pneuma-pygame/old/Game/objects/player.py

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import pygame
import random
import numpy as np
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from utils.settings import *
from utils.support import import_folder
from objects.entity import Entity
from rl.agent import Agent
from rl.rl_settings import *
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class Player(Entity):
def __init__(self, position, groups, obstacle_sprites, create_attack_sprite, delete_attack_sprite, create_magic_sprite, is_AI, state):
super().__init__(groups, is_AI, state)
self.image = pygame.image.load(
'../Graphics/graphics/player/down/down_0.png').convert_alpha()
self.rect = self.image.get_rect(topleft=position)
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self.hitbox = self.rect.inflate(HITBOX_OFFSET['player'])
self.sprite_type = 'player'
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# Graphics Setup
self.import_player_assets()
self.status = 'down'
# Combat
self.attacking = False
self.attack_cooldown = 400
self.attack_time = None
# Weapons
self.create_attack_sprite = create_attack_sprite
self.delete_attack_sprite = delete_attack_sprite
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# Magic
self.create_magic_sprite = create_magic_sprite
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# Weapon rotation
self.weapon_index = 0
self.weapon = list(weapon_data.keys())[self.weapon_index]
self.can_rotate_weapon = True
self.weapon_rotation_time = None
self.rotate_attack_cooldown = 600
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# Magic rotation
self.magic_index = 0
self.magic = list(magic_data.keys())[self.magic_index]
self.can_swap_magic = True
self.magic_swap_time = None
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# Stats
self.stats = {
'health': 100,
'energy': 60,
'attack': 10,
'magic': 4,
'speed': 5
}
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self.max_stats = {
'health': 300,
'energy': 150,
'attack': 20,
'magic': 10,
'speed': 10
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}
self.upgrade_costs = {
'health': 100,
'energy': 100,
'attack': 100,
'magic': 100,
'speed': 100
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}
# AI setup
self.is_AI = is_AI
if self.is_AI:
self.agent = Agent(self.possible_actions, input_dims=(list(self.stats.values(
)) + self.distance_direction_to_player), batch_size=batch_size, alpha=alpha, n_epochs=n_epochs)
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self.health = self.stats['health']
self.energy = self.stats['energy']
self.exp = 0
self.speed = self.stats['speed']
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# Damage timer
self.vulnerable = True
self.hurt_time = None
self.invulnerability_duration = 300
self.obstacle_sprites = obstacle_sprites
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# Import Sounds
self.weapon_attack_sound = pygame.mixer.Sound(
'../Graphics/audio/sword.wav')
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self.weapon_attack_sound.set_volume(0.2)
def import_player_assets(self):
character_path = '../Graphics/graphics/player'
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self.animations = {
'up': [], 'down': [], 'left': [], 'right': [],
'up_idle': [], 'down_idle': [], 'left_idle': [], 'right_idle': [],
'up_attack': [], 'down_attack': [], 'left_attack': [], 'right_attack': []
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}
for animation in self.animations.keys():
full_path = f"{character_path}/{animation}"
self.animations[animation] = import_folder(full_path)
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def get_status(self):
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# Idle Status
if self.direction.x == 0 and self.direction.y == 0:
if not 'idle' in self.status and not 'attack' in self.status:
self.status += '_idle'
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if self.attacking:
self.direction.x = 0
self.direction.y = 0
if not 'attack' 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', '')
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def get_full_weapon_damage(self):
base_damage = self.stats['attack']
weapon_damage = weapon_data[self.weapon]['damage']
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return (base_damage + weapon_damage)
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def get_full_magic_damage(self):
base_damage = self.stats['magic']
spell_damage = magic_data[self.magic]['strength']
return (base_damage + spell_damage)
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def get_value_by_index(self, index):
return list(self.stats.values())[index]
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def get_cost_by_index(self, index):
return list(self.upgrade_costs.values())[index]
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def cooldowns(self):
current_time = pygame.time.get_ticks()
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if self.attacking:
if current_time - self.attack_time > self.attack_cooldown + weapon_data[self.weapon]['cooldown']:
self.attacking = False
self.delete_attack_sprite()
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if not self.can_rotate_weapon:
if current_time - self.weapon_rotation_time > self.rotate_attack_cooldown:
self.can_rotate_weapon = True
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if not self.can_swap_magic:
if current_time - self.magic_swap_time > self.rotate_attack_cooldown:
self.can_swap_magic = True
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if not self.vulnerable:
if current_time - self.hurt_time >= self.invulnerability_duration:
self.vulnerable = True
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if not self.can_move:
if current_time - self.move_time >= self.move_cooldown:
self.can_move = True
def energy_recovery(self):
if self.energy < self.stats['energy']:
self.energy += 0.01 * self.stats['magic']
else:
self.energy = self.stats['energy']
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def animate(self):
animation = self.animations[self.status]
self.frame_index += self.animation_speed
if self.frame_index >= len(animation):
self.frame_index = 0
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# Set the image
self.image = animation[int(self.frame_index)]
self.rect = self.image.get_rect(center=self.hitbox.center)
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if not self.vulnerable:
alpha = self.wave_value()
self.image.set_alpha(alpha)
else:
self.image.set_alpha(255)
def update(self):
self.input()
self.cooldowns()
self.get_status()
self.animate()
self.move(self.stats['speed'])
self.energy_recovery()
self.distance_direction_to_player = self.state()
# if self.is_AI:
# self.agent.act(self.distance_direction_to_player)