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bullet.py
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bullet.py
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# Bullets
# Author list:
# Luke Martin <ltmartin@bsu.edu>
# Michael Milkovic <mlmilkovic@bsu.edu>
# Derek Onay <dsonay@bsu.edu>
# Ryan Wiesjahn <rwiesjahn@bsu.edu>
import somber as somber_engine
import os
from weapon import *
import config
class Bullet(somber_engine.Active):
def __init__(self, somber, x=0, y=0, from_player=True, sprite_group='bullets', sprite='sprites/bullets/bullet_default.png'):
somber_engine.Active.__init__(self, sprite, somber=somber, pos=(x, y))
for player in somber.current_level.get_sprite_group('player'):
self.player = player
self.level = player.level
if self.player.direction == 1:
self.direction = 1
else:
self.direction = -1
self.sprite_group = sprite_group
self.timer = 0
self.x_offset = x
self.y_offset = y
if from_player:
self.set_pos_to_entity(self.player)
self.level.add_object(self, self.sprite_group)
self.damage = config.DEFAULT_DAMAGE
self.duration = config.DEFAULT_DURATION
self.hspeed = config.DEFAULT_HSPEED
self.add_player_speed = config.DEFAULT_ADD_PLAYER_SPEED
def update(self):
self.hit()
self.time()
somber_engine.Active.update(self)
def time(self):
if self.timer < self.duration:
self.timer += self.player.delta_speed
else:
self.remove()
def remove(self):
self.kill()
def hit(self):
pass
def set_pos_to_entity(self, entity):
x = entity.pos[0]
y = self.y_offset + entity.pos[1] - (self.sprite.get_height() / 2) + (entity.sprite.get_height() / 2) - 14
if entity.direction == 1:
x += entity.sprite.get_width() + self.x_offset
else:
x += -self.sprite.get_width() - self.x_offset
self.pos[0] = x
self.pos[1] = y
class DefaultBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y)
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
self.kill()
zombie.health[0] -= self.damage
class SpeedBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y)
self.duration = config.SPEED_DURATION
self.hspeed = config.SPEED_HSPEED
self.damage = config.SPEED_DAMAGE
self.add_player_speed = config.SPEED_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
self.kill()
zombie.health[0] -= self.damage
class SpeedSpeedBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y)
self.duration = config.SPEEDSPEED_DURATION
self.hspeed = config.SPEEDSPEED_HSPEED
self.damage = config.SPEEDSPEED_DAMAGE
self.add_player_speed = config.SPEEDSPEED_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
self.kill()
zombie.health[0] -= self.damage
class SpeedFireBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_fire_0.png')
self.add_animation('anim', 10, ['sprites/bullets/bullet_fire_0.png', 'sprites/bullets/bullet_fire_1.png'])
self.set_animation('anim')
self.duration = config.SPEEDFIRE_DURATION
self.hspeed = config.SPEEDFIRE_HSPEED
self.damage = config.SPEEDFIRE_DAMAGE
self.add_player_speed = config.SPEEDFIRE_ADD_PLAYER_SPEED
if self.direction < 0:
self.set_animation('anim',flip_horizontally=True)
else:
self.set_animation('anim')
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
self.kill()
zombie.health[0] -= self.damage
Fire(self.somber, zombie, damage=config.SPEEDFIRE_FIRE_DAMAGE, duration=config.SPEEDFIRE_FIRE_DURATION, hit_rate=config.SPEEDFIRE_FIRE_RATE)
class SpeedLobBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_lob.png')
self.duration = config.SPEEDLOB_DURATION
self.hspeed = config.SPEEDLOB_HSPEED
self.vspeed = config.SPEEDLOB_VSPEED
self.gravity = config.SPEEDLOB_GRAVITY
self.add_player_speed = config.SPEEDLOB_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
if self.collides_with_group(self.level.get_sprite_group('ground')):
Explosion(self.somber, damage=config.SPEEDLOB_EXPLOSION_DAMAGE, duration=config.SPEEDLOB_EXPLOSION_DURATION, x=self.pos[0] - 150, y=self.somber.win_size[1] - 238)
self.kill()
class SpeedForceBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_force.png')
self.duration = config.SPEEDFORCE_DURATION
self.hspeed = config.SPEEDFORCE_HSPEED
self.damage = config.SPEEDFORCE_DAMAGE
self.add_player_speed = config.SPEEDFORCE_ADD_PLAYER_SPEED
if self.direction < 0:
self.flip_horizontally()
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
zombie.push_speed = self.hspeed + (config.SPEEDFORCE_FORCE_HSPEED * self.direction)
zombie.vspeed = config.SPEEDFORCE_FORCE_VSPEED
class FireBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_fire_0.png')
self.add_animation('anim', 10, ['sprites/bullets/bullet_fire_0.png', 'sprites/bullets/bullet_fire_1.png'])
if self.direction < 0:
self.set_animation('anim',flip_horizontally=True)
else:
self.set_animation('anim')
self.duration = config.FIRE_DURATION
self.hspeed = config.FIRE_HSPEED
self.damage = config.FIRE_DAMAGE
self.add_player_speed = config.FIRE_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
self.kill()
zombie.health[0] -= self.damage
Fire(self.somber, zombie, damage=config.FIRE_FIRE_DAMAGE, duration=config.FIRE_FIRE_DURATION, hit_rate=config.FIRE_FIRE_RATE)
class FireFireBullet(Bullet):
def __init__(self, somber, x=0, y=0):
y=-25
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_firefire.png')
self.add_animation('anim', 10, ['sprites/bullets/bullet_firefire.png'])
self.duration = 0
self.hspeed = 0
self.damage = config.FIREFIRE_DAMAGE
def update(self):
Bullet.set_pos_to_entity(self, self.player)
self.flip()
Bullet.update(self)
def flip(self):
if self.player.direction <= 0:
self.set_animation('anim',flip_horizontally=True)
else:
self.set_animation('anim')
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
zombie.health[0] -= self.damage
Fire(self.somber, zombie, damage=config.FIREFIRE_FIRE_DAMAGE, duration=config.FIREFIRE_FIRE_DURATION, hit_rate=config.FIREFIRE_FIRE_RATE)
def remove(self):
if not self.somber.input[' ']:
Bullet.remove(self)
self.player.weapon.firefire_check = False
class FireLobBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_lob.png')
self.duration = config.FIRELOB_DURATION
self.hspeed = config.FIRELOB_HSPEED
self.vspeed = config.FIRELOB_VSPEED
self.gravity = config.FIRELOB_GRAVITY
self.add_player_speed = config.FIRELOB_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
if self.collides_with_group(self.level.get_sprite_group('ground')):
Explosion(self.somber, damage=config.FIRELOB_EXPLOSION_DAMAGE, duration=config.FIRELOB_EXPLOSION_DURATION, fire_damage=config.FIRELOB_FIRE_DAMAGE, fire_duration=config.FIRELOB_FIRE_DURATION, fire_rate=config.FIRELOB_FIRE_RATE, x=self.pos[0] - 150, y=self.somber.win_size[1] - 238, set_fire=True)
self.kill()
class FireForceBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_force.png')
self.duration = config.FIREFORCE_DURATION
self.hspeed = config.FIREFORCE_HSPEED
self.damage = config.FIREFORCE_DAMAGE
self.add_player_speed = config.FIREFORCE_ADD_PLAYER_SPEED
if self.direction < 0:
self.flip_horizontally()
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
zombie.push_speed = self.hspeed + (config.FIREFORCE_FORCE_HSPEED * self.direction)
zombie.vspeed = config.FIREFORCE_FORCE_VSPEED
Fire(self.somber, zombie, damage=config.FIREFORCE_FIRE_DAMAGE, duration=config.FIREFORCE_FIRE_DURATION, hit_rate=config.FIREFORCE_FIRE_RATE)
class LobBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_lob.png')
self.duration = config.LOB_DURATION
self.hspeed = config.LOB_HSPEED
self.vspeed = config.LOB_VSPEED
self.gravity = config.LOB_GRAVITY
self.add_player_speed = config.LOB_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
if self.collides_with_group(self.level.get_sprite_group('ground')):
Explosion(self.somber, damage=config.LOB_EXPLOSION_DAMAGE, duration=config.LOB_EXPLOSION_DURATION, x=self.pos[0] - 150, y=self.somber.win_size[1] - 238)
self.kill()
class LobLobBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_lob.png')
self.duration = config.LOBLOB_DURATION
self.hspeed = config.LOBLOB_HSPEED
self.vspeed = config.LOBLOB_VSPEED
self.gravity = config.LOBLOB_GRAVITY
self.add_player_speed = config.LOBLOB_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
if self.collides_with_group(self.level.get_sprite_group('ground')):
Explosion(self.somber, damage=config.LOBLOB_EXPLOSION_DAMAGE, duration=config.LOBLOB_EXPLOSION_DURATION, x=self.pos[0] - 244, y=self.somber.win_size[1] - 327, big=True)
self.kill()
class LobForceBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_lob.png')
self.duration = config.LOBFORCE_DURATION
self.hspeed = config.LOBFORCE_HSPEED
self.vspeed = config.LOBFORCE_VSPEED
self.gravity = config.LOBFORCE_GRAVITY
self.add_player_speed = config.LOBFORCE_ADD_PLAYER_SPEED
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
if self.collides_with_group(self.level.get_sprite_group('ground')):
Explosion(self.somber, damage=config.LOBFORCE_EXPLOSION_DAMAGE, duration=config.LOBFORCE_EXPLOSION_DURATION, force_hspeed=config.LOBFORCE_FORCE_HSPEED, force_vspeed=config.LOBFORCE_FORCE_VSPEED, x=self.pos[0] - 150, y=self.somber.win_size[1] - 238, push=True)
self.kill()
class ForceBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_force.png')
self.duration = config.FORCE_DURATION
self.hspeed = config.FORCE_HSPEED
self.damage = config.FORCE_DAMAGE
if self.direction < 0:
self.flip_horizontally()
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
zombie.vspeed = config.FORCE_FORCE_VSPEED
zombie.push_speed = self.hspeed + (config.FORCE_FORCE_HSPEED * self.direction)
class ForceForceBullet(Bullet):
def __init__(self, somber, x=0, y=0):
Bullet.__init__(self, somber, x, y, sprite='sprites/bullets/bullet_force.png')
self.duration = config.FORCEFORCE_DURATION
self.hspeed = config.FORCEFORCE_HSPEED
self.damage = config.FORCEFORCE_DAMAGE
if self.direction < 0:
self.flip_horizontally()
if self.add_player_speed:
self.hspeed += abs(self.player.hspeed)
self.hspeed *= self.direction
def update(self):
Bullet.update(self)
def hit(self):
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
zombie.vspeed = config.FORCEFORCE_FORCE_VSPEED
zombie.push_speed = self.hspeed + (config.FORCEFORCE_FORCE_HSPEED * self.direction)
class Fire(Bullet):
def __init__(self, somber, entity, damage=10, duration=3, hit_rate=.5, x=0, y=0):
x = -110
y = -22
Bullet.__init__(self, somber, x, y, from_player=False, sprite='sprites/fire/fire_0.png')
self.entity = entity
if entity.fire_object != None:
entity.fire_object.kill()
self.entity.fire_object = self
self.hit_rate = hit_rate
self.duration = duration
self.hit_timer = 0
self.damage = damage
def update(self):
Bullet.set_pos_to_entity(self, self.entity)
Bullet.update(self)
def hit(self):
if self.hit_timer >= self.hit_rate:
self.entity.health[0] -= self.damage
self.hit_timer -= self.hit_rate
self.hit_timer += self.delta_speed
def remove(self):
self.entity.fire_object = None
Bullet.remove(self)
class Explosion(Bullet):
def __init__(self, somber, x=0, y=0, damage=40, duration=1, fire_damage=10, fire_duration=3, fire_rate=.5, force_hspeed=100, force_vspeed=-220, big=False, set_fire=False, push=False):
self.sprite='sprites/bullets/explosion_small.png'
if big:
self.sprite='sprites/bullets/explosion_big.png'
Bullet.__init__(self, somber, x, y,from_player=False, sprite_group='explosions', sprite=self.sprite)
self.set_fire = set_fire
self.push = push
self.has_hit = False
self.damage = damage
self.duration = duration
self.fire_damage = fire_damage
self.fire_duration = fire_duration
self.fire_rate = fire_rate
self.force_hspeed = force_hspeed
self.force_vspeed = force_vspeed
self.hspeed = 0
def update(self):
Bullet.update(self)
def hit(self):
if not self.has_hit:
self.has_hit = True
for zombie in self.level.get_sprite_group('zombies'):
if self.collides_with(zombie):
zombie.health[0] -= self.damage
if self.set_fire:
Fire(self.somber, zombie, damage=self.fire_damage, duration=self.fire_duration, hit_rate=self.fire_rate)
if self.push:
zombie_pos = zombie.pos[0] + (zombie.sprite.get_width() / 2)
explosion_pos = self.pos[0] + (self.sprite.get_width() / 2)
direction = 1
if zombie_pos <= explosion_pos:
direction = -1
zombie.push_speed = self.force_hspeed
zombie.vspeed = self.force_vspeed