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147 lines
5.2 KiB
Python
147 lines
5.2 KiB
Python
from sprite_object import *
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from random import randint, random, choice
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class NPC(AnimatedSprite):
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def __init__(self, game, path='resources/sprites/npc/soldier/0.png', pos=(10.5, 5.5),
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scale=0.6, shift=0.38, animation_time=180):
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super().__init__(game, path, pos, scale, shift, animation_time)
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self.attack_images = self.get_images(self.path + '/attack')
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self.death_images = self.get_images(self.path + '/death')
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self.idle_images = self.get_images(self.path + '/idle')
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self.pain_images = self.get_images(self.path + '/pain')
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self.walk_images = self.get_images(self.path + '/walk')
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self.attack_dist = randint(3, 6)
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self.speed = 0.02
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self.size = 10
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self.health = 100
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self.attack_damage = 10
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self.accuracy = 0.15
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self.alive = True
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self.pain = False
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self.ray_cast_value = False
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self.player_search_trigger = False
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def update(self):
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self.check_animation_time()
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self.get_sprite()
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self.run_logic()
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if DEBUG_MODE:
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self.draw_ray_cast()
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def check_wall(self, x, y):
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return (x, y) not in self.game.map.world_map
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def check_collision(self, dx, dy):
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if self.check_wall(int(self.x + dx * self.size), int(self.y)):
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self.x += dx
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if self.check_wall(int(self.x), int(self.y + dy * self.size)):
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self.y += dy
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def movement(self):
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next_pos = self.game.pathfinding.get_path(self.map_pos, self.game.player.map_pos)
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next_x, next_y = next_pos
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if DEBUG_MODE:
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pg.draw.rect(self.game.screen, 'blue', (100 * next_x, 100 * next_y, 100, 100))
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if next_pos not in self.game.object_handler.npc_positions:
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angle = math.atan2(next_y + 0.5 - self.y, next_x + 0.5 - self.x)
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dx = math.cos(angle) * self.speed
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dy = math.sin(angle) * self.speed
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self.check_collision(dx, dy)
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def attack(self):
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if self.animation_trigger:
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pass
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def run_logic(self):
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if self.alive:
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self.ray_cast_value = self.ray_cast_player_npc()
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self.animate(self.idle_images)
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if self.ray_cast_value:
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self.player_search_trigger = True
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if self.dist < self.attack_dist:
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self.animate(self.attack_images)
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self.attack()
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else:
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self.animate(self.walk_images)
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self.movement()
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elif self.player_search_trigger:
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self.animate(self.walk_images)
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self.movement()
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@property
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def map_pos(self):
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return int(self.x), int(self.y)
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def ray_cast_player_npc(self):
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if self.game.player.map_pos == self.map_pos:
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return True
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wall_dist_v, wall_dist_h = 0, 0
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player_dist_v, player_dist_h = 0, 0
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ox, oy = self.game.player.pos
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x_map, y_map = self.game.player.map_pos
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ray_angle = self.theta
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sin_a = math.sin(ray_angle)
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cos_a = math.cos(ray_angle)
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# horizontal
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y_horz, dy = (y_map + 1, 1) if sin_a > 0 else (y_map - 1e-6, -1)
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depth_horz = ((y_horz - oy) / sin_a) + 0.0001
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x_horz = ox + depth_horz * cos_a
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delta_depth = dy / sin_a
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dx = delta_depth * cos_a
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for i in range(MAX_DEPTH):
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tile_horz = int(x_horz), int(y_horz)
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if tile_horz == self.map_pos:
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player_dist_h = depth_horz
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break
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if tile_horz in self.game.map.world_map:
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wall_dist_h = depth_horz
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break
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x_horz += dx
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y_horz += dy
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depth_horz += delta_depth
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# verticals
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x_vert, dx = (x_map + 1, 1) if cos_a > 0 else (x_map - 1e-6, -1)
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depth_vert = (x_vert - ox) / cos_a
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y_vert = oy + depth_vert * sin_a
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delta_depth = dx / cos_a
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dy = delta_depth * sin_a
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for i in range(MAX_DEPTH):
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tile_vert = int(x_vert), int(y_vert)
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if tile_vert == self.map_pos:
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player_dist_v = depth_vert
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break
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if tile_vert in self.game.map.world_map:
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wall_dist_v = depth_vert
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break
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x_vert += dx
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y_vert += dy
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depth_vert += delta_depth
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player_dist = max(player_dist_v, player_dist_h)
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wall_dist = max(wall_dist_v, wall_dist_h)
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if 0 < player_dist < wall_dist or not wall_dist:
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return True
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return False
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def draw_ray_cast(self):
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if self.dist < self.attack_dist:
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pg.draw.circle(self.game.screen, 'green', (100 * self.x, 100 * self.y), 15)
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else:
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pg.draw.circle(self.game.screen, 'red', (100 * self.x, 100 * self.y), 15)
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if self.ray_cast_player_npc():
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pg.draw.line(self.game.screen, 'orange', (100 * self.game.player.x, 100 * self.game.player.y),
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(100 * self.x, 100 * self.y), 2)
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