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props.py
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"""
props.py:
Define all kinds of props in game, as well as the bagpack manager for hero.
Classes in this module is organised in the order of chapters.
"""
import pygame
# 在此模块中,load、flip和collide_mask三个函数使用很频繁,直接导入它们以方便使用
from pygame.image import load
from pygame.transform import flip
from pygame.sprite import collide_mask
import math
from random import random, randint, choice
from enemy import Missle # for MissleGun in Chapter6
from mapElems import Totem, Tracker, Porter
from database import DMG_FREQ
from util import InanimSprite, HPBar
from util import getPos, generateShadow, getCld
# ==========================================================
# ========= Bagpack Object for Prop Management =============
# ==========================================================
class Bagpack():
def __init__(self):
self.itemDic = { "ammo":("Ammo Vol-Up","弹药扩容"), "fruit":("Fruit","水果"),
"medicine":("Medicine","治愈血清"), "torch":("Torch","火把"), "copter":("Copter","竹蜻蜓"), "herbalExtract":("Herbal Extract","灵草精华"),
"simpleArmor":("Simple Armor","简易机甲"), "missleGun":("Missle Gun", "火箭发射器"), "cooler":("Cooler","清凉圣水"),
"blastingCap":("Blasting Cap","爆破雷管"), "shieldSpell":("Shield Spell","护盾法术"), "toothRing":("Tooth Ring","龙牙之戒"),
"battleTotem":("Battle Totem","战斗图腾"), "alcohol":("Alcohol","烈酒"), "pesticide":("Pesticide","杀虫喷雾"), "rustedHorn":("Rusted Horn","生锈的号角"),
"loadGlove":("Quick-fix Glove","快速填装手套"), "defenseTower":("Magic Defense","玉石防御塔"), "coin":("Coin","金币"), "servant":("Lit-Armor Serv.","轻甲侍从") }
self.bag = {} # store all items in the form of dictionary. It doesnot support index, so a buffer is needed.
for each in self.itemDic:
if each not in ("ammo", "coin", "servant"):
self.bag[each] = 0
self.bagImgList = {}
for item in self.bag:
self.bagImgList[item] = load("image/props/"+item+".png").convert_alpha()
self.bagBuf = [] # a buffer for hero.bag, dynamically renew itself each fresh, only store items that hero has.
# Initialize the buffer with only 2 "fruit".
self.bag["fruit"] = 2
self.bagBuf.append( "fruit" )
self.bagPt = 0 # A pointer that indicates the current item in the bag buffer.
# Page Info.
self.page = 0
self.pageLen = 5
def incItem(self, name, number):
self.bag[name] += number
# 如是全新的项,还要添加到缓冲区
if name not in self.bagBuf:
self.bagBuf.append( name )
if self.bagPt <0:
self.bagPt = 0
def decItem(self, name):
self.bag[name] -= 1
# 如数值变为0,则从缓冲区删除
if self.bag[name] == 0:
# 是最后一项,还要将指针前移
if name==self.bagBuf[-1]:
self.bagPt -= 1
self.bagBuf.remove(name)
def shiftItem(self):
if len(self.bagBuf)>1:
self.bagPt = (self.bagPt+1) % len(self.bagBuf)
# Check whether to shift page.
if not self.bagPt%self.pageLen:
if len(self.bagBuf)>(self.page+1)*self.pageLen:
self.page += 1
else:
self.page = 0
def getPageVol(self):
if len(self.bagBuf)>=self.pageLen*(self.page+1):
return self.pageLen
else:
return len(self.bagBuf)%self.pageLen
def readItemByName(self, name):
# 根据item名字,返回其数量和图片
return (self.bag[name], self.bagImgList[name])
def readItemByPt(self, pt=-1):
# 返回当前缓冲区的指定物品数量和图片
if pt==-1 or pt>=len(self.bagBuf): # 若下标超界,亦视作-1
curName = self.bagBuf[self.bagPt]
else:
curName = self.bagBuf[pt]
return (self.bag[curName], self.bagImgList[curName])
# ==========================================================
# ====================== Bag Props =========================
# ==========================================================
class Prop(object):
def __init__(self, propName, duration, user):
self.propName = propName # 道具名称。
self.duration = duration # 道具耐久,同时还可用作计数器。
self.user = user # 使用者对象的引用(Hero实例)。
def work(self):
pass
def erase(self):
if self in self.user.activeProps:
self.user.activeProps.remove(self)
del self
def lift(self, dist):
return
def level(self, dist):
return
# CP 1
class Cooler(Prop):
def __init__(self, user):
Prop.__init__(self, "cooler", 1320, user)
# Draw canvas (shield).
size = max(self.user.rect.width, self.user.rect.height)
self.canvas = pygame.Surface( (size, size) ).convert_alpha()
self.canvas.fill( (0,0,0,0) )
self.rect = self.canvas.get_rect()
pygame.draw.circle( self.canvas, (255,255,200,100), (self.rect.width//2,self.rect.height//2), self.rect.height//2 )
userC = getPos(self.user, 0.5, 0.5)
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# 修改特定伤害减轻效果65%
self.user.dmgReducDic["fire"] = 0.35
def work(self):
self.duration -= 1
if self.duration <= 0:
self.user.dmgReducDic["fire"] = 1 # 重置为1
self.erase()
return
# update Position.
pos = getPos(self.user, 0.5, 0.5)
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def paint(self, surface):
# 效果快结束时闪烁以提示。
if self.duration<=100:
if self.duration%10 > 6:
return
surface.blit( self.canvas, self.rect )
class ToothRing(Prop):
def __init__(self, user):
Prop.__init__(self, "toothRing", 0, user)
self.critDots = []
self.ori_critR = self.user.critR
self.user.critR = 1 # 暴击率置为100%
# 立刻将弹药拉满、填装状态取消
self.user.arrow = self.user.arrowCnt
self.user.loading = self.user.LDFull
def work(self):
if not self.duration % 4:
# 处理已有的点。
for dot in self.critDots:
dot[1] -= 1
if dot[1] == 0:
self.critDots.remove(dot)
# 添加一个治愈点(圆形)。
pos = getPos( self.user, random(), random() )
critDot = [ pos, choice((5,6)) ] # 分别是位置和半径。
self.critDots.append(critDot)
# 每当进入填装模式时,结束效果。
if self.user.loading == 0:
self.user.critR = self.ori_critR # 暴击率重置为正常值
self.erase()
return
def paint(self, surface):
for dot in self.critDots:
pygame.draw.circle( surface, (200,10,120), dot[0], dot[1]+1 )
pygame.draw.circle( surface, (180,0,100), dot[0], dot[1] )
# CP 2
class HerbalExtract(Prop):
def __init__(self, user):
Prop.__init__(self, "herbalExtract", 300, user)
self.cureDots = []
self.user.bar.barBG.fill( (180,255,240,210) )
def work(self):
self.duration -= 1
if not self.duration % 4:
# 处理已有的点。
for dot in self.cureDots:
dot[1] -= 1
if dot[1] == 0:
self.cureDots.remove(dot)
# 添加一个治愈点(圆形)。
pos = getPos( self.user, random(), random() )
cureDot = [ pos, choice((5,6)) ] # 分别是位置和半径。
self.cureDots.append(cureDot)
if not self.duration % 10:
# 给英雄回血。
self.user.recover(10)
if self.user.health >= self.user.full:
self.duration = 0
# 如果效果用完,或者英雄受到伤害,则终止回复效果。
if self.duration <= 0 or self.user.hitFeedIndx:
self.user.bar.barBG.fill( (255,255,255,210) )
self.erase()
return
def paint(self, surface):
for dot in self.cureDots:
pygame.draw.circle( surface, (60,240,210), dot[0], dot[1]+1 )
pygame.draw.circle( surface, (30,190,160), dot[0], dot[1] )
class BlastingCap(Prop, InanimSprite):
snd = None
def __init__(self, owner, speed, onlayer):
if not BlastingCap.snd:
BlastingCap.snd = pygame.mixer.Sound("audio/blastcap.wav")
Prop.__init__(self, "blastingCap", 90, owner)
InanimSprite.__init__(self, "blastingCap")
self.image = load("image/props/blastingCapCasted.png").convert_alpha()
self.alarm = generateShadow(self.image, (255,5,5,80))
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
x, y = getPos(owner, 0.5, 0.6)
self.rect.left = x-self.rect.width//2
self.rect.top = y-self.rect.height//2
self.rad = 220
self.damage = 500
self.speed = speed
self.onlayer = onlayer # 体系和hero一致
self.bounce = 2 # 落地弹跳次数
def work(self, sprites, sideWalls, canvas):
self.duration -= 1
# Horrizontal Move
self.rect.left += self.speed[0]
if pygame.sprite.spritecollide(self, sideWalls, False, collide_mask):
self.speed[0] = -self.speed[0]
# explode
if self.duration == 0:
self.snd.play(0)
pos1 = getPos(self, 0.5,0.5)
# draw explosion waves
canvas.addExplosion(
pos1, self.rad*2//3, self.rad//2, rInc=4, wFade=8, dotD=(52,56,60)
)
# deal damages
for each in sprites:
pos2 = getPos(each, 0.5,0.5)
dist_sq = (pos2[0]-pos1[0])**2 + (pos2[1]-pos1[1])**2
if dist_sq < self.rad**2:
# 对命中的怪物进行受伤操作,记录其是否死亡的真值(hitted返回True表示死亡)
if each.hitted(self.damage, 0, "fire")==True:
deadInfo = each.category
else:
deadInfo = False
self.user.preyList.append( (pos2, each.bldColor, 8, deadInfo, each.coin, False) ) # 道具爆炸,无暴击
self.kill()
self.erase()
return "vib"
def fall(self, delay, keyLine, groupList, GRAVITY):
if not delay%2 and self.speed[1]<GRAVITY:
self.speed[1] += 1
self.rect.top += self.speed[1]
FLAG = False
while ( pygame.sprite.spritecollide(self, groupList[str(self.onlayer+1)], False, collide_mask) ): # 如果和参数中的物体相撞,则尝试纵坐标-1
FLAG = True
self.rect.bottom -= 1
self.speed[1] = 0
if FLAG and self.bounce>0:
self.bounce -= 1
self.speed[1] = -4
self.speed[0] = self.speed[0]//2
if self.rect.top >= keyLine:
self.onlayer = max(self.onlayer-2, -2)
def paint(self, screen):
screen.blit(self.image, self.rect)
if self.duration<40:
screen.blit(self.alarm, self.rect)
# CP 3
class Torch(Prop):
def __init__(self, user): # 火炬的燃烧这里采用任意的图片,因此不设置图片的循环标记。
Prop.__init__(self, "torch", 1900, user)
self.imgLeft = [ load("image/props/torchOn0.png").convert_alpha(), load("image/props/torchOn1.png").convert_alpha(),
load("image/props/torchOn2.png").convert_alpha(), load("image/props/torchOn1.png").convert_alpha() ]
self.imgRight = [ flip(self.imgLeft[0], True, False), flip(self.imgLeft[1], True, False),
flip(self.imgLeft[2], True, False), flip(self.imgLeft[3], True, False) ]
self.posR = (0.6,0.65) # 只保留左向时的位置信息
self.image = self.imgLeft[2]
self.rect = self.image.get_rect()
userC = getPos(self, self.posR[0], self.posR[1])
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# 伤害信息
self.per_dmg = 10
def work(self, monsters, canvas):
self.duration -= 1
self.user.lumi = min(132, self.duration)
if self.duration <= 0:
self.erase()
return
# Update Image.
if not (self.duration % 3):
if self.user.status=="left":
self.image = choice(self.imgLeft)
elif self.user.status=="right":
self.image = choice(self.imgRight)
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
# update Position.
xR = self.posR[0] if self.user.status=="left" else 1-self.posR[0]
pos = getPos(self.user, xR, self.posR[1])
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
# deal damages
if not self.duration % DMG_FREQ:
canvas.addSpatters( 3, [2,3,4], [24,26,28], (255,210,10,240), pos, True )
for each in monsters:
pos2 = getPos(each, 0.5,0.5)
dist_sq = (pos2[0]-pos[0])**2 + (pos2[1]-pos[1])**2
if dist_sq < self.user.lumi**2:
if each.hitted(self.per_dmg, 0, "fire")==True:
deadInfo = each.category
else:
deadInfo = False
self.user.preyList.append( (pos2, each.bldColor, 8, deadInfo, each.coin, False) ) # 无暴击
def paint(self, surface):
surface.blit( self.image, self.rect )
# CP 4
class Copter(Prop):
def __init__(self, user):
Prop.__init__(self, "copter", 860, user)
self.imgLeft = [ load("image/props/copter0.png").convert_alpha(), load("image/props/copter1.png").convert_alpha(),
load("image/props/copter2.png").convert_alpha() ]
self.imgRight = [ flip(self.imgLeft[0], True, False), flip(self.imgLeft[1], True, False),
flip(self.imgLeft[2], True, False) ]
self.posR = (0.5,0.05)
self.imgIndx = 0
self.image = self.imgLeft[self.imgIndx]
self.rect = self.image.get_rect()
userC = getPos(self, self.posR[0], self.posR[1])
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# substitute user's 相关函数。
self.oriJump = self.user.jump
self.oriFall = self.user.fall
self.user.respondKeyDic["jumpKey"] = lambda delay: self.moveY(delay, -3)
self.user.respondKeyDic["downKey"] = lambda delay: self.moveY(delay, 3)
self.user.jump = self.jumpFly
self.user.fall = self.fallFly
def work(self):
self.duration -= 1
if self.duration<=100:
self.user.spurtCanvas.addSmoke(1,(3,4,5),5,(10,10,10,150),getPos(self,0.5,random()),4)
if self.duration <= 0:
self.user.jump = self.oriJump
self.user.fall = self.oriFall
self.user.respondKeyDic.pop("jumpKey")
self.user.respondKeyDic.pop("downKey")
self.erase()
return
# Update Image.
if not (self.duration % 3):
self.imgIndx = (self.imgIndx+1) % len(self.imgLeft)
if self.user.status=="left":
self.image = self.imgLeft[self.imgIndx]
elif self.user.status=="right":
self.image = self.imgRight[self.imgIndx]
self.rect = self.image.get_rect()
# update Position.
xR = self.posR[0] if self.user.status=="left" else 1-self.posR[0]
pos = getPos(self.user, xR, self.posR[1])
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def paint(self, surface):
surface.blit( self.image, self.rect )
# Redefine the moving methods of the hero. (for flying)
def jumpFly(self, keyLine):
self.user.aground = False
while ( getCld(self.user, self.user.checkList, ["sideWall","baseWall","blockStone"]) ): # 如果和参数中的物体重合,则回退1高度
self.user.rect.bottom += 1 # 循环+1,直到不再和任何物体重合为止,跳出循环
if ( self.user.rect.bottom <= keyLine ):
self.user.shiftLayer(2, None)
def fallFly(self, keyLine, newLine, heightList, GRAVITY):
self.user.rect.bottom += self.user.gravity # 尝试将自身纵坐标减去重力值
# 获得所有碰撞了的物体对象,并针对每一个碰撞了的item执行相应的响应动作。这里不会触发特殊砖块的效果。
for item in pygame.sprite.spritecollide(self.user, self.user.checkList, False, collide_mask):
if item.category in self.user.interactiveList:
item.interact(self.user)
# 飞行状态不重复下落,逐步减缓重力。
if self.user.gravity>0:
self.user.gravity -= 1
# 如果和参数中的物体重合,则回退1高度
while getCld(self.user, self.user.checkList, ["baseWall","specialWall","sideWall","blockStone","house"]):
self.user.aground = True
self.user.rect.bottom -= 1 # 循环-1,直到不再和任何物体重合为止
self.user.renewCheckList(newLine) # 更新self.checkList(跳跃函数中不必更新,只有这里需要更新)
# 判断是否要向下调整层数.
if ( self.user.rect.top >= keyLine ):
self.user.shiftLayer(-2, heightList)
def moveY(self, delay, to):
self.user.lift(to)
if to<0:
self.user.k1 = 1 # 为了能够执行jump函数,检查向上调整层数
elif to>0:
self.user.k1 = 0 # 为了能够执行fall函数,检查向下调整层数
class Pesticide(Prop):
def __init__(self, user):
Prop.__init__(self, "pesticide", 52, user)
# Equip Sound:
pygame.mixer.Sound("audio/mecha.wav").play(0)
self.spraySnd = pygame.mixer.Sound("audio/pesticide.wav")
self.imgLeft = load("image/props/pesticideEquiped.png").convert_alpha()
self.imgRight = flip(self.imgLeft, True, False)
self.posR = (0.5,0.55)
self.image = self.imgLeft
self.rect = self.image.get_rect()
userC = getPos(self, self.posR[0], self.posR[1])
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
self.accum = self.accumFull = 6
# 修改、替换user的相关函数。
self.oriArrow = self.user.arrow
self.user.loading = self.user.LDFull
self.user.arrow = self.duration
self.oriShoot = self.user.shoot
self.user.shoot = lambda tower, canvas: 1 # set to void function
self.user.respondKeyDic["shootKey"] = lambda monsters: self.shootPesticide(monsters)
def work(self):
if self.duration <= 0: # pesticide used up,还原各属性
self.user.arrow = self.oriArrow
self.user.shoot = self.oriShoot
self.user.respondKeyDic.pop("shootKey")
self.erase()
return
if self.user.status=="left":
self.image = self.imgLeft
elif self.user.status=="right":
self.image = self.imgRight
self.rect = self.image.get_rect()
# update Position.
xR = self.posR[0] if self.user.status=="left" else 1-self.posR[0]
pos = getPos(self.user, xR, self.posR[1])
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def shootPesticide(self, monsters):
if (self.user.arrow > 0) and (self.user.shootCnt == 0):
if self.spraySnd.get_num_channels()==0:
self.spraySnd.play()
if random() <= 0.1:
self.user.talk = [self.user.talkDic["shoot"][self.user.lgg], 60]
if self.user.status=="left":
posx = 0.1
spd = [ choice([-2,-3,-4]), choice([-3,-2,-1,1,2,3]) ]
else:
posx = 0.9
spd = [ choice([2,3,4]), choice([-3,-2,-1,1,2,3]) ]
# make ammo object
for i in range(2):
self.user.spurtCanvas.addAirAtoms(self.user, 2, getPos(self,posx,0.4+random()*0.2),
spd, monsters, "physical")
self.accum -= 1
if self.accum<=0:
self.user.arrow -= 1
self.duration -= 1
self.accum = self.accumFull
def paint(self, surface):
surface.blit( self.image, self.rect )
# CP 5
class Alcohol(Prop):
def __init__(self, user):
Prop.__init__(self, "alcohol", 1320, user)
# Draw canvas (shield).
size = max(self.user.rect.width, self.user.rect.height)
self.canvas = pygame.Surface( (size, size) ).convert_alpha()
self.canvas.fill( (0,0,0,0) )
self.rect = self.canvas.get_rect()
pygame.draw.circle( self.canvas, (255,120,120,100), (self.rect.width//2,self.rect.height//2), self.rect.height//2 )
userC = getPos(self.user, 0.5, 0.5)
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# 修改、替换user的相关函数
self.user.dmgReducDic["freezing"] = 0.4
self.oriFreeze = self.user.freeze
self.user.freeze = self.freezeAlcohol
def work(self):
self.duration -= 1
if self.duration <= 0:
self.user.freeze = self.oriFreeze
self.user.dmgReducDic["freezing"] = 1
self.erase()
return
# update Position.
pos = getPos(self.user, 0.5, 0.5)
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def freezeAlcohol(self, decre):
return
def paint(self, surface):
# 效果快结束时闪烁以提示。
if self.duration<=100:
if self.duration%10 > 6:
return
surface.blit( self.canvas, self.rect )
class BattleTotem(Prop, Totem):
def __init__(self, user, wall, onlayer):
Prop.__init__(self, "battleTotem", 0, user)
Totem.__init__(self, "battleTotem", wall, onlayer)
def run(self, heroes, spurtCanvas):
spurtCanvas.addSmoke( 1, (2,4), 5, (255,90,90,240), getPos(self,0.5,random()), 30 )
# Check highlight
if self.ltCnt>0:
self.ltCnt -= 1
self.coolDown -= 1
if self.coolDown<=0:
# 冷却结束,释放治疗。若未找到,则coolDown一直为0
for hero in heroes:
if hero.category=="hero" and hero.arrow < hero.arrowCnt:
self.tgt = hero
tracker = Tracker("battleLight", getPos(self,0.5,0.1), hero, (255,250,90,240), 1)
self.snd.play(0)
self.coolDown = randint(self.cntFull-10, self.cntFull+10) # 投递完成,重置冷却时间
self.ltCnt = 20
return tracker
self.coolDown = 0
def lift(self, dist):
self.rect.bottom += dist
def level(self, dist):
self.rect.left += dist
# CP 6
class SimpleArmor(Prop):
def __init__(self, user):
Prop.__init__(self, "simpleArmor", 240, user)
# Equip Sound:
pygame.mixer.Sound("audio/mecha.wav").play(0)
self.imgLeft = load("image/props/simpleArmorEquiped.png").convert_alpha()
self.imgRight = flip(self.imgLeft, True, False)
self.posR = (0.5,0.55)
self.image = self.imgLeft
self.rect = self.image.get_rect()
userC = getPos(self, self.posR[0], self.posR[1])
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# 修改、替换user的相关函数。
self.oriBldColor = self.user.bldColor
self.user.bldColor = (90,90,90,210)
self.oriHitted = self.user.hitted
self.user.hitted = self.hittedArmor
# The followings are parameters about Duration bar.
self.blockLen = self.user.bar.blockLen
self.gap = self.user.bar.gap
barGaps = ( math.ceil( self.duration//10/self.user.bar.blockVol )-1)*self.gap +self.gap*2 # 格子中间及两端间隔的数量。
self.barLen = self.duration//10*(self.blockLen//self.user.bar.blockVol) + barGaps # 计算血条总长度
self.barH = self.user.bar.barH
def work(self):
if self.duration <= 0:
self.user.hitted = self.oriHitted
self.user.bldColor = self.oriBldColor
self.erase()
return
if self.user.status=="left":
self.image = self.imgLeft
elif self.user.status=="right":
self.image = self.imgRight
self.rect = self.image.get_rect()
# update Position.
xR = self.posR[0] if self.user.status=="left" else 1-self.posR[0]
pos = getPos(self.user, xR, self.posR[1])
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def hittedArmor(self, damage, pushed, dmgType):
self.duration -= damage * self.user.dmgReducDic["basic"]
if pushed>0: # 向右击退
self.user.hitBack = max( pushed-self.user.weight, 0 )
elif pushed<0: # 向左击退
self.user.hitBack = min( pushed+self.user.weight, 0 )
if random()<0.1:
self.user.talk = [self.user.talkDic["hitted"][self.user.lgg], 60]
def paint(self, surface):
surface.blit( self.image, self.rect )
# 以上是画装甲,以下是画血条。
health = max( self.duration//10, 0 )
color, shadeColor = (90, 90, 90), (10, 10, 10) # 灰色
x = self.user.rect.left+self.user.rect.width//2 -self.user.bar.barLen/2 # 中线减去血条长度的一半。
y = self.user.rect.top-self.user.bar.barOffset
# 画内部血格
offset = 0 # 用于计算每个方格的偏移值
while (health > 0):
w = min(self.blockLen, health)
block = pygame.Rect( x+self.gap+offset, y+self.gap, w, self.barH-self.gap*2 )
shadow = pygame.Rect( x+self.gap+offset, block.bottom-self.gap*2, w, self.gap*2 )
pygame.draw.rect( surface, color, block )
pygame.draw.rect( surface, shadeColor, shadow )
health -= self.user.bar.blockVol
offset += (self.blockLen+self.gap)
class MissleGun(Prop):
def __init__(self, user):
Prop.__init__(self, "missleGun", 4, user)
# Equip Sound:
pygame.mixer.Sound("audio/mecha.wav").play(0)
self.imgLeft = load("image/props/missleGunEquiped.png").convert_alpha()
self.imgRight = flip(self.imgLeft, True, False)
self.posR = (0.5,0.55)
self.image = self.imgLeft
self.rect = self.image.get_rect()
userC = getPos(self, self.posR[0], self.posR[1])
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# 修改、替换user的相关函数。
self.oriArrow = self.user.arrow
self.user.arrow = self.duration
self.oriShoot = self.user.shoot
self.user.shoot = self.shootMissle
def work(self):
if self.duration <= 0: # missles used up,还原各属性
self.user.arrow = self.oriArrow
self.user.shoot = self.oriShoot
self.erase()
return
if self.user.status=="left":
self.image = self.imgLeft
elif self.user.status=="right":
self.image = self.imgRight
self.rect = self.image.get_rect()
# update Position.
xR = self.posR[0] if self.user.status=="left" else 1-self.posR[0]
pos = getPos(self.user, xR, self.posR[1])
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def shootMissle(self, tower, spurtCanvas=None):
if (self.user.arrow > 0) and (self.user.shootCnt == 0):
if random() <= 0.2:
self.user.talk = [self.user.talkDic["shoot"][self.user.lgg], 60]
if self.user.status=="left":
pos = getPos(self, 0, 0.5)
self.user.hitBack = 6
else:
pos = getPos(self, 1, 0.5)
self.user.hitBack = -6
# make ammo object
scrnList = []
goalieList = []
for each in tower.monsters:
if (each.rect.bottom>0) and (each.rect.top<2*self.user.rect.bottom): # 大致地估算是否在屏幕范围内。
# 优先攻击非地面生物
if each.manner!="GROUND" or each.manner=="CRAWL":
goalieList.append(each)
else:
scrnList.append(each)
if len(goalieList)>0:
tgt = choice(goalieList)
elif len(scrnList)>0:
tgt = choice(scrnList)
else:
tgt = None
missle = Missle( pos, self.user.status, 400, tgt )
tower.allElements["mons1"].add(missle)
self.user.arrow -= 1
self.duration -= 1
def paint(self, surface):
surface.blit( self.image, self.rect )
# CP 7 ---------------------------
class ShieldSpell(Prop):
def __init__(self, user):
Prop.__init__(self, "shieldSpell", 1320, user)
# Draw canvas (shield).
size = max(self.user.rect.width, self.user.rect.height)
self.canvas = pygame.Surface( (size, size) ).convert_alpha()
self.canvas.fill( (0,0,0,0) )
self.rect = self.canvas.get_rect()
pygame.draw.circle( self.canvas, (200,255,255,100), (self.rect.width//2,self.rect.height//2), self.rect.height//2 )
userC = getPos(self.user, 0.5, 0.5)
self.rect.left = userC[0] - self.rect.width//2
self.rect.bottom = userC[1] - self.rect.height//2
# 修改、替换user的相关函数。
self.user.dmgReducDic["physical"] = 0.35
def work(self):
self.duration -= 1
if self.duration <= 0:
self.user.dmgReducDic["physical"] = 1
self.erase()
return
# update Position.
pos = getPos(self.user, 0.5, 0.5)
self.rect.left = pos[0] - self.rect.width//2
self.rect.top = pos[1] - self.rect.height//2
def paint(self, surface):
# 效果快结束时闪烁以提示。
if self.duration<=100:
if self.duration%10 > 6:
return
surface.blit( self.canvas, self.rect )
class RustedHorn(Prop):
def __init__(self, user):
Prop.__init__(self, "rustedHorn", 45, user)
self.per_heal = 30 # 对于每名生效的敌人,为己方回复的HP
self.healRad = 320 # 治疗和眩晕半径(实际计算距离,与显示的圆圈大小无关)
self.stun_dur = 120 # 眩晕时长:2秒
pygame.mixer.Sound("audio/rustedHorn.wav").play(0)
# 黄色光圈
self.radius = 25
self.width = self.duration
self.dotList = []
self.stuned_mons = []
self.ctr = getPos(self.user, 0.5, 0.5)
def work(self, monsters, heroes):
self.duration -= 1
if self.duration <= 0:
self.erase()
return
# update Halo
self.radius += 7
self.width = max(self.width-1, 0)
# Add dot on the edge.
posCaster = getPos(self.user, 0.5, 0.5)
if self.width>1:
self.makeMark(posCaster)
# Move dot.
for dot in self.dotList[::-1]:
dot[0][0] += dot[2][0]
dot[0][1] += dot[2][1]
dot[1] = dot[1]-1
if dot[1]<=0:
self.dotList.remove(dot)
del dot
# Deal effect on three phases.
if not (self.duration+1) % 15: # 15, 30, 45依次向外扩张,共计算3次
i = (self.duration+1) // 15
num = 0
# 1. Deal stun.
for each in monsters:
if each in self.stuned_mons or each.coin==0: # 已计算过,跳过。
continue
# 计算离吹号中心的距离
pos2 = getPos(each, 0.5,0.5)
dist_sq = (pos2[0]-self.ctr[0])**2 + (pos2[1]-self.ctr[1])**2
if dist_sq < (self.healRad//i)**2 and dist_sq:
# 在范围内,眩晕
each.stun(self.stun_dur)
num += 1
self.stuned_mons.append(each)
# 2. Heal heroes.
for hero in heroes:
# calculate the distance between hero and self.user.
posHero = getPos(hero,0.5,0.5)
distSquare = (posHero[0]-self.ctr[0])**2 + (posHero[1]-self.ctr[1])**2
if distSquare**0.5<self.healRad:
hero.recover( self.per_heal*num )
return "vib"
def paint(self, surface):
if self.width>1:
pygame.draw.circle( surface, (255,220,20), getPos(self.user,0.5,0.5), self.radius, self.width )
for pos, r, spd in self.dotList:
pygame.draw.circle( surface, (255,220,20), pos, r )
def makeMark(self, pos):
# dandomize a position that is on the edge.
startX = randint(pos[0]-self.radius, pos[0]+self.radius)
distY = round( ( self.radius**2 - (startX-pos[0])**2 )**0.5 )
startY = pos[1] + choice([1,-1])*distY
speedX = 2 if startX>pos[0] else -2
speedY = 2 if startY>pos[1] else -2
# make dot.
self.dotList.append( [[startX,startY], 24, [speedX,speedY]] ) # Pos, rad, speed
# CP 0 (ENDLESS MODE) ---------------------------
class DefenseTower(Prop, Porter):
siteWalls = []
def __init__(self, x, y, onlayer, font, lgg, user):
Prop.__init__(self, "defenseTower", 0, user)
Porter.__init__(self, x, y, "defenseTower", 0, font, lgg)
self.health = self.full = 1500
self.onlayer = onlayer
self.hitFeedIndx = 0
self.preyList = []
self.checkList = pygame.sprite.Group()
self.lumi = 90
self.gravity = 0
self.aground = True
self.shootCnt = 0
# For NPC hero:
self.bar = HPBar(self.full, blockVol=300, color="orange")
self.snd = pygame.mixer.Sound("audio/healing.wav")
def hitted(self, damage, pushed, dmgType):
if self.health<=0:
return
self.health -= damage
if (self.health < 0):
self.health = 0
# 音效
pygame.mixer.Sound("audio/wizard/hit.wav").play(0)
return True
self.hitFeedIndx = 6
def recover(self, heal):
if self.health<=0:
return
#self.spurtCanvas.addSpatters(8, (2,3,4), (20,22,24), (10,240,10), getPos(self,0.5,0.4) )
self.health += heal
if (self.health > self.full):
self.health = self.full
def freeze(self, decre):
return
def infect(self):
return
def checkImg(self, delay, tower, heroes, key_pressed, spurtCanvas):
if self.health<=0:
spurtCanvas.addPebbles(self, 5, type="jadeDebri")
spurtCanvas.addSmoke(1, (3,5,7), 5, (10,10,10,240), getPos(self,0.5,random()), 2)
self.erase()
return 0
# 青烟效果
if not delay%2:
spurtCanvas.addSmoke(1, (2,3,5), 5, (100,255,10,200), getPos(self,0.5,0.95), 30)
# 发射光弹
if self.shootCnt>0:
self.shootCnt -= 1
else:
# 冷却结束,寻找目标。若未找到,则shootCnt一直为0
for mons in tower.monsters:
if mons.health>0:
tracker = Tracker("defenseLight", getPos(self,0.5,0.1), mons, (255,250,90,240), 40)
tracker.shooter = self
self.snd.play(0)
self.shootCnt = 42 # 发射完成,重置冷却时间
tower.allElements["mons2"].add( tracker )
break
# 其他需要处理的
if self.hitFeedIndx>0:
self.hitFeedIndx -= 1
return 0
def drawHeads(self, screen):
# 画HP
if self.hitFeedIndx:
self.bar.setColor("yellow")
else:
self.bar.setColor("orange")
self.bar.paint(self, screen)
def lift(self, dist):
self.rect.bottom += dist
def level(self, dist):
self.rect.left += dist