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#simple enemy class
import os
import pygame, pygame.image
from pygame.locals import *
import game, gfx
images = []
teleimages = []
openframes = 8.0
shootframes = 5.0
totalframes = 15.0
def load_game_resources():
#load ship graphics
global images
i = gfx.load('baddie.png')
i = pygame.transform.flip(i, 0, 1)
i.set_colorkey((0,0,0))
imgs = gfx.animstrip(i, 64)
del imgs[9] #clean animation a little
images.append(imgs)
for x in (90, 180, 270):
rotimgs = []
for i in imgs:
r = pygame.transform.rotate(i, x)
rotimgs.append(r)
images.append(rotimgs)
i = gfx.load('baddie-teleport.png')
i = pygame.transform.flip(i, 0, 1)
i.set_colorkey((0,0,0))
imgs = gfx.animstrip(i, 64)
teleimages.append(imgs)
for x in (90, 180, 270):
rotimgs = []
for i in imgs:
r = pygame.transform.rotate(i, x)
rotimgs.append(r)
teleimages.append(rotimgs)
class Guard:
def __init__(self, type):
self.images = images[type]
img = self.images[0]
self.type = type
self.dead = 0
self.rect = img.get_rect()
if type == 0: #top
self.rect.bottomleft = game.arena.topleft
self.move = [game.guard_speed, 0]
elif type == 1: #left
self.rect.bottomright = game.arena.bottomleft
self.move = [0, -game.guard_speed]
elif type == 2: #bottom
self.rect.topright = game.arena.bottomright
self.move = [-game.guard_speed, 0]
else: #right
self.rect.topleft = game.arena.topright
self.move = [0, game.guard_speed]
self.lastrect = None
self.firenow = 0
self.bullets = 0
self.openstate = 0
self.time = 0.0
self.frame = 0
self.pos = list(self.rect.topleft)
self.killed = 1
def shotinfo(self):
if not self.firenow:
return None, None
self.firenow = 0
self.bullets -= 1
speed = game.shot_speed
if self.type == 0: #top
return self.rect.center, (0, speed)
elif self.type == 1: #left
return self.rect.center, (speed, 0)
elif self.type == 2: #bottom
return self.rect.center, (0, -speed)
else: #right
return self.rect.center, (-speed, 0)
def erase(self, background):
if self.lastrect:
r = background(self.lastrect)
if self.dead:
gfx.dirty(r)
def draw(self, gfx):
if not self.killed:
img = self.images[self.frame]
r = gfx.surface.blit(img, self.rect)
gfx.dirty2(r, self.lastrect)
self.lastrect = r
def tick(self, speedadjust = 1.0):
if self.killed:
return
#move
self.pos[0] += self.move[0] * speedadjust
self.pos[1] += self.move[1] * speedadjust
self.rect.topleft = self.pos
#checkbounds
if self.type == 0 or self.type == 2:
if self.rect.left < game.arena.left:
self.move[0] = abs(self.move[0])
if self.rect.right > game.arena.right:
self.move[0] = -abs(self.move[0])
else:
if self.rect.top < game.arena.top:
self.move[1] = abs(self.move[1])
if self.rect.bottom > game.arena.bottom:
self.move[1] = -abs(self.move[1])
if self.bullets and self.openstate < 3:
self.time += speedadjust * .6
if self.openstate == 0: #start open
self.time = 1.0
self.frame = 1
self.openstate = 1
elif self.openstate == 1: #keep opening
if self.time > openframes:
self.openstate = 2
else:
if self.time >= openframes + shootframes - 1.0:
if self.bullets > 1:
self.time -= 3.5
else:
self.openstate = 3
self.firenow = 1
else:
if self.openstate: #waiting to close
self.time += speedadjust * .6
if self.time >= totalframes:
self.openstate = 0
self.time = 0.0
self.frame = int(self.time)
if self.frame >= len(self.images):
self.frame = 0
def nofire(self):
self.bullets = 0
self.firenow = 0
if self.openstate < openframes + shootframes:
self.time = openframes + shootframes + 1.0
def fire(self):
if not self.killed:
self.bullets += 1
class TeleGuard:
def __init__(self, guard):
self.guard = guard
self.images = teleimages[guard.type]
self.rect = self.images[0].get_rect()
self.rect.center = guard.rect.center
self.dead = 0
self.time = 0.0
self.endtime = len(self.images)*2.6
def erase(self, background):
r = background(self.rect)
if self.dead:
gfx.dirty(r)
def draw(self, gfx):
img = self.images[int((self.time / self.endtime) * len(self.images))]
r = gfx.surface.blit(img, self.rect)
gfx.dirty(r)
def tick(self, speedadjust):
self.time += speedadjust * 1.2
if self.time >= self.endtime:
self.dead = 1
self.guard.killed = 0
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