""" mobs.py Organizes all classes related to Mobs, Entities, Enemies, Players and Items. """ from typing import List, Tuple import arcade import random import math from config import Config, Enums, SpritePaths from map import Dungeon from sprites import PlayerAnimations class MobHandler(arcade.SpriteList): def __init__(self): super().__init__() self.enemy_list = [] self.active_enemies = [] self.dungeon = None self.player = None def setup(self, ghost, frogs, player, dungeon) -> list: self.enemy_list = arcade.SpriteList() self.active_enemies = arcade.SpriteList() self.dungeon = dungeon self.player = player for count in range(ghost): mob = Enemy(filename="resources/images/monsters/ghost/ghost1.png", dungeon=self.dungeon) mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center() mob.target = self.player mob.scale = 4 mob.monster_type = 'ghost' mob.monster_collisions = arcade.PhysicsEngineSimple(mob, self.active_enemies) self.enemy_list.append(mob) for count in range(frogs): mob = Enemy(filename="resources/images/monsters/frog/frog1.png", dungeon=self.dungeon) mob.center_x, mob.center_y = random.choice(self.dungeon.levelList).center() mob.target = self.player mob.scale = 4 mob.monster_type = 'frog' mob.monster_collisions = arcade.PhysicsEngineSimple(mob, self.active_enemies) self.enemy_list.append(mob) return self.enemy_list def render(self) -> None: self.enemy_list.draw() def update(self) -> None: # Enemy activation and update for enemy in reversed(self.enemy_list): # TODO replace with distance checking distance = self.get_distance(enemy) if (distance < 300): self.active_enemies.append(enemy) self.enemy_list.remove(enemy) enemy.active = True try: for enemy in self.active_enemies: enemy.monster_collisions.update() path = enemy.get_path() enemy.tick(path) except Exception: import traceback traceback.print_exc() def get_distance(self, enemy) -> int: start_x = enemy.center_x start_y = enemy.center_y end_x = self.player.center_x end_y = self.player.center_y distance = math.sqrt(math.pow(start_x - end_x, 2) + math.pow(start_y - end_y, 2)) return distance class Mob(arcade.Sprite): """ Represents a Mob. No defined behaviour, it has no intelligence. """ def __init__(self, dungeon: Dungeon, max_health=100, max_armor=0, *args, **kwargs) -> None: # Set up parent class super(Mob, self).__init__(*args, **kwargs) self.max_health, self.max_armor = max_health, max_armor self.health, self.armor = max_health, max_armor self.idle_textures = [] self.walking_textures = [] self.up_textures = [] self.down_textures = [] self.cur_texture = 0 self.monster_collisions = None self.dungeon = dungeon self.target = None self.collisions = None class Player(Mob): """ Represents a Player. While this is a instance, there should only be one in the world at any given time. """ def __init__(self, *args, **kwargs) -> None: super(Player, self).__init__(*args, **kwargs) self.animations = PlayerAnimations(SpritePaths.KNIGHT) # Used for mapping directions to animations self.map = { Enums.IDLE: self.animations.idles, Enums.UP: self.animations.up, Enums.DOWN: self.animations.down, Enums.RIGHT: self.animations.right, Enums.LEFT: self.animations.left } self.refreshIndex = 0 self.prev = Enums.IDLE self.texture = next(self.map[self.prev]) self.kill_list = [] self.cur_recipe = None def add_kill(self, creature): # Adds a kill to kill_list. If 3 or more check the recipe then give a power up if it matches. self.kill_list.append(creature) print(self.kill_list) print(self.cur_recipe) if self.cur_recipe == self.kill_list: print("+++++++++++++++++++++++++++++++++++++++++++++++++++++++") self.kill_list = [] elif len(self.kill_list) >= 3: self.kill_list = [] def update_animation(self, delta_time: float = 1 / 60) -> None: """ Updates animations for the Player. :param delta_time: No idea. """ # Increase the refresh index according self.refreshIndex = (self.refreshIndex + 1) % Config.RUN_UPDATES_PER_FRAME # Logic to determine what direction we're in. if self.change_x == 0 and self.change_y == 0: cur = Enums.IDLE elif self.change_y > 0: # Up cur = Enums.UP elif self.change_y < 0: # Down cur = Enums.DOWN elif self.change_x > 0: # Left cur = Enums.RIGHT elif self.change_x < 0: # Right cur = Enums.LEFT else: # Idle cur = Enums.IDLE # If we're in a new direction or the refresh index has reset if self.prev is not cur or self.refreshIndex == 0: self.texture = next(self.map[cur]) self.prev = cur def tick(self): """ While Player objects do not have any AI (they are controlled by the user), the tick function can keep track of statistics that progress over time, like regenerating health/armor or status effects like poison. """ class Enemy(Mob): """ Represents an Enemy Mob. Will take basic offensive actions against Player objects. """ def __init__(self, *args, **kwargs) -> None: super(Enemy, self).__init__(*args, **kwargs) self.monster_type = '' self.active = False def nearestPosition(self) -> Tuple[int, int]: """ Returns the nearest absolute dungeon tile the Mob is placed on. :return: A tuple containing the Mob's dungeon tile position. """ return (round(self.center_x / Config.TILE_SIZE), round(self.center_y / Config.TILE_SIZE)) def tick(self, path: Tuple[int, int] = None) -> None: """ A on_update function, the Mob should decide it's next actions here. """ curpos, nextpos = self.nearestPosition(), path[1] # print(curpos, nextpos) if nextpos[0] > curpos[0]: self.change_x = Config.PLAYER_MOVEMENT_SPEED - 3 elif nextpos[0] < curpos[0]: self.change_x = -Config.PLAYER_MOVEMENT_SPEED + 3 else: self.change_x = 0 if nextpos[1] > curpos[1]: self.change_y = Config.PLAYER_MOVEMENT_SPEED - 3 elif nextpos[1] < curpos[1]: self.change_y = -Config.PLAYER_MOVEMENT_SPEED + 3 else: self.change_y = 0 # print(self.change_x, self.change_y) def get_path(self, end: Tuple[int, int] = None) -> List[Tuple[int, int]]: """ Returns the path to get to the Mob's target in absolute integer positions. :param end: A the endpoint tuple. Must be a valid position within the matrix. :return: """ if end is None: end = self.target.position start, end = self.nearestPosition(), (round(end[0] / Config.TILE_SIZE), round(end[1] / Config.TILE_SIZE)) start, end = self.dungeon.grid.node(*start), self.dungeon.grid.node(*end) paths, runs = self.dungeon.finder.find_path(start, end, self.dungeon.grid) self.dungeon.grid.cleanup() return paths