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enemy.py
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# Enemy class started Jan 17, 2019
import pygame
import dataTypes
import xml.etree.ElementTree as ET
import item
import spritesheet
import random
import math
import copy
class dropTable:#drop table object
def __init__(self, dropsList):
#store data
self.dropsList = dropsList
def get_Drops(self):
#make list of drops, iterate through each possible drop, randomly select if gotten
loot = []
for x in self.dropsList:
temp = random.randint(1, 100)
if temp < x.chance:
loot.append(item.ItemStack(random.randint(x.amount[0], x.amount[1]), x.Item))
return loot
class dropCell:#dropcell object for drop table
def __init__(self, itemId, chance, amount):#store constants/info about item
self.Item = item.allItems[itemId]
self.amount = [int(_) for _ in amount.split("-")]
if len(self.amount) ==1:
self.amount.append(self.amount[0])
self.chance = chance
class Behavior:#behavior object
def __init__(self, type, distance=0, maxFollow=20):#store info about behaviors for each mob (although only one implemented, can be expanded on)
self.type = type
self.distance = int(distance)*32
self.maxFollow = maxFollow*32
class Bullet(pygame.sprite.Sprite):#bullet object
def __init__(self, projectileTexture, startPos, moveTo, rotation, bulletSpeed=1, toTravel=0, damage=0):
super().__init__()
#define constants for the logic of the bullet
self.position = dataTypes.pos(startPos.x, startPos.y)
self.startPos = dataTypes.pos(self.position.x, self.position.y)
self.image = projectileTexture
self.moveTo = moveTo
self.bulletSpeed = bulletSpeed*0.03
self.distance = dataTypes.pos(self.moveTo.x - self.position.x, self.moveTo.y - self.position.y)
self.toTravel = toTravel
self.image = pygame.transform.rotate(self.image, rotation-45)
self.damage = damage
self.rect = self.image.get_rect()
self.rect.x = self.position.x
self.rect.y = self.position.y
def update(self, playerPos, *args):
#check if bullet reached max range
if math.sqrt((self.position.x - self.startPos.x)**2 + (self.position.y - self.startPos.y)**2) >= self.toTravel:
self.kill()#kill it
velo = [self.distance.x*self.bulletSpeed, self.distance.y*self.bulletSpeed]#move the bullet
self.position.x +=velo[0]
self.position.y +=velo[1]
self.rect.x = self.position.x-playerPos.x
self.rect.y = self.position.y-playerPos.y
class EnemyData:
def __init__(self, group, type, name, stats, texture, projectile, drops, behavior):#enemy data datatype
self.entityGroup = group
self.type= type
self.name = name
self.stats = stats
self.Texture = texture
self.projectile = projectile
self.behavior = behavior
self.droptable = drops
class Enemy(pygame.sprite.Sprite):#enemy object
def __init__(self, x, y, stats, data):
super().__init__()
#store constants for later use
self.data = data
self.stats = dataTypes.entityStats(hp=stats["hp"], defen=stats["def"], spd=stats["spd"],
dex=stats["dex"])
self.position = dataTypes.pos(x, y)
self.damage = stats["atk"]
if len(self.damage) == 1:#get data values in list
self.damage.append(self.damage[0])
self.canAttack = True
self.wait = 0
#get sprites
ss = spritesheet.spritesheet(self.data.Texture.fileLocation)
self.image = ss.image_at(
pygame.Rect(self.data.Texture.index[0], self.data.Texture.index[1], self.data.Texture.size, self.data.Texture.size),
colorkey=dataTypes.WHITE)
ss = spritesheet.spritesheet(self.data.projectile.fileLocation)
self.projImage = ss.image_at((self.data.projectile.index[0], self.data.projectile.index[1], 8, 8),
colorkey=dataTypes.WHITE)
#define rect
self.rect = self.image.get_rect()
self.rect.x = self.position.x
self.rect.y = self.position.y
#get more positional values
self.tilePos = dataTypes.pos(self.position.x // 32, self.position.y // 32)
self.chunkPos = dataTypes.pos(self.tilePos.x // 16, self.tilePos.y // 16)
self.projRange = 5
self.bullets = pygame.sprite.Group()
def update(self, playerPos, screen, *args):#update method called by sprite group
self.tilePos = dataTypes.pos(self.position.x // 32, self.position.y // 32)#update chunk and tile position
self.chunkPos = dataTypes.pos(self.tilePos.x // dataTypes.chunkSize, self.tilePos.y // dataTypes.chunkSize)
self.HpBar = pygame.Surface((50, 10))#hp bar surface
pygame.draw.rect(self.HpBar, dataTypes.RED, (0, 0, ((50 / allMobs[self.data.type].stats["hp"]) * self.stats.health), 10))#draw hp rectangle
velo = [0, 0]#move ment list
if self.data.behavior.type == "follow":#if behavior type is follow
direction = [playerPos.x+dataTypes.w//2>self.position.x, playerPos.y+dataTypes.h//2 > self.position.y]#get driection from player
if ((playerPos.x+dataTypes.w//2-self.position.x)**2 + (playerPos.y+dataTypes.h//2-self.position.y)**2)**0.5 < self.data.behavior.maxFollow:#if it is within range to follow the player
if abs(playerPos.x+dataTypes.w//2-self.position.x) > self.data.behavior.distance:#if player is further than follow distance in y
if direction[0]:#move towards
velo[0]+=self.stats.speed
else:
velo[0]-=self.stats.speed
elif (playerPos.y+dataTypes.h//2-self.data.behavior.distance < self.position.y < playerPos.y+dataTypes.h//2+self.data.behavior.distance):#if enemy is inside of length of player disntance in y
if direction[0]:#move away
velo[0]-=self.stats.speed
else:
velo[0]+=self.stats.speed
if abs(playerPos.y+dataTypes.h//2-self.position.y) > self.data.behavior.distance:#if player is further than follow distance in x
if direction[1]:#move towards
velo[1]+=self.stats.speed
else:
velo[1]-=self.stats.speed
elif (playerPos.x+dataTypes.w//2-self.data.behavior.distance < self.position.x < playerPos.x+dataTypes.w//2+self.data.behavior.distance):#if enemy is in inside of length of players follow do not go zone in x
if direction[1]:
velo[1]-=self.stats.speed
else:
velo[1]+=self.stats.speed
if ((playerPos.x+dataTypes.w//2-self.position.x)**2 + (playerPos.y+dataTypes.h//2-self.position.y)**2)**0.5 < self.projRange*32 and self.canAttack:#if is is within bullet range and is able to fire
self.Fire(playerPos)#fire bullet
self.canAttack=False#cant attack any longer
self.wait = pygame.time.get_ticks() + 3000#make timer for attacking
if pygame.time.get_ticks() > self.wait:#if has waited long enought to attack
self.canAttack = True
self.position.x += velo[0]#move enemy
self.position.y += velo[1]
self.rect.x = self.position.x - playerPos.x#move rect
self.rect.y = self.position.y - playerPos.y
screen.blit(self.HpBar, (self.rect.x-10, self.rect.y+50))#draw to screen hpbar
def Fire(self, playerPos):#fire function
rel_x, rel_y = playerPos.x - self.rect.x , playerPos.y- self.rect.y#get position of player onscreen
angle = (180/math.pi) * -math.atan2(rel_y, rel_x)#get angle from radians (what atan gives)
moveToPos = dataTypes.pos(self.projRange*math.cos(angle/55.47)+dataTypes.w//2, self.projRange*math.sin(-angle/55.47)+ dataTypes.h//2)#bullets destination
moveToPos.x+=playerPos.x#make it on screen
moveToPos.y += playerPos.y
self.bullets.add(Bullet(self.projImage, dataTypes.pos(self.position.x, self.position.y), moveToPos, angle, toTravel=self.projRange*32, damage=random.randint(self.damage[0], self.damage[1])))#add to bullet sprite group
def hit(self, damage):#if enemy gets hit
self.stats.health-=damage#take damage
if self.stats.health <= 0:#if dies
self.kill()#kill enemy
return [True, self.data.droptable.get_Drops(), random.randint(1, 3)] #did kill - #drops - #exp gained #return if it killed, the drops and how much xp
else:
return [False]
allMobs = {}#storage of blueprint enemy data
def init():
tree = ET.parse("resources/xml/enemies.xml")#get reference to xml
root = tree.getroot()#get root of xmltree
for child in root:#for each object
allMobs[child.get('type')] = EnemyData(#create enemydata object
child.find("Group").text,
child.get("type"),
child.get("id"),
{
"hp": int(child.find("stats").find("Hitpoints").text),
"def": int(child.find("stats").find("Defence").text),
"spd": int(child.find("stats").find("Speed").text),
"atk": [int(_) for _ in child.find("stats").find("Attack").text.split("-")],
"dex": int(child.find("stats").find("Dexterity").text)
},
item.spriteRef(child.find("Texture").find("File").text, child.find("Texture").find("Index").text, "enemies"),
item.spriteRef(child.find("ProjectileTexture").find("File").text, child.find("ProjectileTexture").find("Index").text, "enemies"),
dropTable([dropCell(x.find("itemId").text, int(x.find("Chance").text), x.find("Amount").text) for x in child.find("DropTable").findall("DropCell")]),
Behavior(child.find("Behavior").get("type"), distance=child.find("Behavior").get("distance"))
)
#elif child.find("")