle) * arm_offset[0]
x, y = self.muzzle_center()
x += arm_offset[0] + offset[0]
y += arm_offset[1] + offset[1]
x -= arm_surf.get_width() // 2
y -= arm_surf.get_height() // 2
surface.blit(arm_surf, (x, y))
self.sprite.x = self.x
self.sprite.y = self.y
self.sprite.draw(surface, offset)
spacing = 10
x = self.x + self.max_hp * spacing / 2 - 20
y = self.y - 75
for i in list(range(self.max_hp))[::-1]:
if self.hp > i:
surf = ImageManager.load("assets/images/heart full.png", 0.3)
else:
surf = ImageManager.load("assets/images/heart empty.png", 0.3)
surface.blit(surf, (x + offset[0], y + offset[1]))
x -= spacing
def raycast(self, origin, angle, step=5, max_length=2000):
""" Find first collision of ray with the tilemap """
x, y = origin
for i in range(int(max_length / step)):
px, py = x + i * step * math.cos(angle), y + i * step * math.sin(angle)
if self.frame.grid.tile_is_solid(self.frame.grid.get_tile_at((px, py))):
return px, py
def shoot(self):
""" Launch a projectile """
self.frame.shake(5)
self.vx -= math.cos(self.aim_angle) * RECOIL
x, y = self.muzzle()
angle = self.aim_angle + random.random() * math.radians(self.spread) * 2 - math.radians(self.spread)
dx, dy = math.sin(self.aim_angle), -math.cos(self.aim_angle)
d = (random.random() - .5) * 2 * SHOT_JITTER
self.frame.projectiles.append(Projectile(self.frame, x + dx * d, y + dy * d, angle))
i = random.randint(1, 4)
SoundManager.load(f"assets/audio/gunshot_{i}.ogg").play()
def get_zombie(self, max_dist=1000):
""" Get the closest zombie within line-of-sight, prioritizing previous target """
x0, y0 = self.muzzle_center()
zombies = self.frame.zombies[:]
zombies.sort(key=lambda z: math.sqrt((z.x - x0) ** 2 + (z.y - y0) ** 2) * (TARGET_PRIORITY if z is self.target
else 1))
for zombie in zombies:
dist = math.sqrt((zombie.x - x0) ** 2 + (zombie.y - y0) ** 2)
# Check line of sight to zombie
x, y = self.raycast((x0, y0), math.atan2(zombie.y - y0, zombie.x - x0))
if math.sqrt((x - x0) ** 2 + (y - y0) ** 2) > dist:
angle = math.atan2(zombie.y - y0, zombie.x - x0)
return zombie, angle
return None, None
def hit(self, damage):
sound = SoundManager.load(f"assets/audio/man_damage_{random.choice((1, 2, 3))}.ogg")
sound.play()
self.hp -= damage
if self.hp < 0:
self.hp = 0
self.frame.freeze(0.25)
# TODO: damage animation
def navigate(self):
if self.ballistic:
return
x, y = self.frame.grid.world_to_tile((self.x, self.y + self.h / 2 + 1))
x, y = math.floor(x), math.floor(y)
if self.location and self.destination:
last_dx = self.destination[0] - self.location[0]
else:
last_dx = -1
# Left previous tile; choose a new goal
if (x, y) != self.location or self.destination is None:
self.location = (x, y)
dx = last_dx if (random.random() > 0.3) else -last_dx
for dy in range(-2, 3):
tile0 = self.frame.grid.get_tile_at_tile((x + dx, y + dy))
tile1 = self.frame.grid.get_tile_at_tile((x + dx, y + dy - 1))
tile2 = self.frame.grid.get_tile_at_tile((x + dx, y + dy - 2))
if tile0 == Tile.GROUND and tile1 == Tile.AIR and tile2 == Tile.AIR:
self.destination = (x + dx, y + dy)
self.vx = 0
return
self.destination = None
def collide(self, rect):
return self.collide_box(rect)
def get_tile_range(self):
""" Minimum x and y distance of tiles to check for possible collisions """
return self.w / 2, self.h / 2