107 lines
3.8 KiB
Python
107 lines
3.8 KiB
Python
import pygame
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import math
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from game.config import COLOR_WHITE, COLOR_ORANGE, COLOR_CYAN, COLOR_DARK_GREEN, COLOR_BRIGHT_PURPLE
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from game.utils import distance
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class Projectile:
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def __init__(self, x, y, target, damage, proj_type="arrow", splash=0,
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slow_factor=0, slow_duration=0,
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poison_dps=0, poison_duration=0,
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chain_count=0, chain_range=0, chain_decay=0):
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self.x = x
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self.y = y
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self.target = target
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self.damage = damage
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self.proj_type = proj_type
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self.splash = splash
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self.slow_factor = slow_factor
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self.slow_duration = slow_duration
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self.poison_dps = poison_dps
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self.poison_duration = poison_duration
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self.chain_count = chain_count
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self.chain_range = chain_range
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self.chain_decay = chain_decay
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self.speed = 400
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self.alive = True
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def update(self, dt, enemies):
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if not self.alive:
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return
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if not self.target or not self.target.alive:
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self.alive = False
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return
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tx, ty = self.target.x, self.target.y
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dx = tx - self.x
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dy = ty - self.y
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dist = math.hypot(dx, dy)
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move = self.speed * dt
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if dist <= move:
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self._hit(enemies)
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else:
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self.x += dx / dist * move
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self.y += dy / dist * move
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def _hit(self, enemies):
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self.alive = False
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if self.proj_type == "cannon" and self.splash > 0:
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for e in enemies:
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if e.alive and distance(self.target.x, self.target.y, e.x, e.y) <= self.splash:
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e.take_damage(self.damage)
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else:
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self.target.take_damage(self.damage)
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if self.proj_type == "slow" and self.target.alive:
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self.target.apply_slow(self.slow_factor, self.slow_duration)
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if self.proj_type == "poison" and self.target.alive:
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self.target.apply_poison(self.poison_dps, self.poison_duration)
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if self.proj_type == "lightning" and self.chain_count > 0:
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self._chain_lightning(enemies, self.target, self.damage, self.chain_count)
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def _chain_lightning(self, enemies, source, damage, chains_left):
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if chains_left <= 0:
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return
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hit = [self.target, source]
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current = source
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current_damage = damage
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for _ in range(chains_left):
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current_damage *= self.chain_decay
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best = None
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best_dist = self.chain_range
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for e in enemies:
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if e.alive and e not in hit:
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d = distance(current.x, current.y, e.x, e.y)
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if d < best_dist:
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best_dist = d
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best = e
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if best:
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best.take_damage(current_damage)
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hit.append(best)
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current = best
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def draw(self, surface):
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if not self.alive:
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return
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ix, iy = int(self.x), int(self.y)
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if self.proj_type == "arrow":
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pygame.draw.circle(surface, COLOR_WHITE, (ix, iy), 3)
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elif self.proj_type == "cannon":
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pygame.draw.circle(surface, COLOR_ORANGE, (ix, iy), 5)
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elif self.proj_type == "slow":
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pygame.draw.circle(surface, COLOR_CYAN, (ix, iy), 4)
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elif self.proj_type == "sniper":
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pygame.draw.circle(surface, (150, 180, 255), (ix, iy), 4)
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pygame.draw.circle(surface, COLOR_WHITE, (ix, iy), 2)
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elif self.proj_type == "poison":
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pygame.draw.circle(surface, COLOR_DARK_GREEN, (ix, iy), 5)
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pygame.draw.circle(surface, (100, 255, 100), (ix, iy), 3)
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elif self.proj_type == "lightning":
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pygame.draw.circle(surface, COLOR_BRIGHT_PURPLE, (ix, iy), 5)
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pygame.draw.circle(surface, (255, 255, 255), (ix, iy), 2)
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