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classes.py
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from cmu_graphics import *
from PIL import Image
import math
import random
class Player:
def __init__(self, name, app, x, y, radius, aimLength, aimAngle, aimDirection,
charSpeed, healSpeed, normalDamage, superDamage, damageNeeded):
# gif
self.name = name
self.charGif = Image.open('images/jessie.gif')
self.spriteListRight = []
self.spriteDirection = 'right'
self.spriteListLeft = []
for frame in range(self.charGif.n_frames):
self.charGif.seek(frame)
fr = self.charGif.resize((self.charGif.size[0]//2, self.charGif.size[1]//2))
right = CMUImage(fr)
left = fr.transpose(Image.FLIP_LEFT_RIGHT)
left = CMUImage(left)
self.spriteListRight.append(right)
self.spriteListLeft.append(left)
self.spriteCounterRight = 0
self.spriteCounterLeft = 0
# location
self.playerX = x
self.playerY = y
self.radius = radius
self.moving = False
### CHARACTER STATISTICS
self.charSpeed = charSpeed
# aim
self.maxAimLength = aimLength
self.aimLength = aimLength # current aim length
self.aimAngle = aimAngle
self.aimDirection = aimDirection
self.aimLineX = self.aimLength + self.playerX
self.aimLineY = 0
self.rangeLineOneX = self.rangeLineOneY = self.rangeLineTwoX = self.rangeLineTwoY = 0
self.rangeCoords = [self.playerX, self.playerY, self.rangeLineOneX, self.rangeLineOneY, self.rangeLineTwoX, self.rangeLineTwoY]
# ammo and shoot
self.maxAmmo = 1500
self.currAmmo = self.maxAmmo
self.ammoUnitLen = self.radius*2/self.maxAmmo
self.ammoX = self.playerX - self.radius # left
self.ammoY = self.playerY - self.radius*1.5
self.maxShots = 3
# bullets
self.bullets = []
# damage caused
self.normalDamage = normalDamage
self.superDamage = superDamage
self.totalDamage = 0.1
self.damageNeeded = damageNeeded
self.super = Super(app, self)
self.isSuperMode = False
# health bar
self.maxHealth = 1500
self.currHealth = self.maxHealth
self.healthUnitLen = self.radius*2/self.maxHealth
self.healthX = self.playerX - self.radius # left
self.healthY = self.playerY - self.radius*2.2
self.healSpeed = healSpeed
self.hidden = False
self.opacity = 100
self.hiding = False
self.coordsList = []
def __repr__(self):
return f'{self.name}'
def drawPlayer(self, app):
if self.spriteDirection == 'right':
drawImage(self.spriteListRight[self.spriteCounterRight], self.playerX, self.playerY, align='center', opacity=self.opacity)
else:
drawImage(self.spriteListLeft[self.spriteCounterLeft], self.playerX, self.playerY, align='center', opacity=self.opacity)
def drawRange(self, app):
drawPolygon(*self.rangeCoords, fill=rgb(240,209,106), opacity=80)
def healthBarColor(self):
red = (255,14,14)
yellow = (248,251,46) # at halfHealth
green = (20,255,0)
halfHealth = self.maxHealth / 2
if 0 <= self.currHealth <= halfHealth:
r = (yellow[0] - red[0]) / halfHealth * self.currHealth + red[0]
g = (yellow[1] - red[1]) / halfHealth * self.currHealth + red[1]
b = (yellow[2] - red[2]) / halfHealth * self.currHealth + red[2]
elif halfHealth < self.currHealth <= self.maxHealth:
r = (green[0] - yellow[0]) / halfHealth * (self.currHealth - halfHealth) + yellow[0]
g = (green[1] - yellow[1]) / halfHealth * (self.currHealth - halfHealth) + yellow[1]
b = (green[2] - yellow[2]) / halfHealth * (self.currHealth - halfHealth) + yellow[2]
return rgb(r,g,b)
def drawHealthBar(self, app):
# max health bar
drawRect(self.healthX, self.healthY, self.radius*2, 16, align='left', fill='black', opacity=self.opacity)
# current health bar DO THIS
healthColor = self.healthBarColor()
drawRect(self.healthX, self.healthY, self.currHealth*self.healthUnitLen, 16, align='left', fill=healthColor, opacity=self.opacity)
def drawAmmoBar(self, app):
# max ammo bar
drawRect(self.ammoX, self.ammoY, self.radius*2, 16, align='left', fill='black', opacity=self.opacity)
# curr ammo bar
drawRect(self.ammoX, self.ammoY, self.currAmmo*self.ammoUnitLen, 16, align='left', fill='orange', opacity=self.opacity)
# rectangles to show three shots
for i in range(self.maxShots):
oneRectLen = self.maxAmmo/3*self.ammoUnitLen
leftX = self.ammoX + i*oneRectLen
drawRect(leftX, self.ammoY, oneRectLen, 16, align='left', fill=None, border='grey', borderWidth=0.7, opacity=self.opacity)
class Bullet:
def __init__(self, player):
# calculate radius of bullet circle inscribed within triangle range: A = rs
self.playerRangeOppLen = distance(player.rangeLineOneX, player.rangeLineOneY, player.rangeLineTwoX, player.rangeLineTwoY)
self.playerRangeSideLen = distance(player.playerX, player.playerY, player.rangeLineOneX, player.rangeLineOneY)
self.playerRangeHeight = distance(player.playerX, player.playerY, player.aimLineX, player.aimLineY)
self.playerRangeArea = 0.5 * self.playerRangeOppLen * self.playerRangeHeight
self.playerRangeSemiPeri = 0.5 * (self.playerRangeSideLen * 2 + self.playerRangeOppLen)
self.radius = self.playerRangeArea / self.playerRangeSemiPeri
### bullet location (direction of aim)
# initial location
distXFromPlayer = player.radius * math.cos(player.aimDirection)
distYFromPlayer = player.radius * math.sin(player.aimDirection)
self.originalBulletX = player.playerX
self.originalBulletY = player.playerY
self.bulletX = player.playerX + distXFromPlayer
self.bulletY = player.playerY - distYFromPlayer
# direction captured at point in time of bullet instance creation (when player shoots)
self.bulletDirection = player.aimDirection
# which player
self.playerOrigin = player
self.playerHit = None
# is normal or super
self.isNormalOrSuper = "normal"
def drawBullet(self, app):
color = 'cyan' if self.playerOrigin == app.player else rgb(255,14,14)
drawCircle(self.bulletX, self.bulletY, self.radius, fill=color)
class Super:
def __init__(self, app, player):
self.innerRadius = 40
self.outerRadius = 50
self.superX = app.width-150
self.superY = app.height-150
self.activated = False
self.damageNeeded = player.damageNeeded # to activate Super
self.degreePerDamage = 360 / self.damageNeeded
def drawSuper(self, player):
angle = self.degreePerDamage*player.totalDamage
if angle >= 360:
angle = 360
drawCircle(self.superX, self.superY, self.outerRadius, fill=rgb(18,24,50))
drawArc(self.superX, self.superY, self.outerRadius*2-4, self.outerRadius*2-4, 0, angle, fill=rgb(240,209,106))
if self.activated == True:
drawCircle(self.superX, self.superY, self.innerRadius, fill=rgb(246,196,73))
image = Image.open('images/skull-activated.png')
image = image.resize((image.size[0]//8, image.size[1]//8))
image = CMUImage(image)
drawImage(image, self.superX, self.superY, align='center')
else:
drawCircle(self.superX, self.superY, self.innerRadius, fill=rgb(61,98,150), border=rgb(18,24,50))
image = Image.open('images/skull-unactivated.png')
image = image.resize((image.size[0]//8, image.size[1]//8))
image = CMUImage(image)
drawImage(image, self.superX, self.superY, align='center')
class MapItem:
def __init__(self, app, item):
self.item = item
if item == 'p': # plant
self.image = Image.open('images/plant.png')
self.blocked = False
sizeScaleFactor = self.image.size[0] // app.gridSize
elif item == 'b': # block
self.image = Image.open('images/block.png')
self.blocked = True
sizeScaleFactor = self.image.size[0] // app.gridSize
elif item == 'w':
self.image = Image.open('images/water.png')
self.blocked = True
sizeScaleFactor = self.image.size[0] // app.gridSize
self.image = self.image.resize((self.image.size[0]//sizeScaleFactor, self.image.size[1]//sizeScaleFactor))
self.image = CMUImage(self.image)
def drawMapItem(self, app, x, y):
topLeftX, topLeftY = app.gridSize*y, app.gridSize*x
drawImage(self.image, topLeftX, topLeftY, align='left-top')
class Button:
def __init__(self, cx, cy, text, width, height, size):
self.cx = cx
self.cy = cy
self.text = text
self.width = width
self.height = height
self.size = size
self.clicked = False
def drawButton(self):
drawRect(self.cx, self.cy, self.width, self.height, align='center', fill=None, border='white')
drawLabel(self.text, self.cx, self.cy, align='center', size=self.size, font='orbitron', fill='white')
def buttonClick(self, mouseX, mouseY):
rectLeft = self.cx - self.width / 2
rectRight = self.cx + self.width / 2
rectTop = self.cy - self.height / 2
rectBot = self.cy + self.height / 2
if rectLeft <= mouseX <= rectRight and rectTop <= mouseY <= rectBot:
self.clicked = True