RaycasterTest/npc.py
2023-01-28 15:05:50 +00:00

144 lines
No EOL
5 KiB
Python

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