---------------------------------enemies.py---------------------------------
import pygame
import random
from message import *
from projectile import *
class Enemy(pygame.sprite.Sprite):
def __init__(self, path, pos, level):
super().__init__()
self.path = path
self.image = pygame.image.load(path)
self.imagePath = path
self.rect = self.image.get_rect()
self.rect.center = pos
self.heading = None
self.movement = pygame.math.Vector2(0, 2)
self.movement.rotate_ip(random.randint(0, 360))
self.level = level
self.health = 10
self.attack_damage = 3
self.defense = 1
self.reload = 20
self.target = None
self.projectile_cooldown = 180 # 3 seconds at 60fps
self.projectile_timer = random.randint(0, self.projectile_cooldown) # staggered firing
def update(self):
if pygame.sprite.collide_rect(self, self.level.player) and self.level.player.alive:
self.target = self.level.player
else:
self.target = None
if self.target is not None:
self.reload -= 1
if self.reload == 0:
self.reload = 60
self.attack(self.target)
return
self.rect.move_ip(self.movement)
if len(pygame.sprite.spritecollide(self, self.level.walls, False)) >= 1:
self.movement.rotate_ip(180)
self.rect.move_ip(self.movement)
self.movement.rotate_ip(random.randint(0, 360))
self.projectile_timer = self.projectile_timer - 1
if self.projectile_timer <= 0:
self.projectile_timer = self.projectile_cooldown
self.fire_projectiles()
def fire_projectiles(self):
directions = [
(0, -1), # up
(0, 1), # down
(-1, 0), # left
(1, 0), # right
]
for dir in directions:
projectile = Projectile(
pos=self.rect.center,
direction=dir,
speed=4,
damage=2,
level=self.level,
imagepath='images/fireball.gif'
)
self.level.projectiles.add(projectile)
def attack(self, player):
player.defend(self.attack_damage)
def defend(self, damage):
if random.randint(1, 20) > self.defense:
self.health -= damage
if self.health <= 0:
self.kill()
if len(self.level.enemies) == 0 and not self.level.exit.unlocked:
self.level.messages.add(Message("Level Cleared,", (self.rect.centerx, self.rect.centery-30)))
self.level.messages.add(Message("Exit Unlocked!", self.rect.center))
self.level.exit.unlock()
return True