pneuma-pygame/game/entities/player.py

102 lines
3.8 KiB
Python
Raw Normal View History

import pygame
2023-10-04 02:37:28 +00:00
from random import randint
from configs.game.weapon_config import weapon_data
from configs.game.spell_config import magic_data
from .components.stats import StatsHandler
from .components._input import InputHandler
from .components.animaton import AnimationHandler
2023-10-04 02:37:28 +00:00
from effects.particle_effects import AnimationPlayer
class Player(pygame.sprite.Sprite):
2023-10-04 02:37:28 +00:00
def __init__(self, position, groups, obstacle_sprites, visible_sprites, attack_sprites, attackable_sprites):
super().__init__(groups)
# Setup Sprites
self.sprite_type = 'player'
self.visible_sprites = visible_sprites
self.attack_sprites = attack_sprites
self.obstacle_sprites = obstacle_sprites
2023-10-04 02:37:28 +00:00
self.attackable_sprites = attackable_sprites
# Setup Graphics
2023-10-04 02:37:28 +00:00
self.animation_player = AnimationPlayer()
self.animation = AnimationHandler(self.sprite_type)
self.animation.import_assets(position)
self.image = self.animation.image
self.rect = self.animation.rect
2023-10-04 02:37:28 +00:00
# Setup Inputs
self._input = InputHandler(
self.sprite_type, self.animation_player) # , self.status)
# Setup Stats
2023-10-04 02:37:28 +00:00
self.stats = StatsHandler(self.sprite_type)
self.distance_direction_from_enemy = None
def get_status(self):
if self._input.movement.direction.x == 0 and self._input.movement.direction.y == 0:
2023-10-04 02:37:28 +00:00
if 'idle' not in self.status and 'attack' not in self.status:
self.status += '_idle'
if self._input.attacking:
self._input.movement.direction.x = 0
self._input.movement.direction.y = 0
2023-10-04 02:37:28 +00:00
if 'attack' not in self.status:
if 'idle' in self.status:
self.status = self.status.replace('idle', 'attack')
else:
self.status += '_attack'
else:
if 'attack' in self.status:
self.status = self.status.replace('_attack', '')
2023-10-04 02:37:28 +00:00
def attack_logic(self):
if self.attack_sprites:
for attack_sprite in self.attack_sprites:
collision_sprites = pygame.sprite.spritecollide(
attack_sprite, self.attackable_sprites, False)
if collision_sprites:
for target_sprite in collision_sprites:
if target_sprite.sprite_type == 'grass':
pos = target_sprite.rect.center
offset = pygame.math.Vector2(0, 75)
for leaf in range(randint(3, 6)):
self.animation_player.create_grass_particles(
position=pos - offset, groups=[self.visible_sprites])
target_sprite.kill()
else:
target_sprite.get_damaged(
self, attack_sprite.sprite_type)
def get_full_weapon_damage(self):
base_damage = self.stats.attack
weapon_damage = weapon_data[self._input.combat.weapon]['damage']
return (base_damage + weapon_damage)
def get_full_magic_damage(self):
base_damage = self.stats.magic
spell_damage = magic_data[self._input.combat.magic]['strength']
return (base_damage + spell_damage)
def update(self):
# Refresh objects based on input
self._input.check_input(
2023-10-04 02:37:28 +00:00
self.stats.speed, self.animation.hitbox, self.obstacle_sprites, self.animation.rect, self)
self.status = self._input.status
# Animate
self.get_status()
self.animation.animate(self.status, self._input.combat.vulnerable)
self.image = self.animation.image
self.rect = self.animation.rect
# Cooldowns and Regen
self.stats.energy_recovery()
self._input.cooldowns(self._input.combat.vulnerable)