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plant.py
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974 lines (806 loc) · 32.8 KB
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__author__ = 'marble_xu'
import random
import pygame as pg
from .. import tool
from .. import constants as c
class Car(pg.sprite.Sprite):
def __init__(self, x, y, map_y):
pg.sprite.Sprite.__init__(self)
rect = tool.GFX[c.CAR].get_rect()
width, height = rect.w, rect.h
self.image = tool.get_image(tool.GFX[c.CAR], 0, 0, width, height)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.bottom = y
self.map_y = map_y
self.state = c.IDLE
self.dead = False
def update(self, game_info):
self.current_time = game_info[c.CURRENT_TIME]
if self.state == c.IDLE:
pass
elif self.state == c.WALK:
self.rect.x += 4
if self.rect.x > c.SCREEN_WIDTH:
self.dead = True
def setWalk(self):
if self.state == c.IDLE:
self.state = c.WALK
def draw(self, surface):
surface.blit(self.image, self.rect)
class Bullet(pg.sprite.Sprite):
def __init__(self, x, start_y, dest_y, name, damage, ice):
pg.sprite.Sprite.__init__(self)
self.name = name
self.frames = []
self.frame_index = 0
self.load_images()
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = start_y
self.dest_y = dest_y
self.y_vel = 4 if (dest_y > start_y) else -4
self.x_vel = 4 # 총알 날라가는 속도
self.damage = damage
self.ice = ice
self.state = c.FLY
self.current_time = 0
def loadFrames(self, frames, name):
frame_list = tool.GFX[name]
if name in tool.PLANT_RECT:
data = tool.PLANT_RECT[name]
x, y, width, height = data['x'], data['y'], data['width'], data['height']
else:
x, y = 0, 0
rect = frame_list[0].get_rect()
width, height = rect.w, rect.h
for frame in frame_list:
frames.append(tool.get_image(frame, x, y, width, height))
def load_images(self):
self.fly_frames = []
self.explode_frames = []
fly_name = self.name
if self.name == c.BULLET_MUSHROOM:
explode_name = 'BulletMushRoomExplode'
else:
explode_name = 'PeaNormalExplode'
self.loadFrames(self.fly_frames, fly_name)
self.loadFrames(self.explode_frames, explode_name)
self.frames = self.fly_frames
def update(self, game_info):
self.current_time = game_info[c.CURRENT_TIME]
if self.state == c.FLY:
if self.rect.y != self.dest_y:
self.rect.y += self.y_vel
if self.y_vel * (self.dest_y - self.rect.y) < 0:
self.rect.y = self.dest_y
self.rect.x += self.x_vel
if self.rect.x > c.SCREEN_WIDTH:
self.kill()
elif self.state == c.EXPLODE:
if(self.current_time - self.explode_timer) > 500:
self.kill()
def setExplode(self):
self.state = c.EXPLODE
self.explode_timer = self.current_time
self.frames = self.explode_frames
self.image = self.frames[self.frame_index]
def draw(self, surface):
surface.blit(self.image, self.rect)
class Plant(pg.sprite.Sprite):
def __init__(self, x, y, name, health, bullet_group, scale=1):
pg.sprite.Sprite.__init__(self)
self.frames = []
self.frame_index = 0
self.loadImages(name, scale)
self.frame_num = len(self.frames)
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.name = name
self.health = health
self.state = c.IDLE
self.bullet_group = bullet_group
self.can_sleep = False
self.animate_timer = 0
self.animate_interval = 100
self.hit_timer = 0
def loadFrames(self, frames, name, scale, color=c.BLACK):
frame_list = tool.GFX[name]
if name in tool.PLANT_RECT:
data = tool.PLANT_RECT[name]
x, y, width, height = data['x'], data['y'], data['width'], data['height']
else:
x, y = 0, 0
rect = frame_list[0].get_rect()
width, height = rect.w, rect.h
for frame in frame_list:
frames.append(tool.get_image(frame, x, y, width, height, color, scale))
def loadImages(self, name, scale):
self.loadFrames(self.frames, name, scale)
def changeFrames(self, frames):
'''change image frames and modify rect position'''
self.frames = frames
self.frame_num = len(self.frames)
self.frame_index = 0
bottom = self.rect.bottom
x = self.rect.x
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.bottom = bottom
self.rect.x = x
def update(self, game_info):
self.current_time = game_info[c.CURRENT_TIME]
self.handleState()
self.animation()
def handleState(self):
if self.state == c.IDLE:
self.idling()
elif self.state == c.ATTACK:
self.attacking()
elif self.state == c.DIGEST:
self.digest()
def idling(self):
pass
def attacking(self):
pass
def digest(self):
pass
def animation(self):
if (self.current_time - self.animate_timer) > self.animate_interval:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.frame_index = 0
self.animate_timer = self.current_time
self.image = self.frames[self.frame_index]
if(self.current_time - self.hit_timer) >= 200:
self.image.set_alpha(255)
else:
self.image.set_alpha(192)
def canAttack(self, zombie):
if (self.state != c.SLEEP and zombie.state != c.DIE and
self.rect.x <= zombie.rect.right):
return True
return False
def setAttack(self):
self.state = c.ATTACK
def setIdle(self):
self.state = c.IDLE
self.is_attacked = False
def setSleep(self):
self.state = c.SLEEP
self.changeFrames(self.sleep_frames)
def setDamage(self, damage, zombie):
self.health -= damage
self.hit_timer = self.current_time
if self.health == 0:
self.kill_zombie = zombie
def getPosition(self):
return self.rect.centerx, self.rect.bottom
class Sun(Plant):
def __init__(self, x, y, dest_x, dest_y, is_big=True):
if is_big:
scale = 0.9
self.sun_value = c.SUN_VALUE
else:
scale = 0.6
self.sun_value = 12
Plant.__init__(self, x, y, c.SUN, 0, None, scale)
self.move_speed = 1
self.dest_x = dest_x
self.dest_y = dest_y
self.die_timer = 0
def handleState(self):
if self.rect.centerx != self.dest_x:
self.rect.centerx += self.move_speed if self.rect.centerx < self.dest_x else -self.move_speed
if self.rect.bottom != self.dest_y:
self.rect.bottom += self.move_speed if self.rect.bottom < self.dest_y else -self.move_speed
if self.rect.centerx == self.dest_x and self.rect.bottom == self.dest_y:
if self.die_timer == 0:
self.die_timer = self.current_time
elif(self.current_time - self.die_timer) > c.SUN_LIVE_TIME:
self.state = c.DIE
self.kill()
def checkCollision(self, x, y):
if self.state == c.DIE:
return False
if(x >= self.rect.x and x <= self.rect.right and
y >= self.rect.y and y <= self.rect.bottom):
self.state = c.DIE
self.kill()
return True
return False
class SunFlower(Plant):
def __init__(self, x, y, sun_group):
Plant.__init__(self, x, y, c.SUNFLOWER, c.PLANT_HEALTH, None)
self.sun_timer = 0
self.sun_group = sun_group
def idling(self):
if self.sun_timer == 0:
self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000)
elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL:
self.sun_group.add(Sun(self.rect.centerx, self.rect.bottom, self.rect.right, self.rect.bottom + self.rect.h // 2))
self.sun_timer = self.current_time
class PeaShooter(Plant):
def __init__(self, x, y, bullet_group):
Plant.__init__(self, x, y, c.PEASHOOTER, c.PLANT_HEALTH, bullet_group)
self.shoot_timer = 0
self.shoot_sound = pg.mixer.Sound("./resources/sound effects/peashooter.wav") # 음향 객체 정의
def attacking(self):
# 총알 날라가는 간격 (텀)
if (self.current_time - self.shoot_timer) > 2000:
self.bullet_group.add(Bullet(self.rect.right, self.rect.y, self.rect.y,
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, False))
self.shoot_timer = self.current_time
self.shoot_sound.play()
class RepeaterPea(Plant):
def __init__(self, x, y, bullet_group):
Plant.__init__(self, x, y, c.REPEATERPEA, c.PLANT_HEALTH, bullet_group)
self.shoot_timer = 0
def attacking(self):
if (self.current_time - self.shoot_timer) > 2000:
self.bullet_group.add(Bullet(self.rect.right, self.rect.y, self.rect.y,
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, False))
self.bullet_group.add(Bullet(self.rect.right + 40, self.rect.y, self.rect.y,
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, False))
self.shoot_timer = self.current_time
class ThreePeaShooter(Plant):
def __init__(self, x, y, bullet_groups, map_y):
Plant.__init__(self, x, y, c.THREEPEASHOOTER, c.PLANT_HEALTH, None)
self.shoot_timer = 0
self.map_y = map_y
self.bullet_groups = bullet_groups
def attacking(self):
if (self.current_time - self.shoot_timer) > 2000:
offset_y = 9 # modify bullet in the same y position with bullets of other plants
for i in range(3):
tmp_y = self.map_y + (i - 1)
if tmp_y < 0 or tmp_y >= c.GRID_Y_LEN:
continue
dest_y = self.rect.y + (i - 1) * c.GRID_Y_SIZE + offset_y
self.bullet_groups[tmp_y].add(Bullet(self.rect.right, self.rect.y, dest_y,
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, False))
self.shoot_timer = self.current_time
class SnowPeaShooter(Plant):
def __init__(self, x, y, bullet_group):
Plant.__init__(self, x, y, c.SNOWPEASHOOTER, c.PLANT_HEALTH, bullet_group)
self.shoot_timer = 0
def attacking(self):
if (self.current_time - self.shoot_timer) > 2000:
self.bullet_group.add(Bullet(self.rect.right, self.rect.y, self.rect.y,
c.BULLET_PEA_ICE, c.BULLET_DAMAGE_NORMAL, True))
self.shoot_timer = self.current_time
class WallNut(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.WALLNUT, c.WALLNUT_HEALTH, None)
self.load_images()
self.cracked1 = False
self.cracked2 = False
def load_images(self):
self.cracked1_frames = []
self.cracked2_frames = []
cracked1_frames_name = self.name + '_cracked1'
cracked2_frames_name = self.name + '_cracked2'
self.loadFrames(self.cracked1_frames, cracked1_frames_name, 1)
self.loadFrames(self.cracked2_frames, cracked2_frames_name, 1)
def idling(self):
if not self.cracked1 and self.health <= c.WALLNUT_CRACKED1_HEALTH:
self.changeFrames(self.cracked1_frames)
self.cracked1 = True
elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH:
self.changeFrames(self.cracked2_frames)
self.cracked2 = True
class CherryBomb(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.CHERRYBOMB, c.WALLNUT_HEALTH, None)
self.state = c.ATTACK
self.start_boom = False
self.bomb_timer = 0
self.explode_y_range = 1
self.explode_x_range = c.GRID_X_SIZE
def setBoom(self):
frame = tool.GFX[c.CHERRY_BOOM_IMAGE]
rect = frame.get_rect()
width, height = rect.w, rect.h
old_rect = self.rect
image = tool.get_image(frame, 0, 0, width, height, c.BLACK, 1)
self.image = image
self.rect = image.get_rect()
self.rect.centerx = old_rect.centerx
self.rect.centery = old_rect.centery
self.start_boom = True
def animation(self):
if self.start_boom:
if self.bomb_timer == 0:
self.bomb_timer = self.current_time
elif(self.current_time - self.bomb_timer) > 500:
self.health = 0
else:
if (self.current_time - self.animate_timer) > 100:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.setBoom()
return
self.animate_timer = self.current_time
self.image = self.frames[self.frame_index]
class Chomper(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.CHOMPER, c.PLANT_HEALTH, None)
self.animate_interval = 250
self.digest_timer = 0
self.digest_interval = 15000
self.attack_zombie = None
self.zombie_group = None
def loadImages(self, name, scale):
self.idle_frames = []
self.attack_frames = []
self.digest_frames = []
idle_name = name
attack_name = name + 'Attack'
digest_name = name + 'Digest'
frame_list = [self.idle_frames, self.attack_frames, self.digest_frames]
name_list = [idle_name, attack_name, digest_name]
scale_list = [1, 1, 1]
rect_list = [(0, 0, 100, 114), None, None]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, scale_list[i])
self.frames = self.idle_frames
def canAttack(self, zombie):
if (self.state == c.IDLE and zombie.state != c.DIGEST and
self.rect.x <= zombie.rect.right and
(self.rect.right + c.GRID_X_SIZE//3 >= zombie.rect.x)):
return True
return False
def setIdle(self):
self.state = c.IDLE
self.changeFrames(self.idle_frames)
def setAttack(self, zombie, zombie_group):
self.attack_zombie = zombie
self.zombie_group = zombie_group
self.state = c.ATTACK
self.changeFrames(self.attack_frames)
def setDigest(self):
self.state = c.DIGEST
self.changeFrames(self.digest_frames)
def attacking(self):
if self.frame_index == (self.frame_num - 3):
self.zombie_group.remove(self.attack_zombie)
if (self.frame_index + 1) == self.frame_num:
self.setDigest()
def digest(self):
if self.digest_timer == 0:
self.digest_timer = self.current_time
elif (self.current_time - self.digest_timer) > self.digest_interval:
self.digest_timer = 0
self.attack_zombie.kill()
self.setIdle()
class PuffShroom(Plant):
def __init__(self, x, y, bullet_group):
Plant.__init__(self, x, y, c.PUFFSHROOM, c.PLANT_HEALTH, bullet_group)
self.can_sleep = True
self.shoot_timer = 0
def loadImages(self, name, scale):
self.idle_frames = []
self.sleep_frames = []
idle_name = name
sleep_name = name + 'Sleep'
frame_list = [self.idle_frames, self.sleep_frames]
name_list = [idle_name, sleep_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1)
self.frames = self.idle_frames
def attacking(self):
if (self.current_time - self.shoot_timer) > 3000:
self.bullet_group.add(Bullet(self.rect.right, self.rect.y + 10, self.rect.y + 10,
c.BULLET_MUSHROOM, c.BULLET_DAMAGE_NORMAL, True))
self.shoot_timer = self.current_time
def canAttack(self, zombie):
if (self.rect.x <= zombie.rect.right and
(self.rect.right + c.GRID_X_SIZE * 4 >= zombie.rect.x)):
return True
return False
class PotatoMine(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.POTATOMINE, c.PLANT_HEALTH, None)
self.animate_interval = 300
self.is_init = True
self.init_timer = 0
self.bomb_timer = 0
self.explode_y_range = 0
self.explode_x_range = c.GRID_X_SIZE//3 * 2
def loadImages(self, name, scale):
self.init_frames = []
self.idle_frames = []
self.explode_frames = []
init_name = name + 'Init'
idle_name = name
explode_name = name + 'Explode'
frame_list = [self.init_frames, self.idle_frames, self.explode_frames]
name_list = [init_name, idle_name, explode_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1, c.WHITE)
self.frames = self.init_frames
def idling(self):
if self.is_init:
if self.init_timer == 0:
self.init_timer = self.current_time
elif (self.current_time - self.init_timer) > 15000:
self.changeFrames(self.idle_frames)
self.is_init = False
def canAttack(self, zombie):
if (not self.is_init and zombie.rect.right >= self.rect.x and
(zombie.rect.x - self.rect.x) <= self.explode_x_range):
return True
return False
def attacking(self):
if self.bomb_timer == 0:
self.bomb_timer = self.current_time
self.changeFrames(self.explode_frames)
elif (self.current_time - self.bomb_timer) > 500:
self.health = 0
class Squash(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.SQUASH, c.PLANT_HEALTH, None)
self.orig_pos = (x, y)
self.aim_timer = 0
self.squashing = False
def loadImages(self, name, scale):
self.idle_frames = []
self.aim_frames = []
self.attack_frames = []
idle_name = name
aim_name = name + 'Aim'
attack_name = name + 'Attack'
frame_list = [self.idle_frames, self.aim_frames, self.attack_frames]
name_list = [idle_name, aim_name, attack_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1, c.WHITE)
self.frames = self.idle_frames
def canAttack(self, zombie):
if (self.state == c.IDLE and self.rect.x <= zombie.rect.right and
(self.rect.right + c.GRID_X_SIZE >= zombie.rect.x)):
return True
return False
def setAttack(self, zombie, zombie_group):
self.attack_zombie = zombie
self.zombie_group = zombie_group
self.state = c.ATTACK
def attacking(self):
if self.squashing:
if self.frame_index == 2:
self.zombie_group.remove(self.attack_zombie)
if (self.frame_index + 1) == self.frame_num:
self.attack_zombie.kill()
self.health = 0
elif self.aim_timer == 0:
self.aim_timer = self.current_time
self.changeFrames(self.aim_frames)
elif (self.current_time - self.aim_timer) > 1000:
self.changeFrames(self.attack_frames)
self.rect.centerx = self.attack_zombie.rect.centerx
self.squashing = True
self.animate_interval = 300
def getPosition(self):
return self.orig_pos
class Spikeweed(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.SPIKEWEED, c.PLANT_HEALTH, None)
self.animate_interval = 200
self.attack_timer = 0
def loadImages(self, name, scale):
self.loadFrames(self.frames, name, 0.9, c.WHITE)
def setIdle(self):
print('spikeweed idle')
self.animate_interval = 200
self.state = c.IDLE
def canAttack(self, zombie):
if (self.rect.x <= zombie.rect.right and
(self.rect.right >= zombie.rect.x)):
return True
return False
def setAttack(self, zombie_group):
self.zombie_group = zombie_group
self.animate_interval = 50
self.state = c.ATTACK
def attacking(self):
if (self.current_time - self.attack_timer) > 2000:
self.attack_timer = self.current_time
for zombie in self.zombie_group:
if self.canAttack(zombie):
zombie.setDamage(1, False)
class Jalapeno(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.JALAPENO, c.PLANT_HEALTH, None)
self.orig_pos = (x, y)
self.state = c.ATTACK
self.start_explode = False
self.explode_y_range = 0
self.explode_x_range = 377
def loadImages(self, name, scale):
self.explode_frames = []
explode_name = name + 'Explode'
self.loadFrames(self.explode_frames, explode_name, 1, c.WHITE)
self.loadFrames(self.frames, name, 1, c.WHITE)
def setExplode(self):
self.changeFrames(self.explode_frames)
self.animate_timer = self.current_time
self.rect.x = c.MAP_OFFSET_X
self.start_explode = True
def animation(self):
if self.start_explode:
if(self.current_time - self.animate_timer) > 100:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.health = 0
return
self.animate_timer = self.current_time
else:
if (self.current_time - self.animate_timer) > 100:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.setExplode()
return
self.animate_timer = self.current_time
self.image = self.frames[self.frame_index]
def getPosition(self):
return self.orig_pos
class ScaredyShroom(Plant):
def __init__(self, x, y, bullet_group):
Plant.__init__(self, x, y, c.SCAREDYSHROOM, c.PLANT_HEALTH, bullet_group)
self.can_sleep = True
self.shoot_timer = 0
self.cry_x_range = c.GRID_X_SIZE * 2
def loadImages(self, name, scale):
self.idle_frames = []
self.cry_frames = []
self.sleep_frames = []
idle_name = name
cry_name = name + 'Cry'
sleep_name = name + 'Sleep'
frame_list = [self.idle_frames, self.cry_frames, self.sleep_frames]
name_list = [idle_name, cry_name, sleep_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1, c.WHITE)
self.frames = self.idle_frames
def needCry(self, zombie):
if (zombie.state != c.DIE and self.rect.x <= zombie.rect.right and
self.rect.x + self.cry_x_range > zombie.rect.x):
return True
return False
def setCry(self):
self.state = c.CRY
self.changeFrames(self.cry_frames)
def setAttack(self):
self.state = c.ATTACK
self.changeFrames(self.idle_frames)
def setIdle(self):
self.state = c.IDLE
self.changeFrames(self.idle_frames)
def attacking(self):
if (self.current_time - self.shoot_timer) > 2000:
self.bullet_group.add(Bullet(self.rect.right, self.rect.y + 40, self.rect.y + 40,
c.BULLET_MUSHROOM, c.BULLET_DAMAGE_NORMAL, True))
self.shoot_timer = self.current_time
class SunShroom(Plant):
def __init__(self, x, y, sun_group):
Plant.__init__(self, x, y, c.SUNSHROOM, c.PLANT_HEALTH, None)
self.can_sleep = True
self.animate_interval = 200
self.sun_timer = 0
self.sun_group = sun_group
self.is_big = False
self.change_timer = 0
def loadImages(self, name, scale):
self.idle_frames = []
self.big_frames = []
self.sleep_frames = []
idle_name = name
big_name = name + 'Big'
sleep_name = name + 'Sleep'
frame_list = [self.idle_frames, self.big_frames, self.sleep_frames]
name_list = [idle_name, big_name, sleep_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1, c.WHITE)
self.frames = self.idle_frames
def idling(self):
if not self.is_big:
if self.change_timer == 0:
self.change_timer = self.current_time
elif (self.current_time - self.change_timer) > 25000:
self.changeFrames(self.big_frames)
self.is_big = True
if self.sun_timer == 0:
self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000)
elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL:
self.sun_group.add(Sun(self.rect.centerx, self.rect.bottom, self.rect.right,
self.rect.bottom + self.rect.h // 2, self.is_big))
self.sun_timer = self.current_time
class IceShroom(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.ICESHROOM, c.PLANT_HEALTH, None)
self.can_sleep = True
self.orig_pos = (x, y)
self.start_freeze = False
def loadImages(self, name, scale):
self.idle_frames = []
self.snow_frames = []
self.sleep_frames = []
self.trap_frames = []
idle_name = name
snow_name = name + 'Snow'
sleep_name = name + 'Sleep'
trap_name = name + 'Trap'
frame_list = [self.idle_frames, self.snow_frames, self.sleep_frames, self.trap_frames]
name_list = [idle_name, snow_name, sleep_name, trap_name]
scale_list = [1, 1.5, 1, 1]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, scale_list[i], c.WHITE)
self.frames = self.idle_frames
def setFreeze(self):
self.changeFrames(self.snow_frames)
self.animate_timer = self.current_time
self.rect.x = c.MAP_OFFSET_X
self.rect.y = c.MAP_OFFSET_Y
self.start_freeze = True
def animation(self):
if self.start_freeze:
if(self.current_time - self.animate_timer) > 500:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.health = 0
return
self.animate_timer = self.current_time
else:
if (self.current_time - self.animate_timer) > 100:
self.frame_index += 1
if self.frame_index >= self.frame_num:
if self.state == c.SLEEP:
self.frame_index = 0
else:
self.setFreeze()
return
self.animate_timer = self.current_time
self.image = self.frames[self.frame_index]
def getPosition(self):
return self.orig_pos
class HypnoShroom(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.HYPNOSHROOM, 1, None)
self.can_sleep = True
self.animate_interval = 200
def loadImages(self, name, scale):
self.idle_frames = []
self.sleep_frames = []
idle_name = name
sleep_name = name + 'Sleep'
frame_list = [self.idle_frames, self.sleep_frames]
name_list = [idle_name, sleep_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1, c.WHITE)
self.frames = self.idle_frames
class WallNutBowling(Plant):
def __init__(self, x, y, map_y, level):
Plant.__init__(self, x, y, c.WALLNUTBOWLING, 1, None)
self.map_y = map_y
self.level = level
self.init_rect = self.rect.copy()
self.rotate_degree = 0
self.animate_interval = 200
self.move_timer = 0
self.move_interval = 70
self.vel_x = random.randint(12, 15)
self.vel_y = 0
self.disable_hit_y = -1
def loadImages(self, name, scale):
self.loadFrames(self.frames, name, 1, c.WHITE)
def idling(self):
if self.move_timer == 0:
self.move_timer = self.current_time
elif (self.current_time - self.move_timer) >= self.move_interval:
self.rotate_degree = (self.rotate_degree - 30) % 360
self.init_rect.x += self.vel_x
self.init_rect.y += self.vel_y
self.handleMapYPosition()
if self.shouldChangeDirection():
self.changeDirection(-1)
if self.init_rect.x > c.SCREEN_WIDTH:
self.health = 0
self.move_timer += self.move_interval
def canHit(self, map_y):
if self.disable_hit_y == map_y:
return False
return True
def handleMapYPosition(self):
_, map_y1 = self.level.map.getMapIndex(self.init_rect.x, self.init_rect.centery)
_, map_y2 = self.level.map.getMapIndex(self.init_rect.x, self.init_rect.bottom)
if self.map_y != map_y1 and map_y1 == map_y2:
# wallnut bowls to another row, should modify which plant group it belongs to
self.level.plant_groups[self.map_y].remove(self)
self.level.plant_groups[map_y1].add(self)
self.map_y = map_y1
def shouldChangeDirection(self):
if self.init_rect.centery <= c.MAP_OFFSET_Y:
return True
elif self.init_rect.bottom + 20 >= c.SCREEN_HEIGHT:
return True
return False
def changeDirection(self, map_y):
if self.vel_y == 0:
if self.map_y == 0:
direc = 1
elif self.map_y == (c.GRID_Y_LEN-1):
direc = -1
else:
if random.randint(0, 1) == 0:
direc = 1
else:
direc = -1
self.vel_y = self.vel_x * direc
else:
self.vel_y = - self.vel_y
self.disable_hit_y = map_y
def animation(self):
if (self.current_time - self.animate_timer) > self.animate_interval:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.frame_index = 0
self.animate_timer = self.current_time
image = self.frames[self.frame_index]
self.image = pg.transform.rotate(image, self.rotate_degree)
# must keep the center postion of image when rotate
self.rect = self.image.get_rect(center=self.init_rect.center)
class RedWallNutBowling(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.REDWALLNUTBOWLING, 1, None)
self.orig_y = y
self.explode_timer = 0
self.explode_y_range = 1
self.explode_x_range = c.GRID_X_SIZE
self.init_rect = self.rect.copy()
self.rotate_degree = 0
self.animate_interval = 200
self.move_timer = 0
self.move_interval = 70
self.vel_x = random.randint(12, 15)
def loadImages(self, name, scale):
self.idle_frames = []
self.explode_frames = []
idle_name = name
explode_name = name + 'Explode'
frame_list = [self.idle_frames, self.explode_frames]
name_list = [idle_name, explode_name]
for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name, 1, c.WHITE)
self.frames = self.idle_frames
def idling(self):
if self.move_timer == 0:
self.move_timer = self.current_time
elif (self.current_time - self.move_timer) >= self.move_interval:
self.rotate_degree = (self.rotate_degree - 30) % 360
self.init_rect.x += self.vel_x
if self.init_rect.x > c.SCREEN_WIDTH:
self.health = 0
self.move_timer += self.move_interval
def attacking(self):
if self.explode_timer == 0:
self.explode_timer = self.current_time
self.changeFrames(self.explode_frames)
elif (self.current_time - self.explode_timer) > 500:
self.health = 0
def animation(self):
if (self.current_time - self.animate_timer) > self.animate_interval:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.frame_index = 0
self.animate_timer = self.current_time
image = self.frames[self.frame_index]
if self.state == c.IDLE:
self.image = pg.transform.rotate(image, self.rotate_degree)
else:
self.image = image
# must keep the center postion of image when rotate
self.rect = self.image.get_rect(center=self.init_rect.center)
def getPosition(self):
return (self.rect.centerx, self.orig_y)