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importpygameaspg
frompygame.spriteimportSprite
fromsettingsimport*
frompygame.mathimportVector2
frompygame.colorimportTHECOLORS
fromunitimport*
importmath
importrandom
# Put this into the __init__ to see the effects.
# self.colorkey = self.image.get_at((0, 0)) - this can make the image transparent based on pixel!
# self.image.set_colorkey(self.colorkey)
# =============================================== Ghost Class ================================================== #
classGhost(Sprite):
def__init__(self, game):
# Group information
# self.groups = game.all_sprites, game.ghosts
pg.sprite.Sprite.__init__(self)
self.game=game
self.cost= []
# Image information
self.image_valid=pg.image.load(BLANK_BUILDING)
self.image_invalid=pg.image.load(BLANK_BUILDING)
self.image=self.image_valid
# Location mapping
self.size=self.image.get_rect().size
self.rect=self.image.get_rect()
self.rect.x=pg.mouse.get_pos()[0] - (self.size[0] /2) -self.game.camera.x
self.rect.y=pg.mouse.get_pos()[1] - (self.size[1] /2) -self.game.camera.y
self.is_valid=True
self.alpha_surface=None
defupdate(self):
"""This fires every single frame."""
self.update_rect()
self.check_valid()
self.child_update()
defchild_init(self, building_valid, building_invalid):
"""Child class initializations."""
self.game.g.all_sprites.add(self)
self.image_valid=pg.image.load(building_valid)
self.image_invalid=pg.image.load(building_invalid)
self.image=self.image_valid
self.rect=self.image.get_rect()
self.size=self.image.get_rect().size
self.game.is_ghost_building=True
defupdate_rect(self):
"""Updates the rect of the image. Makes it transparent."""
self.rect.x=pg.mouse.get_pos()[0] - (self.size[0] /2) -self.game.camera.x
self.rect.y=pg.mouse.get_pos()[1] - (self.size[1] /2) -self.game.camera.y
self.image.set_alpha(TRANSPARENCY)
defdelete(self):
"""Deletes self."""
pg.sprite.spritecollide(self, self.game.g.ghost_building, True)
defcollision_detection(self, any_colliding, city_territory=None, wall_colliding=None):
"""Checks ghost to see if it is valid. If obstacle detected, it's invalid."""
if (any_collidingorwall_collidingornotcity_territory) andself.image==self.image_valid:
self.image=self.image_invalid
self.is_valid=False
self.hide_color_key()
elif (notany_collidingandcity_territoryandnotwall_colliding) andself.image==self.image_invalid:
self.image=self.image_valid
self.is_valid=True
defconstruction_calculations(self, building, *proxy_cost):
self.game.resource.deduct(self.cost)
defcheck_valid(self):
"""This is too complicated for the parent class since each child has unique collision requirements."""
pass
defchild_update(self):
pass
defdraw_circle(self):
pass
defactivate_runner(self):
pass
defhide_color_key(self):
pass
classCityGhost(Ghost):
def__init__(self, game):
super().__init__(game)
self.child_init(CITY_VALID, CITY_INVALID)
self.cost= [CITY_F, CITY_I, CITY_G]
defconstruct_building(self):
ifself.is_validandself.game.resource.is_valid(self.cost):
self.construction_calculations(Construction(
self.game, self.rect.x+ (self.size[0] /2) +self.game.camera.x,
self.rect.y+ (self.size[1] /2) +self.game.camera.y))
defcheck_valid(self):
"""Cannot overlap with anything in order for it to build."""
self.collision_detection(pg.sprite.spritecollide(self, self.game.g.collision_sprites, False), 1)
classWallGhost(Ghost):
"""Finally, it's done. Not yet, it's going to get ugly."""
def__init__(self, game):
super().__init__(game)
self.child_init(WALL_VALID, WALL_INVALID)
self.cost= [WALL_F, WALL_I, WALL_G]
self.radius=WALL_MIN_BOOM
self.collided_circle= []
defconstruct_building(self):
"""Needs to also factor in plate cost. Ignore for now."""
self.cost= [WALL_F, WALL_I, WALL_G]
ifself.game.g.ghost_plate:
forplateinself.game.g.ghost_plate:
self.cost[0] +=WALL_F
self.cost[1] +=WALL_I
self.cost[2] +=WALL_G
ifself.is_validandself.game.resource.is_valid(self.cost):
self.construction_calculations2(WallBuilding(self.game))
forplateinself.game.g.ghost_plate:
plate.spawn_plate()
else:
ifself.is_validandself.game.resource.is_valid(self.cost):
self.construction_calculations2(WallBuilding(self.game))
defconstruction_calculations2(self, building, *proxy_cost):
self.game.resource.deduct(self.cost)
defcheck_valid(self):
"""Can overlap the map, other buildings, and itself. Has minimum distance necessary from other walls"""
# Something about collision with city territory circle. If mouse cursor over city territory, print something
self.radius=WALL_CIRCLE_RESTRICT
self.collision_detection(
pg.sprite.spritecollide(self.game.mouse, self.game.g.collision_sprites, False),
pg.sprite.spritecollide(self.game.mouse, self.game.g.cities, False, collided=self.game.circol),
pg.sprite.spritecollide(self, self.game.g.walls, False, collided=self.game.circol))
defdraw_circle(self):
"""Creates circle around ghost wall sprite. Active during debugging."""
ifself.collided_circle:
pg.draw.circle(self.game.screen, THECOLORS['lightyellow1'],
((self.rect.center[0] +self.game.camera.x), (self.rect.center[1] +self.game.camera.y)),
self.radius, 1)
defchild_update(self):
"""This fires every frame. Creates a circle boom and either spawns or deletes plates."""
ifnotself.game.is_shift_pressed:
self.circle_boom()
ifself.collided_circle:
self.activate_runner()
ifnotself.collided_circle:
self.game.delete_ghost_plates()
defcircle_boom(self):
"""A circle grows in size until it collides with walls. Also has min radius from other walls."""
self.collided_circle=None
self.radius=WALL_MIN_BOOM
whileself.radius<WALL_MAX_BOOM:
ifnotself.collided_circle:
self.radius+=WALL_ITERATION_BOOM
self.collided_circle=pg.sprite.spritecollide(
self, self.game.g.walls, False, collided=self.game.circol)
else:
break
defactivate_runner(self):
"""Tells the runner to spawn ghost plates while running to every wall in our self.collided_circle"""
self.game.delete_ghost_plates()
self.game.pass_length=len(self.collided_circle)
fornum, wallinenumerate(self.collided_circle, start=1):
ifself.game.is_alt_pressedandself.game.random_number!=num:
continue
self.game.runner.run(self.rect.centerx, self.rect.centery, wall.rect.centerx, wall.rect.centery)
classPlateGhost(Ghost):
def__init__(self, game, runner):
super().__init__(game)
self.runner=runner
self.game.g.ghost_plate.add(self)
self.game.g.current_run.add(self)
self.cost= [WALL_F, WALL_I, WALL_G]
self.colorkey=None
# Rotation
self.child_init()
# Image information
self.rect=self.image.get_rect()
self.rect.centerx=self.runner.rect.centerx
self.rect.centery=self.runner.rect.centery
self.size=self.image.get_rect().size
self.image.set_alpha(80)
defchild_init(self, *blank):
"""We calculate rotation, rotate the image, redefine rect, hide black filler, and make transparent."""
# Check to see if wall is valid first, if that's not valid then plates are not valid.
forwallinself.game.g.ghost_building:
self.is_valid=wall.is_valid
# I split rotating the image it into two statements for better image accuracy placement.
rotate=math.degrees(math.atan2((self.runner.start_x-self.runner.move_x),
(self.runner.start_y-self.runner.move_y)))
if-1<=self.runner.move_slope<=1:
ifself.is_valid:
self.image=pg.image.load(PLATE_HORIZONTAL_VALID)
else:
self.image=pg.image.load(PLATE_HORIZONTAL_INVALID)
self.image=pg.transform.rotate(self.image.convert(), rotate-90)
else:
ifself.is_valid:
self.image=pg.image.load(PLATE_VERTICAL_VALID)
else:
self.image=pg.image.load(PLATE_VERTICAL_INVALID)
self.image=pg.transform.rotate(self.image.convert(), rotate)
# Hides the black-filler from the rotation. If infinite slope, we skip.
ifrotate!=180androtate!=0:
self.colorkey=self.image.get_at((0, 0))
self.image.set_colorkey(self.colorkey)
defspawn_plate(self):
PlateBuilding(self.game, self.image, self.rect, self.size)
classTowerGhost(Ghost):
def__init__(self, game):
super().__init__(game)
self.child_init(TOWER_VALID, TOWER_INVALID)
self.cost= [TOWER_F, TOWER_I, TOWER_G]
self.colorkey=self.image.get_at((0, 0))
self.image.set_colorkey(self.colorkey)
defconstruct_building(self):
ifself.is_validandself.game.resource.is_valid(self.cost):
self.construction_calculations(TowerBuilding(self.game))
defcheck_valid(self):
"""Should be strict. Can overlap the map, other buildings, but not itself."""
# wtf is this
collision1=pg.sprite.spritecollide(self, self.game.g.towers, False)
collision1+=pg.sprite.spritecollide(self.game.mouse, self.game.g.collision_sprites, False)
collision1+=pg.sprite.spritecollide(self, self.game.g.map_walls, False)
self.collision_detection(
collision1, pg.sprite.spritecollide(self.game.mouse, self.game.g.cities, False, collided=self.game.circol))
defhide_color_key(self):
self.colorkey=self.image.get_at((0, 0))
self.image.set_colorkey(self.colorkey)
classKnightGhost(Ghost):
def__init__(self, game):
super().__init__(game)
self.child_init(KNIGHT_VALID, KNIGHT_INVALID)
self.cost= [KNIGHT_F, KNIGHT_I, KNIGHT_G]
self.rect=pg.Rect(1, 1, 1, 1)
defconstruct_building(self):
ifself.is_validandself.game.resource.is_valid(self.cost):
self.construction_calculations(Knight(self.game))
defcheck_valid(self):
"""Should be not strict. Can overlap the map, other buildings, and itself."""
self.collision_detection(
pg.sprite.spritecollide(self.game.mouse, self.game.g.collision_sprites, False),
pg.sprite.spritecollide(self.game.mouse, self.game.g.cities, False, collided=self.game.circol))
# ============================================= Construction Class ================================================ #
classConstruction(Sprite):
"""Construction delay for building cities or workshops."""
def__init__(self, game, x, y):
# Group information
self.groups=game.g.all_sprites, game.g.collision_sprites, game.g.construction
pg.sprite.Sprite.__init__(self, self.groups)
self.game=game
self.cost= []
self.is_built=False
self.tick=0
self.alpha_surface=None
# Image information
self.image=pg.image.load(CITY_VALID)
self.size=self.image.get_rect().size
self.rect=self.image.get_rect()
forghostinself.game.g.ghost_building:
self.rect.x=ghost.rect.x
self.rect.y=ghost.rect.y
self.radius=CITY_MAX_RADIUS
self.surf1=pg.Surface((self.radius*2, self.radius*2))
self.surf1.fill(TRANSPARENT)
self.surf1.set_colorkey(TRANSPARENT)
self.surf1.set_alpha(TERRITORY_SHADE)
self.circle_init(x, y)
defcircle_init(self, x, y):
pg.draw.circle(self.surf1, THECOLORS['lightcyan1'], (
round((self.rect.center[0] +self.game.camera.x) +self.radius-x),
round((self.rect.center[1] +self.game.camera.y) +self.radius-y)), self.radius)
defdraw_circle(self):
self.game.screen.blit(self.surf1, ((self.rect.center[0] +self.game.camera.x) -self.radius,
(self.rect.center[1] +self.game.camera.y) -self.radius, 50, 50))
defupdate(self):
self.surf1.set_alpha(TERRITORY_SHADE)
self.build_tick()
self.build_building()
defdelete(self):
"""Deletes self after construction is complete."""
pg.sprite.spritecollide(self, self.game.g.construction, True)
defbuild_tick(self):
self.image.set_alpha((self.tick*75) +25)
self.tick+=RESOURCE_TICK
defbuild_building(self):
"""I am speed building cities"""
ifself.tick>CONSTRUCT_TIME:
CityBuilding(self.game, self.rect.x, self.rect.y, self.surf1)
self.game.resource.refresh()
self.delete()
# =============================================== Building Class ================================================== #
classBuilding(Sprite):
def__init__(self, game):
self.groups=game.g.all_sprites, game.g.collision_sprites, game.g.buildings
pg.sprite.Sprite.__init__(self, self.groups)
self.game=game
self.cost= []
self.refund_amount= []
# Image information
self.image=pg.image.load(BLANK_BUILDING)
self.size=self.image.get_rect().size
self.rect=self.image.get_rect()
defupdate(self):
"""This fires every single frame."""
self.child_update()
defchild_inits(self, image, food_cost, iron_cost, gold_cost, food_refund, iron_refund, gold_refund):
"""Fills out the inits for child classes."""
self.image=pg.image.load(image)
self.size=self.image.get_rect().size
self.rect=self.image.get_rect()
forghostinself.game.g.ghost_building:
self.rect.centerx=ghost.rect.centerx
self.rect.centery=ghost.rect.centery
self.cost= [food_cost, iron_cost, gold_cost]
self.refund_amount= [food_refund, iron_refund, gold_refund]
self.child_inits_specific()
defdelete(self):
"""Deletes self."""
pg.sprite.spritecollide(self.game.mouse, self.game.g.buildings, True)
defchild_update(self):
"""Specific updates for child classes."""
pass
defchild_inits_specific(self):
"""Specific inits for child classes."""
pass
defrefund_resources(self):
"""Refunds resources based on child class."""
pass
classCityBuilding(Building):
def__init__(self, game, x, y, surf1):
super().__init__(game)
self.child_inits(CITY_VALID, CITY_F, CITY_I, CITY_G, CITY_F_R, CITY_I_R, CITY_G_R)
pg.sprite.Group.add(self.game.g.cities, self)
self.radius=CITY_START_RADIUS
self.surf1=surf1
self.rect.x=x
self.rect.y=y
defchild_update(self):
ifself.radius<CITY_MAX_RADIUS:
self.radius+=2
defdraw_circle(self):
pg.draw.circle(self.game.screen, THECOLORS['lightcyan1'],
((self.rect.center[0] +self.game.camera.x), (self.rect.center[1] +self.game.camera.y)),
round(self.radius), 3)
defdraw_territory(self):
self.surf1.set_alpha(25)
self.game.screen.blit(
self.surf1, ((self.rect.center[0] +self.game.camera.x) -CITY_MAX_RADIUS,
(self.rect.center[1] +self.game.camera.y) -CITY_MAX_RADIUS, 0, 0))
classWallBuilding(Building):
"""Major experimenting. Do walls today."""
def__init__(self, game):
super().__init__(game)
self.child_inits(WALL_VALID, WALL_F, WALL_I, WALL_G, WALL_F_R, WALL_I_R, WALL_G_R)
pg.sprite.Group.add(self.game.g.walls, self)
self.radius=400
self.collided_circle=None
defchild_update(self):
""" This lags
self.collided_circle = pg.sprite.groupcollide(
self.game.walls, self.game.walls, False, False,
collided=self.game.circol)
"""
defradius_draw(self):
forcollidedinself.collided_circle:
pg.draw.circle(
self.game.screen, THECOLORS['lightcyan1'],
((collided.rect.center[0] +self.game.camera.x), (collided.rect.center[1] +self.game.camera.y)),
collided.radius, 1)
classTowerBuilding(Building):
def__init__(self, game):
super().__init__(game)
self.child_inits(TOWER_VALID, TOWER_F, TOWER_I, TOWER_G, TOWER_F_R, TOWER_I_R, TOWER_G_R)
pg.sprite.Group.add(self.game.g.towers, self)
pg.sprite.Group.remove(self.game.g.collision_sprites, self)
self.colorkey=self.image.get_at((0, 0))
self.image.set_colorkey(self.colorkey)
self.radius=TOWER_RADIUS
self.enemies_in_range=None
defchild_update(self):
self.shoot_enemies()
defchild_inits_specific(self):
"""Rotate the tower."""
self.image=pg.transform.rotate(self.image.convert(), 45)
self.rect.x-=13
self.rect.y-=13
self.rect.width+=27
self.rect.height+=27
defshoot_enemies(self):
"""This shoots bullets at enemy groups."""
self.enemies_in_range=None
self.enemies_in_range=pg.sprite.spritecollide(self, self.game.g.enemy_units, False, collided=self.game.circol)
ifself.enemies_in_range:
forenemyinself.enemies_in_range:
"""We only want to shoot the first enemy"""
ifrandom.randint(1, TOWER_SHOOT_LIKELIHOOD) ==1:
TowerArrow(self.game, self.rect.centerx, self.rect.centery, enemy.rect.centerx, enemy.rect.centery,
self.game.g.enemy_units)
break
classPlateBuilding(Building):
def__init__(self, game, image, rect, size):
super().__init__(game)
pg.sprite.Group.add(self.game.g.plates, self)
pg.sprite.Group.remove(self.game.g.all_sprites, self)
self.child_inits(image, WALL_F, WALL_I, WALL_G, WALL_F_R, WALL_I_R, WALL_G_R)
self.rect=rect
self.size=size
self.image.set_alpha(500)
defchild_inits(self, image, food_cost, iron_cost, gold_cost, food_refund, iron_refund, gold_refund):
"""Plates has its own child_inits because it is unqiue from other buildigns."""
self.image=image
self.cost= [food_cost, iron_cost, gold_cost]
self.refund_amount= [food_refund, iron_refund, gold_refund]
classTowerArrow(Sprite):
"""This is an arrow projectile, spawned by tower. It can be used for friendly/foe."""
def__init__(self, game, start_x, start_y, move_x, move_y, enemy_group):
self.groups=game.g.all_sprites, game.g.projectiles
pg.sprite.Sprite.__init__(self, self.groups)
self.game=game
# Image Information
self.image=pg.image.load(TOWER_ARROW)
self.size=self.image.get_rect().size
self.rect=self.image.get_rect()
# Movement slope information.
self.start_x=start_x
self.start_y=start_y
self.rect.x=start_x
self.rect.y=start_y
self.move_x=move_x
self.move_y=move_y
self.speed=TOWER_ARROW_SPEED
self.overlap=TOWER_ARROW_EXTRA_OVERLAP
self.buffer=TOWER_ARROW_SPEED
self.move_slope=0
self.move_quadrant=0
self.move_counter=0
# Target information
self.enemy_group=enemy_group
defupdate(self):
"""This fires every single frame."""
self.set_move_slope()
self.collision_detection()
defset_move_slope(self):
"""This calculates the movement toward a given target."""
ifself.game.arrived_at_location(self):
self.overlap_decay()
self.game.slope_movement_logic(self)
defcollision_detection(self):
"""If colliding with an enemy, deal damage and delete projectile."""
collision=pg.sprite.spritecollide(self, self.enemy_group, False)
forobjincollision:
obj.health-=TOWER_ARROW_DAMAGE/len(collision)
pg.sprite.spritecollide(self, self.game.g.projectiles, True)
ifobj.health<=0:
obj.delete()
break
defoverlap_decay(self):
"""If projectile misses its target, it flies extra until it decays."""
self.overlap-=1
ifself.overlap==0:
pg.sprite.spritecollide(self, self.game.g.projectiles, True)
self.move_x=self.rect.x+ (self.move_x-self.start_x)
self.move_y=self.rect.y+ (self.move_y-self.start_y)