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Bonus.py
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283 lines (211 loc) · 8.64 KB
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import random
import pygame as pg
from pygame.locals import *
from pygame.math import Vector2 as Pos
from pygame.rect import Rect
from pygame.color import Color
from typing import Optional
from pygame.surface import Surface
from Window import Window
from EventHolder import EventHolder
from Assets import Assets
from Colors import Colors
from functions import *
import random as r
from random import randint as rr
from Ball import Ball
from CommonResources import CommonResources
# RESPECT PEP 8 & PEP 20
class Bonus :
GROW = 'grow'
SHRINK = 'shrink'
SPEED_UP = 'speed_up'
SPEED_DOWN = 'speed_down'
ARM_UP = 'arm_up'
HYPE_ARM_UP = 'hype_arm_up'
FIREBALL = 'fireball'
MULTIBALL = 'multiball'
names_list = [GROW, SHRINK, SPEED_UP, SPEED_DOWN, ARM_UP, HYPE_ARM_UP, FIREBALL, MULTIBALL, ]
by_number = {0 : "none", 1 : "empty", 2 : "bad", 3 : "good", 4 : "best"}
section_dict = {"bad" : [SHRINK, SPEED_DOWN], "good" : [ARM_UP, MULTIBALL, GROW, SPEED_UP],
"best" : [FIREBALL, HYPE_ARM_UP]}
grow_color = Colors.GREEN
shrink_color = Colors.RED
speed_up_color = Colors.BLACK.lerp(Colors.WHITE,0.8)
speed_down_color = Colors.BLACK
arm_up_color = Colors.RED.lerp(Colors.BLACK, 0.5)
hype_arm_up_color = Colors.RED.lerp(Colors.BLUE, 0.5)
fireball_color = Color("#780000")
multiball_color = Colors.GREEN.lerp(Colors.RED, 0.5)
all_ = {GROW : grow_color, SHRINK : shrink_color, SPEED_UP : speed_up_color,
SPEED_DOWN : speed_down_color, ARM_UP : arm_up_color, HYPE_ARM_UP : hype_arm_up_color,
FIREBALL : fireball_color, MULTIBALL : multiball_color}
def __init__( self, name: str, center: Pos, radius, color: Color ) :
if type(center) == tuple : center = Pos(center)
self.consumed = False
self.events = CommonResources.event_holder
self.colors = CommonResources.colors
self.assets = CommonResources.assets
self.window = CommonResources.window
self.player = CommonResources.player
self.angle = 0
self.name = name
self.center = center
self.radius = radius
if self.name == Bonus.MULTIBALL : self.radius *= 1.5
if self.name == Bonus.SHRINK: self.radius *= r.uniform(0.5,1)
if self.name == Bonus.SPEED_DOWN: self.radius *= r.uniform(0.5,1)
self.tail = []
self.color = color
if self.name == Bonus.FIREBALL:
self.fall_speed = 1 / self.events.determined_fps * 2 * r.uniform(2, 4)
else:
self.fall_speed = 1 / self.events.determined_fps * 2 * r.uniform(0.5, 2)
if self.name == Bonus.SHRINK: self.fall_speed *= 2
@property
def sound( self ):
if self.name in Bonus.section_dict['bad']:
return self.assets.bad_sound
if self.name in Bonus.section_dict['good']:
return self.assets.good_sound
if self.name in Bonus.section_dict['best']:
return self.assets.best_sound
@property
def multiball_top( self ) :
pos = self.center.copy()
pos.y -= self.radius * 0.5
return pos
@property
def fire_color( self ) :
red = rr(225, 255)
green = rr(0, 150)
blue = green
return Color(red, green, blue)
@property
def multiball_size( self ) :
return self.radius * 0.46
@property
def rect( self ) :
return Rect(self.center.x - self.radius, self.center.y - self.radius, self.radius * 2,
self.radius * 2)
@property
def this_color( self ) :
if self.name == Bonus.HYPE_ARM_UP :
return Colors.random_color()
if self.name == Bonus.MULTIBALL :
return self.ball.color
if self.name == Bonus.ARM_UP:
return self.player.bullets_color
if self.name == Bonus.SPEED_UP:
noise = [rr(-50,50) for _ in range(3)]
new_color = [self.color.r + noise[0],self.color.g + noise[1],self.color.b+noise[2]]
new_color = [cap(i,0,255) for i in new_color]
return Color(new_color)
return self.color
@property
def ball( self ) :
return CommonResources.game.ball
def update( self ) :
self.player = CommonResources.player
def check_fire_tail_events( self ):
c = 0
for _, radius, _ in self.tail :
radius *= 0.98
self.tail[c][1] = radius
if radius <= 0.7 :
self.tail.pop(c)
c += 1
center = self.center.copy()
radius = self.radius
color = self.fire_color
x = int(self.radius / 2.5)
noise = Pos(r.randint(-x,x),r.randint(-x,x))
center.x += noise.x
center.y += noise.y
self.tail.append([center,radius,color])
def check_events( self ) :
if self.name == Bonus.MULTIBALL :
self.angle += 0.5
elif self.name == Bonus.HYPE_ARM_UP :
self.angle += 0.7
elif self.name == Bonus.ARM_UP :
self.angle -= 0.35
elif self.name == Bonus.SPEED_UP:
self.center.x += rr(-1,1)
self.center.y += rr(-1,1)
elif self.name == Bonus.SPEED_DOWN:
diff = self.player.rect.center[0] - self.center.x
if diff!=0:
self.center.x += (diff/abs(diff)) * self.fall_speed * (self.radius * 2) * 0.2
if self.name == Bonus.FIREBALL:
self.check_fire_tail_events()
self.center.y += self.fall_speed * (self.radius * 2)
p = self.player
b: Ball = self.ball
cool_dict = {"grow" : p.grow, "shrink" : p.shrink, "speed_up" : p.speed_up,
"speed_down" : p.speed_down, "arm_up" : p.arm_up, "hype_arm_up" : p.hype_arm_up,
"fireball" : b.ignite, "multiball" : b.divide}
pr = self.player.rect
if self.rect.colliderect(pr) :
self.consumed = True
CommonResources.bonuses_channel.play(self.sound)
cool_dict[self.name]()
def render_debug( self, surface: Surface ) :
...
def render_multiball( self, surface: Surface ) :
p1 = rotate(self.center, self.multiball_top, self.angle + 0)
p2 = rotate(self.center, self.multiball_top, self.angle + 120)
p3 = rotate(self.center, self.multiball_top, self.angle + 240)
pg.draw.circle(surface, self.this_color, p1, self.multiball_size)
pg.draw.circle(surface, self.this_color, p2, self.multiball_size)
pg.draw.circle(surface, self.this_color, p3, self.multiball_size)
pg.draw.circle(surface, self.this_color.lerp(Colors.BLACK, 0.8), p1, self.multiball_size,
width=2)
pg.draw.circle(surface, self.this_color.lerp(Colors.BLACK, 0.8), p2, self.multiball_size,
width=2)
pg.draw.circle(surface, self.this_color.lerp(Colors.BLACK, 0.8), p3, self.multiball_size,
width=2)
def render_hype_gun( self, surface: Surface ):
polygon(surface,self.this_color,self.center,self.radius,3,self.angle)
polygon(surface,
self.this_color.lerp(Colors.BLACK,0.7),
self.center,
self.radius,3,self.angle,width=2
)
def render_gun( self,surface:Surface ):
polygon(surface,self.this_color,self.center,self.radius,3,self.angle)
t = self.this_color
n = [t.r + 125,t.g + 125,t.b +125]
border_color = [i%255 for i in n]
polygon(surface,
border_color,
self.center,
self.radius,3,self.angle,width=2
)
def render_fireball( self, surface: Surface ):
for center, radius, color in self.tail :
pg.draw.circle(surface, color, center, radius)
pg.draw.circle(surface, self.color, self.center,self.radius)
def render_speed_up( self,surface:Surface ):
pg.draw.circle(surface,self.this_color,self.center,self.radius)
pg.draw.circle(surface, self.this_color.lerp(Colors.BLACK, 0.5), self.center, self.radius,
width=3)
def render( self, surface: Surface ) :
if self.name == Bonus.MULTIBALL :
self.render_multiball(surface)
return
if self.name == Bonus.HYPE_ARM_UP:
self.render_hype_gun(surface)
return
if self.name == Bonus.ARM_UP:
self.render_gun(surface)
return
if self.name == Bonus.FIREBALL:
self.render_fireball(surface)
return
if self.name == Bonus.SPEED_UP:
self.render_speed_up(surface)
return
pg.draw.circle(surface, self.this_color, self.center, self.radius)
pg.draw.circle(surface, self.this_color.lerp(Colors.BLACK, 0.5), self.center, self.radius,
width=3)