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enemies.py
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import pygame, math, random
from aud.audios import damage_sound
from config import Tela
Create_goblin = pygame.USEREVENT + 1
Create_ranged = pygame.USEREVENT + 2
Create_golem = pygame.USEREVENT + 3
goblin_S = 0
magic_S = 0
golem_S = 0
enemy_projectiles = []
enemies = []
class goblin:
def __init__(self, target):
self.img = pygame.image.load("sprites/gobli-1.bmp")
self.img = pygame.transform.scale(self.img, (50, 50))
self.img_flip = pygame.transform.flip(self.img, True, False)
spawn_offset = 100
match random.choice(["top", "bottom", "left", "right"]):
case "top":
self.rect = self.img.get_rect(midtop=(random.randint(0, Tela.width), -spawn_offset))
case "bottom":
self.rect = self.img.get_rect(midbottom=(random.randint(0, Tela.width), Tela.height + spawn_offset))
case "left":
self.rect = self.img.get_rect(midleft=(-spawn_offset, random.randint(0, Tela.height)))
case "right":
self.rect = self.img.get_rect(midright=(Tela.width + spawn_offset, random.randint(0, Tela.height)))
self.speed = random.randint(6, 8)
self.target = target
self.last_atack = pygame.time.get_ticks()
self.hp = 100
self.atk = 50
def move(self):
target_x, target_y = self.target.rect.center
distance = math.hypot(target_x - self.rect.centerx, target_y - self.rect.centery)
if distance > 35:
rel_x, rel_y = target_x - self.rect.centerx, target_y - self.rect.centery
angle = math.atan2(rel_y, rel_x)
self.rect.x += self.speed * math.cos(angle)
self.rect.y += self.speed * math.sin(angle)
def draw(self, player, screen):
if self.rect.x > player.rect.x:
screen.blit(self.img, self.rect)
else:
screen.blit(self.img_flip, self.rect)
def colid(self, target):
return self.rect.colliderect(target.rect)
def atack(self, target):
time = pygame.time.get_ticks()
if time - self.last_atack >= 1000:
if self.colid(target):
damage_sound.play()
target.is_damaged = True
target.damage_time = 9000
target.hp -= self.atk
self.last_atack = time
class enemy_proj:
def __init__(self, x, y, angle):
self.img = pygame.image.load("sprites/enemy_proj.png")
self.img = pygame.transform.scale(self.img, (25, 25))
self.rect = self.img.get_rect(center=(x, y))
self.speed = 6
self.angle = angle
self.atk = 50
def move(self):
self.rect.x += self.speed * math.cos(self.angle)
self.rect.y += self.speed * math.sin(self.angle)
def draw(self, screen):
screen.blit(self.img, self.rect)
def colid(self, target):
return self.rect.colliderect(target.rect)
class ranged:
def __init__(self, target):
self.img = pygame.image.load("sprites/magic.bmp")
self.img = pygame.transform.scale(self.img, (80, 100))
self.img_flip = pygame.transform.flip(self.img, True, False)
spawn_offset = 50
match random.choice(["top", "bottom", "left", "right"]):
case "top":
self.rect = self.img.get_rect(midtop=(random.randint(0, Tela.width), -spawn_offset))
case "bottom":
self.rect = self.img.get_rect(midbottom=(random.randint(0, Tela.width), Tela.height + spawn_offset))
case "left":
self.rect = self.img.get_rect(midleft=(-spawn_offset, random.randint(0, Tela.height)))
case "right":
self.rect = self.img.get_rect(midright=(Tela.width + spawn_offset, random.randint(0, Tela.height)))
self.speed = random.randint(5, 6)
self.target = target
self.last_attack = pygame.time.get_ticks()
self.hp = 50
self.atk = 50
self.atk_spd = random.randint(1200, 1500)
def move(self):
target_x, target_y = self.target.rect.center
distance = math.hypot(target_x - self.rect.centerx, target_y - self.rect.centery)
if distance > 600:
rel_x, rel_y = target_x - self.rect.centerx, target_y - self.rect.centery
angle = math.atan2(rel_y, rel_x)
self.rect.x += self.speed * math.cos(angle)
self.rect.y += self.speed * math.sin(angle)
def draw(self, player, screen):
if self.rect.x < player.rect.x:
screen.blit(self.img, self.rect)
else:
screen.blit(self.img_flip, self.rect)
def colid(self, target):
return self.rect.colliderect(target.rect)
def atack(self, player):
time = pygame.time.get_ticks()
if time - self.last_attack >= self.atk_spd:
target_x, target_y = self.target.rect.center
rel_x, rel_y = target_x - self.rect.centerx, target_y - self.rect.centery
angle = math.atan2(rel_y, rel_x)
new_bullet = enemy_proj(self.rect.centerx, self.rect.centery, angle)
enemy_projectiles.append(new_bullet)
self.last_attack = time
class golem:
def __init__(self, target):
self.img = pygame.image.load("sprites/golem.bmp")
self.img = pygame.transform.scale(self.img, (250, 250))
self.img_flip = pygame.transform.flip(self.img, True, False)
spawn_offset = 50
match random.choice(["top", "bottom", "left", "right"]):
case "top":
self.rect = self.img.get_rect(midtop=(random.randint(0, Tela.width), -spawn_offset))
case "bottom":
self.rect = self.img.get_rect(midbottom=(random.randint(0, Tela.width), Tela.height + spawn_offset))
case "left":
self.rect = self.img.get_rect(midleft=(-spawn_offset, random.randint(0, Tela.height)))
case "right":
self.rect = self.img.get_rect(midright=(Tela.width + spawn_offset, random.randint(0, Tela.height)))
lifes = [1500, 1200, 1000]
self.speed = random.randint(1, 3)
self.target = target
self.last_atack = pygame.time.get_ticks()
self.hp = lifes[self.speed - 1]
self.atk = 100
def move(self):
target_x, target_y = self.target.rect.center
distance = math.hypot(target_x - self.rect.centerx, target_y - self.rect.centery)
if distance > 45:
rel_x, rel_y = target_x - self.rect.centerx, target_y - self.rect.centery
angle = math.atan2(rel_y, rel_x)
self.rect.x += self.speed * math.cos(angle)
self.rect.y += self.speed * math.sin(angle)
def draw(self, player, screen):
if self.rect.x > player.rect.x:
screen.blit(self.img_flip, self.rect)
else:
screen.blit(self.img, self.rect)
def colid(self, target):
return self.rect.colliderect(target.rect)
def atack(self, target):
time = pygame.time.get_ticks()
if time - self.last_atack >= 3000:
if self.colid(target):
damage_sound.play()
target.is_damaged = True
target.damage_time = 9000
target.hp -= self.atk
self.last_atack = time