import pygame from .components.animaton import AnimationHandler from .components.stats import StatsHandler from .components._input import InputHandler from effects.particle_effects import AnimationPlayer class Enemy(pygame.sprite.Sprite): def __init__(self, name, position, groups, visible_sprites, obstacle_sprites): super().__init__(groups) self.sprite_type = "enemy" self.name = name self.visible_sprites = visible_sprites # Setup Graphics self.animation_player = AnimationPlayer() self.animation = AnimationHandler(self.sprite_type, self.name) self.animation.import_assets(position) self.image = self.animation.image self.rect = self.animation.rect # Setup Inputs self._input = InputHandler( self.sprite_type, self.animation_player) # Setup Stats self.stats = StatsHandler(self.sprite_type, monster_name=self.name) self.obstacle_sprites = obstacle_sprites self.distance_direction_from_player = None def get_action(self): player_distance = sorted( self.distance_direction_from_player, key=lambda x: x[0])[0] if player_distance[0] < self.stats.notice_radius and player_distance[0] >= self.stats.attack_radius: self._input.movement.direction = player_distance[1] self.animation.status = "move" self._input.movement.move( self.stats.speed, self.animation.hitbox, self.obstacle_sprites, self.animation.rect) elif player_distance[0] <= self.stats.attack_radius: self.animation.status = 'attack' else: self.animation.status = 'idle' def add_exp(self, player): player.stats.exp += self.stats.exp def check_death(self, player): if self.stats.health <= 0: self.add_exp(player) self.animation.trigger_death_particles( self.animation_player, self.rect.center, self.name, self.visible_sprites) self.kill() def get_damaged(self, player, attack_type): if self._input.combat.vulnerable: for _, direction, attacking_player in self.distance_direction_from_player: if attacking_player == player: self._input.movement.direction = -direction self._input.movement.move( self.stats.speed * self.stats.knockback, self.animation.hitbox, self.obstacle_sprites, self.animation.rect) break if attack_type == 'weapon': self.stats.health -= player.get_full_weapon_damage() else: self.stats.health -= player.get_full_magic_damage() self.check_death(player) self._input.combat.hurt_time = pygame.time.get_ticks() self._input.combat.vulnerable = False def update(self): self.get_action() self.animation.animate(self.animation.status, self._input.combat.vulnerable) self.image = self.animation.image self.rect = self.animation.rect self._input.cooldowns(self._input.combat.vulnerable)