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rifle.py
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rifle.py
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import math
import pygame
from gameobject import GameObject
from targeting_terminal import TargetingTerminal
from wordgenerator import WordGenerator
pygame.font.init()
BLACK = 0, 0, 0
DARK_GREEN = 0, 100, 0
GREEN = 0, 255, 0
LIGHT_BLUE = 100, 100, 255
RED = 255, 0, 0
WHITE = 255, 255, 255
GRAY = 88, 88, 88
EVENT_KEY_a = 97
EVENT_KEY_BACKSPACE = 8
EVENT_KEY_ENTER = 13
EVENT_KEY_z = 122
class RifleTargetingSystem():
def __init__(self, universe):
self.universe_ = universe
self.current_text_ = ""
self.default_enemy_color_ = RED
self.enemy_colors_ = {"NotSoBasicGrunt" : LIGHT_BLUE}
self.font_size_ = 15
self.ids_for_target_tags_ = dict()
self.main_character_color_ = GREEN
self.projectile_color_ = WHITE
self.target_tag_y_spacing_ = 5
self.target_tag_rect_spacing_ = 2
self.target_tags_ = dict()
self.targeting_terminal_ = TargetingTerminal()
self.text_antialias_ = 1
self.ui_font_ = pygame.font.SysFont("monospace", self.font_size_)
self.word_generator_ = WordGenerator()
self.word_length_min_ = 3
self.word_length_range_ = 3
def get_target_id(self, terminal_input):
for enemy in self.universe_.enemies():
if terminal_input == self.target_tags_[enemy.id_]:
return self.ids_for_target_tags_[terminal_input]
return None
def get_target_position(self, current_text):
target_id = self.get_target_id(current_text)
if target_id:
return self.universe_.enemies_[target_id].position_
else:
return None
"""
Update Functions
"""
def update(self, events):
for enemy in self.universe_.enemies():
if enemy.id_ not in self.target_tags_:
new_word = self.word_generator_.request_word(self.word_length_min_,
self.word_length_range_)
self.target_tags_[enemy.id_] = new_word
self.ids_for_target_tags_[new_word] = enemy.id_
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == EVENT_KEY_ENTER:
target_location = self.get_target_position(self.current_text_)
self.current_text_ = ""
if target_location:
rifle_projectile = RifleProjectile(self.universe_.main_character_.position_,
target_location,
self.universe_)
self.universe_.create_friendly_projectile(rifle_projectile)
else:
self.targeting_terminal_.notify_misfire()
if event.key == EVENT_KEY_BACKSPACE:
self.current_text_ = self.current_text_[:-1]
elif event.key in range(EVENT_KEY_a, EVENT_KEY_z+1):
if len(self.current_text_) <= self.targeting_terminal_.max_word_size_:
self.current_text_ += chr(event.key)
self.targeting_terminal_.update(self.current_text_)
"""
Draw Functions
"""
def draw(self, screen):
self.draw_background(screen)
self.draw_grid(screen)
self.draw_entities(screen)
self.draw_target_tags(screen)
self.targeting_terminal_.draw_terminal(screen)
def draw_background(self, screen):
pygame.draw.rect(screen, BLACK, pygame.Rect((0, 0), screen.get_size()))
def draw_grid(self, screen):
height = screen.get_height()
width = screen.get_width()
line_separation = 25
line_width = 1
for i in range(line_separation, width, line_separation):
pygame.draw.line(screen,
DARK_GREEN,
(i, 0),
(i, height),
line_width)
for i in range(line_separation, height, line_separation):
pygame.draw.line(screen,
DARK_GREEN,
(0, i),
(width, i),
line_width)
def draw_entities(self, screen):
self.draw_friendly_projectiles(screen)
self.draw_enemy_projectiles(screen)
self.draw_enemies(screen)
self.draw_target_tags(screen)
self.draw_maincharacter(screen)
def draw_enemies(self, screen):
for enemy in self.universe_.enemies():
enemy_color = self.enemy_colors_.get(enemy.get_type(), self.default_enemy_color_)
enemy_rect = pygame.Rect(enemy.position_[0]-enemy.size_/2,
enemy.position_[1]-enemy.size_/2,
enemy.size_,
enemy.size_)
pygame.draw.rect(screen, enemy_color, enemy_rect)
def draw_maincharacter(self, screen):
main_character = self.universe_.main_character_
main_character_rect = pygame.Rect(main_character.position_[0]-main_character.size_/2,
main_character.position_[1]-main_character.size_/2,
main_character.size_,
main_character.size_)
pygame.draw.rect(screen, self.main_character_color_, main_character_rect)
def draw_target_tags(self, screen):
for enemy in self.universe_.enemies():
enemy_color = self.enemy_colors_.get(enemy.get_type(), self.default_enemy_color_)
target_tag_word = self.target_tags_[enemy.id_]
target_tag_label = self.ui_font_.render(target_tag_word,
self.text_antialias_,
enemy_color)
width = self.ui_font_.size(target_tag_word)[0]
height = self.ui_font_.size(target_tag_word)[1]
target_tag_x = enemy.position_[0] - (width/2)
target_tag_y = (enemy.position_[1] + enemy.size_/2 +(self.target_tag_y_spacing_))
pygame.draw.rect(screen, BLACK, (target_tag_x-self.target_tag_rect_spacing_, target_tag_y-self.target_tag_rect_spacing_,
width+4, height+2), 0) # Filled rect. Dimensions of rect adjusted to contain the word
pygame.draw.rect(screen, GRAY, (target_tag_x-self.target_tag_rect_spacing_, target_tag_y-self.target_tag_rect_spacing_,
width+4, height+2), 1) # Outline rect. Dimensions of rect adjusted to contain the word
screen.blit(target_tag_label, (target_tag_x, target_tag_y))
def draw_friendly_projectiles(self, screen):
for projectile in self.universe_.friendly_projectiles():
projectile_rect = pygame.Rect(projectile.position_[0]-projectile.size_/2,
projectile.position_[1]-projectile.size_/2,
projectile.size_,
projectile.size_)
pygame.draw.rect(screen, self.projectile_color_, projectile_rect)
def draw_enemy_projectiles(self, screen):
for projectile in self.universe_.enemy_projectiles():
projectile_rect = pygame.Rect(projectile.position_[0]-projectile.size_/2,
projectile.position_[1]-projectile.size_/2,
projectile.size_,
projectile.size_)
pygame.draw.rect(screen, self.default_enemy_color_, projectile_rect)
class RifleProjectile(GameObject):
def __init__(self, initial_position, target_position, universe):
self.id_ = self.create_ID()
self.listeners_ = []
self.position_ = initial_position
self.size_ = 5
self.speed_ = 15
self.speed_ = 17
self.universe_ = universe
self.velocity_ = self.calculate_trajectory(initial_position,
target_position)
def calculate_trajectory(self, initial_position, target_position):
x_distance = target_position[0] - initial_position[0]
y_distance = target_position[1] - initial_position[1]
distance = math.sqrt(x_distance**2 + y_distance**2)
x_velocity = (x_distance * self.speed_) / distance
y_velocity = (y_distance * self.speed_) / distance
return x_velocity, y_velocity
def check_collisions(self):
collisions = self.universe_.get_collisions(self)
if collisions:
collisions[0].take_damage(1000)
self.report_destroyed()
def update(self, events):
self.check_collisions()
self.position_ = (self.position_[0] + self.velocity_[0],
self.position_[1] + self.velocity_[1])
def collision_box(self):
return pygame.Rect(self.position_[0]-self.size_/2,
self.position_[1]-self.size_/2,
self.size_,
self.size_)
"""
Listener Functions
"""
def report_destroyed(self):
for listener in self.listeners_:
listener.reported_destroyed(self)
def register(self, listeners):
self.listeners_.append(listeners)
class Rifle():
def __init__(self, universe):
self.universe_ = universe
self.NAME_ = "Rifle"
self.targeting_system = RifleTargetingSystem(universe)
def update(self, events):
self.targeting_system.update(events)
def draw(self, screen):
self.targeting_system.draw(screen)