|
| 1 | +import pygame as pg |
| 2 | +from core.game.projectile import * |
| 3 | +from core.game.player.yinyangs import * |
| 4 | +from core.game.colliders import CircleCollider |
| 5 | + |
| 6 | + |
| 7 | +class Player: |
| 8 | + def __init__(self, game, pos=(194, 300), start_power=0): |
| 9 | + self.game = game |
| 10 | + self.unfocus_speed = 0.73 |
| 11 | + self.focus_speed = 0.4 |
| 12 | + self.speed = self.unfocus_speed |
| 13 | + |
| 14 | + self.lives = 2 |
| 15 | + self.life_pieces = 0 |
| 16 | + self.piecesforlife = 3 |
| 17 | + self.max_lives = 8 |
| 18 | + self.bombs = 3 |
| 19 | + self.max_bombs = 8 |
| 20 | + |
| 21 | + self.yinyang = YingYang |
| 22 | + self.yinyangs = [] |
| 23 | + |
| 24 | + self.yin_offset_p_1 = [-1 , -50] |
| 25 | + self.yin_offset_p_2 = [20, -30, -20, -30] |
| 26 | + self.yin_offset_p_3 = [28, -30, -35, -30, -2, 30] |
| 27 | + self.yin_offset_p_4 = [28, -30, -35, -30, 28, 30, -35, 30] |
| 28 | + |
| 29 | + self.focus_yin_offset_p_1 = [-1 , -30] |
| 30 | + self.focus_yin_offset_p_2 = [20, -30, -20, -30] |
| 31 | + self.focus_yin_offset_p_3 = [28, -30, -35, -30, -2, 30] |
| 32 | + self.focus_yin_offset_p_4 = [28, -30, -35, -30, 28, 30, -35, 30] |
| 33 | + |
| 34 | + self.grazes = 0 |
| 35 | + self.deathbomb = 8 |
| 36 | + self.deathbombc = 0 |
| 37 | + self.bomb_used = False |
| 38 | + |
| 39 | + self.shooting = False |
| 40 | + self.legacy_shots = False |
| 41 | + |
| 42 | + self.power = start_power |
| 43 | + self.max_power = 128 |
| 44 | + |
| 45 | + self.item_slow_rate = 0.11 |
| 46 | + |
| 47 | + self.shot_type = Projectile |
| 48 | + self.secondary = Projectile |
| 49 | + |
| 50 | + self.focus = False |
| 51 | + |
| 52 | + self.shot_cooldown = 0.04 |
| 53 | + self.cooldown = 0.0 |
| 54 | + |
| 55 | + self.homing_shot_cooldown = 0.9 |
| 56 | + self.homing_cooldown = 0.0 |
| 57 | + |
| 58 | + self.bomb_cooldown = 0.0 |
| 59 | + |
| 60 | + self.animstate = "I" |
| 61 | + |
| 62 | + self.right = pg.image.load("assets/img/sprites/characters/Reimu/ReimuRight.png") |
| 63 | + self.left = pg.transform.flip(self.right, 1, 0) |
| 64 | + self.other = pg.image.load("assets/img/sprites/characters/Reimu/Reimu.png") |
| 65 | + self.hitbox_img = pg.image.load("assets/img/sprites/other/hitbox.png") |
| 66 | + self.graze_hitbox_img = pg.image.load("assets/img/sprites/other/graze_hitbox.png") |
| 67 | + self.graze_angle = 0 |
| 68 | + self.img = self.other |
| 69 | + |
| 70 | + self.pos = list(pos) |
| 71 | + self.start_pos = pos |
| 72 | + self.size = (39, 43) |
| 73 | + self.center = (self.pos[0] + (self.size[0] // 2), self.pos[1] + (self.size[1] // 2)) |
| 74 | + |
| 75 | + self.hitboxradius = 3 |
| 76 | + self.grazeradius = 40 |
| 77 | + self.hitbox = CircleCollider(self.hitboxradius, self.center) |
| 78 | + self.graze_hitbox = CircleCollider(self.grazeradius, self.center) |
| 79 | + self.iframes = 0 |
| 80 | + self.ifmax = 200 |
| 81 | + |
| 82 | + def bomb(self): |
| 83 | + self.bombs -= 1 |
| 84 | + self.iframes = 180 |
| 85 | + self.game.player_proj.append(Bomb(self.game, (self.hitbox.x - self.hitbox.x / 2, self.hitbox.y))) |
| 86 | + |
| 87 | + def movement(self): |
| 88 | + keys = pg.key.get_pressed() |
| 89 | + if self.deathbombc <= -1: |
| 90 | + if keys[pg.K_UP] and self.pos[1] >= -10: |
| 91 | + self.pos[1] -= self.speed |
| 92 | + self.animstate = "I" |
| 93 | + if keys[pg.K_DOWN] and self.pos[1] <= 416: |
| 94 | + self.pos[1] += self.speed |
| 95 | + self.animstate = "I" |
| 96 | + if keys[pg.K_LEFT] and self.pos[0] >= -10: |
| 97 | + self.pos[0] -= self.speed |
| 98 | + self.animstate = "L" |
| 99 | + if keys[pg.K_RIGHT] and self.pos[0] <= 358: |
| 100 | + self.pos[0] += self.speed |
| 101 | + self.animstate = "R" |
| 102 | + if keys[pg.K_LSHIFT] or keys[pg.K_RSHIFT]: |
| 103 | + self.focus = True |
| 104 | + if keys[pg.K_z]: |
| 105 | + self.shooting = True |
| 106 | + if self.shooting: |
| 107 | + if self.cooldown <= 0: |
| 108 | + #if self.legacy_shots: |
| 109 | + # if self.power < 8: |
| 110 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 2, self.pos[1] - 25), direction=(0, -1))) |
| 111 | + # elif self.power >= 8 and self.power <= 24: |
| 112 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 2, self.pos[1] - 25), direction=(0, -1))) |
| 113 | + # if self.homing_cooldown <= 0: |
| 114 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 40, self.pos[1] + 10))) |
| 115 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 40, self.pos[1] + 10))) |
| 116 | + # self.homing_cooldown = self.homing_shot_cooldown |
| 117 | + # elif self.power >= 24 and self.power <= 32: |
| 118 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 15, self.pos[1] - 25), direction=(0, -1))) |
| 119 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 12, self.pos[1] - 25), direction=(0, -1))) |
| 120 | + # if self.homing_cooldown <= 0: |
| 121 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 40, self.pos[1] + 10))) |
| 122 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 40, self.pos[1] + 10))) |
| 123 | + # self.homing_cooldown = self.homing_shot_cooldown |
| 124 | + # elif self.power >= 32 and self.power <= 48: |
| 125 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 15, self.pos[1] - 25), direction=(0, -1))) |
| 126 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 12, self.pos[1] - 25), direction=(0, -1))) |
| 127 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 30, self.pos[1] - 25), direction=(0, -1))) |
| 128 | + # if self.homing_cooldown <= 0: |
| 129 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 40, self.pos[1] + 10))) |
| 130 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 40, self.pos[1] + 10))) |
| 131 | + # self.homing_cooldown = self.homing_shot_cooldown |
| 132 | + # elif self.power >= 48 and self.power <= 80: |
| 133 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 15, self.pos[1] - 25), direction=(0, -1))) |
| 134 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 12, self.pos[1] - 25), direction=(0, -1))) |
| 135 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 30, self.pos[1] - 25), direction=(0, -1))) |
| 136 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 27, self.pos[1] - 25), direction=(0, -1))) |
| 137 | + # if self.homing_cooldown <= 0: |
| 138 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 40, self.pos[1] + 10))) |
| 139 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 40, self.pos[1] + 10))) |
| 140 | + # self.homing_cooldown = self.homing_shot_cooldown |
| 141 | + # elif self.power >= 80 and self.power <= 127: |
| 142 | + # self.homing_shot_cooldown = 0.7 |
| 143 | + # self.shot_cooldown = 0.19 |
| 144 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 15, self.pos[1] - 25), direction=(0, -1))) |
| 145 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 12, self.pos[1] - 25), direction=(0, -1))) |
| 146 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 30, self.pos[1] - 25), direction=(0, -1))) |
| 147 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 27, self.pos[1] - 25), direction=(0, -1))) |
| 148 | + # if self.homing_cooldown <= 0: |
| 149 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 40, self.pos[1] + 10))) |
| 150 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 40, self.pos[1] + 10))) |
| 151 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 15, self.pos[1] - 25))) |
| 152 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 12, self.pos[1] - 25))) |
| 153 | + # self.homing_cooldown = self.homing_shot_cooldown |
| 154 | + # else: |
| 155 | + # self.homing_shot_cooldown = 0.45 |
| 156 | + # self.shot_cooldown = 0.16 |
| 157 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 15, self.pos[1] - 25), direction=(0, -1))) |
| 158 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 12, self.pos[1] - 25), direction=(0, -1))) |
| 159 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] + 30, self.pos[1] - 25), direction=(0, -1))) |
| 160 | + # self.game.proj_list.append(self.shot_type(self.game, (self.pos[0] - 27, self.pos[1] - 25), direction=(0, -1))) |
| 161 | + # if self.homing_cooldown <= 0: |
| 162 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 40, self.pos[1] + 10))) |
| 163 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 40, self.pos[1] + 10))) |
| 164 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] + 15, self.pos[1] - 25))) |
| 165 | + # self.game.proj_list.append(self.secondary(self.game, (self.pos[0] - 12, self.pos[1] - 25))) |
| 166 | + # self.homing_cooldown = self.homing_shot_cooldown |
| 167 | + #else: |
| 168 | + self.game.player_proj.append(self.shot_type(self.game, (self.hitbox.x + 10, self.hitbox.y - 25), direction=(0, -1))) |
| 169 | + self.game.player_proj.append(self.shot_type(self.game, (self.hitbox.x - 12, self.hitbox.y - 25), direction=(0, -1))) |
| 170 | + if len(self.yinyangs) > 0: |
| 171 | + if self.homing_cooldown <= 0: |
| 172 | + |
| 173 | + for yin in self.yinyangs: |
| 174 | + yin.shoot() |
| 175 | + self.homing_cooldown = self.homing_shot_cooldown |
| 176 | + self.cooldown = self.shot_cooldown |
| 177 | + if keys[pg.K_x]: |
| 178 | + if self.bomb_cooldown <= 0 and self.bombs >= 1: |
| 179 | + self.bomb() |
| 180 | + self.bomb_used = True |
| 181 | + self.bomb_cooldown = 2.0 |
| 182 | + |
| 183 | + def draw(self): |
| 184 | + #pg.draw.rect(self.game.fight_area, (25, 25, 100), self.graze_hitbox) |
| 185 | + #pg.draw.rect(self.game.fight_area, (255, 255, 255), self.hitbox) |
| 186 | + #self.game.fight_area.blit(self.hitbox_img, (self.hitbox.x, self.hitbox.y)) |
| 187 | + # if self.focus == True: |
| 188 | + # self.game.fight_area.blit(self.graze_hitbox_img, (self.pos[0] - 16, self.pos[1] - 10)) |
| 189 | + #self.game.fight_area.blit(self.hitbox_img, (self.hitbox.x, self.hitbox.y)) |
| 190 | + self.game.fight_area.blit(pg.transform.scale(self.img, self.size), self.pos) |
| 191 | + if self.focus: |
| 192 | + pg.draw.circle(self.game.fight_area, (0, 0, 0), self.center, 4) |
| 193 | + pg.draw.circle(self.game.fight_area, (255, 255, 255), self.center, 3) |
| 194 | + |
| 195 | + def if_hit(self): |
| 196 | + if self.lives > 0: |
| 197 | + self.lives -= 1 |
| 198 | + else: |
| 199 | + self.game.to_menu() |
| 200 | + if self.power >= 16: |
| 201 | + self.power -= 16 |
| 202 | + else: |
| 203 | + self.po = 0 |
| 204 | + self.bombs = 3 |
| 205 | + self.pos = list(self.start_pos) |
| 206 | + self.game.proj_list = [] |
| 207 | + self.iframes = self.ifmax |
| 208 | + |
| 209 | + def check_hit(self): |
| 210 | + if self.deathbombc <= -10: |
| 211 | + for enemy in self.game.enemy_list: |
| 212 | + if self.hitbox.collidecircle(enemy.hitbox) and enemy.col_dmg and self.game.frametime >= enemy.time: |
| 213 | + if self.iframes <= 0: |
| 214 | + self.deathbombc = self.deathbomb |
| 215 | + return True |
| 216 | + for bul in self.game.proj_list: |
| 217 | + if self.hitbox.collidecircle(bul.hitbox): |
| 218 | + if self.iframes <= 0: |
| 219 | + if bul.team == "en": |
| 220 | + self.deathbombc = self.deathbomb |
| 221 | + return True |
| 222 | + |
| 223 | + def check_colliders(self): |
| 224 | + is_hit = self.check_hit() |
| 225 | + if is_hit or self.deathbombc >= 0: |
| 226 | + if self.iframes <= 0: |
| 227 | + self.game.soundregistry.get("pl_death").play() |
| 228 | + self.bomb_used = False |
| 229 | + if self.deathbombc == 0 and not self.bomb_used: |
| 230 | + self.if_hit() |
| 231 | + self.game.soundregistry.get("pl_death").reload() |
| 232 | + elif self.bomb_used and self.deathbombc == 0: |
| 233 | + self.iframes = 100 |
| 234 | + self.game.soundregistry.get("pl_death").reload() |
| 235 | + for pickup in self.game.pickup_list: |
| 236 | + if self.graze_hitbox.collidecircle(pickup.hitbox): |
| 237 | + if pickup.type == "pwr": |
| 238 | + if self.power < self.max_power: |
| 239 | + self.power += pickup.power |
| 240 | + else: |
| 241 | + self.power = self.max_power |
| 242 | + self.game.score += pickup.points |
| 243 | + pickup.kill = True |
| 244 | + if pickup.type == "col": |
| 245 | + self.game.score += pickup.points |
| 246 | + pickup.kill = True |
| 247 | + if pickup.type == "life": |
| 248 | + self.game.score += pickup.points |
| 249 | + self.lives += 1 |
| 250 | + pickup.kill = True |
| 251 | + if pickup.type == "lifepiece": |
| 252 | + self.game.score += pickup.points |
| 253 | + if self.life_pieces > self.piecesforlife - 1 and self.lives < self.max_lives: # - 1 required to register the extend when life piece count gets to the count for giving a life |
| 254 | + self.lives += 1 |
| 255 | + self.life_pieces = 0 |
| 256 | + self.game.soundregistry.get("extend").play() |
| 257 | + self.game.soundregistry.get("extend").reload() |
| 258 | + else: |
| 259 | + self.life_pieces += 1 |
| 260 | + pickup.kill = True |
| 261 | + if pickup.type == "bom": |
| 262 | + self.bombs += 1 |
| 263 | + self.game.score += pickup.points |
| 264 | + pickup.kill = True |
| 265 | + for bul in self.game.proj_list: |
| 266 | + if bul.team == "en": |
| 267 | + if self.graze_hitbox.collidecircle(bul.hitbox) and not bul.grazed: |
| 268 | + self.game.soundregistry.get("graze").play(self.game.soundvolume) |
| 269 | + self.grazes += 1 |
| 270 | + bul.grazed = True |
| 271 | + self.game.soundregistry.get("graze").reload() |
| 272 | + |
| 273 | + def update(self): |
| 274 | + #self.graze_angle += 1 |
| 275 | + #if self.legacy_shots == False: |
| 276 | + self.draw() |
| 277 | + if len(self.yinyangs) > 0: |
| 278 | + for yin in self.yinyangs: |
| 279 | + yin.update() |
| 280 | + self.shooting = False |
| 281 | + if self.bomb_cooldown <= 0: |
| 282 | + self.bomb_used = False |
| 283 | + self.deathbombc -= 1 |
| 284 | + self.iframes -= 1 |
| 285 | + if not self.legacy_shots: |
| 286 | + if self.power <= 0.99: |
| 287 | + self.yinyangs = [] |
| 288 | + if self.focus == True: |
| 289 | + self.speed = self.focus_speed |
| 290 | + if self.power >= 1.0 and self.power <= 1.99: |
| 291 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_1[0], self.hitbox.y + self.focus_yin_offset_p_1[1]))] |
| 292 | + if self.power >= 2.0 and self.power <= 2.99: |
| 293 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_2[0], self.hitbox.y + self.focus_yin_offset_p_2[1])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_2[2], self.hitbox.y + self.focus_yin_offset_p_2[3]))] |
| 294 | + if self.power >= 3.0 and self.power <= 3.99: |
| 295 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_3[0], self.hitbox.y + self.focus_yin_offset_p_3[1])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_3[2], self.hitbox.y + self.focus_yin_offset_p_3[3])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_3[4], self.hitbox.y + self.focus_yin_offset_p_3[5]))] |
| 296 | + if self.power >= 4.0: |
| 297 | + self.power = 4.0 |
| 298 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_4[0], self.hitbox.y + self.focus_yin_offset_p_4[1])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_4[2], self.hitbox.y + self.focus_yin_offset_p_4[3])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_4[4], self.hitbox.y + self.focus_yin_offset_p_4[5])),self.yinyang(self.game, self, pos=(self.hitbox.x + self.focus_yin_offset_p_4[6], self.hitbox.y + self.focus_yin_offset_p_4[7]))] |
| 299 | + else: |
| 300 | + self.speed = self.unfocus_speed |
| 301 | + if self.power >= 1.0 and self.power <= 1.99: |
| 302 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_1[0], self.hitbox.y + self.yin_offset_p_1[1]))] |
| 303 | + if self.power >= 2.0 and self.power <= 2.99: |
| 304 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_2[0], self.hitbox.y + self.yin_offset_p_2[1])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_2[2], self.hitbox.y + self.yin_offset_p_2[3]))] |
| 305 | + if self.power >= 3.0 and self.power <= 3.99: |
| 306 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_3[0], self.hitbox.y + self.yin_offset_p_3[1])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_3[2], self.hitbox.y + self.yin_offset_p_3[3])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_3[4], self.hitbox.y + self.yin_offset_p_3[5]))] |
| 307 | + if self.power >= 4.0: |
| 308 | + self.yinyangs = [self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_4[0], self.hitbox.y + self.yin_offset_p_4[1])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_4[2], self.hitbox.y + self.yin_offset_p_4[3])), self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_4[4], self.hitbox.y + self.yin_offset_p_4[5])),self.yinyang(self.game, self, pos=(self.hitbox.x + self.yin_offset_p_4[6], self.hitbox.y + self.yin_offset_p_4[7]))] |
| 309 | + |
| 310 | + if self.animstate == "I": |
| 311 | + self.img = self.other |
| 312 | + elif self.animstate == "R": |
| 313 | + self.img = self.right |
| 314 | + elif self.animstate == "L": |
| 315 | + self.img = self.left |
| 316 | + self.animstate = "I" |
| 317 | + self.focus = False |
| 318 | + self.homing_cooldown -= 0.01 |
| 319 | + self.cooldown -= 0.01 |
| 320 | + self.bomb_cooldown -= 0.01 |
| 321 | + self.center = (self.pos[0] + (self.size[0] // 2), self.pos[1] + (self.size[1] // 2)) |
| 322 | + self.graze_hitbox.update(self.center) |
| 323 | + self.hitbox.update(self.center) |
| 324 | + self.check_colliders() |
| 325 | + self.movement() |
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