mirror of
https://git.davidovski.xyz/tkinter-space-game.git
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342 lines
10 KiB
Python
342 lines
10 KiB
Python
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import math
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from random import choice, randint, random
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from boss import CircleBossFormation, SnakeBossFormation
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from enemy import EnemyAttributes
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from formation import (
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CircleFormation,
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CircleFormationAttributes,
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EnemyFormation,
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FormationAttributes,
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LemniscateFormation,
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RectangleFormation,
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RectangleFormationAttributes,
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TriangleFormation,
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TriangleFormationAttributes,
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)
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def wobble_pattern(formation):
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"""A sinusoidal movement pattern
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:param formation: Formation to move
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"""
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x = (1+math.sin(formation.alpha/80)) * formation.game.w/2
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y = formation.y + (1 if formation.alpha % 4 == 0 else 0)
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formation.set_pos((x, y))
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def speed_pattern(formation):
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"""Quickly move the formation downwards
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:param formation: Formation to move
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"""
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x = formation.x
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y = formation.y + 2
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formation.set_pos((x, y))
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def slow_pattern(formation):
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"""Slowly move the formation downwards
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:param formation: Formation to move
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"""
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x = formation.x
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y = formation.y + (1 if formation.alpha % 8 == 0 else 0)
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formation.set_pos((x, y))
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def slide_in_pattern(formation):
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"""Slowly move into the center of the screen and then remain there
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:param formation: Formation to move
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"""
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cy = formation.game.h//3
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if formation.alpha < 400:
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x = formation.x
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y = (formation.alpha/400) * (cy*1.5) - (cy*0.5)
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else:
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x = formation.x
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y = formation.y
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formation.set_pos((int(x), int(y)))
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def no_pattern(formation):
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"""No movement, stay in the center
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:param formation: Formation to move
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"""
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formation.set_pos((
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formation.game.w // 2,
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formation.game.h // 3
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))
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def figure_of_eight_pattern(formation):
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"""Move the formation in a figure of eight
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:param formation: Formation to move
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"""
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period = 600
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edge = 8
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radius = formation.game.h//3 - edge
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cx, cy = formation.game.w//2, formation.game.h//3
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if formation.alpha < 200:
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x = formation.x
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y = (formation.alpha/200) * (cy*1.5) - (cy*0.5)
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else:
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a = formation.alpha - 200
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t = (a/period)*2*math.pi - math.pi/2
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y = cy + (radius * math.cos(t)) / (1 + math.sin(t)**2)
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x = cx + (radius * math.sin(t) * math.cos(t)) / (1 + math.sin(t)**2)
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formation.set_pos((int(x), int(y)))
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class FormationSpawner():
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"""Object to manage spawning of enemies and phases"""
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def __init__(self, game):
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"""Initialise the formation spawner
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:param game: The game which this belongs to
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"""
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self.game = game
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self.formations = []
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self.difficulty_multiplier = 0.5
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self.next_formation = 0
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self.phase = -1
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self.phases = [
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Phase("Phase:1", [
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self.spawn_fleet,
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self.spawn_loop,
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self.spawn_orbital], 10),
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Phase("Boss:1", [self.spawn_circle_boss], 1),
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Phase("Phase:2", [
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self.spawn_fleet,
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self.spawn_loop,
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self.spawn_orbital], 10, max_wave=3),
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Phase("Boss:2", [self.spawn_snake_boss], 1),
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]
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self.to_spawn = 0
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self.current_reward = 1
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def tick(self):
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"""Update all formations"""
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for formation, update in self.formations:
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formation.tick(self.game.player)
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update(formation)
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if formation.y > self.game.h:
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formation.destroy()
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self.formations = list(
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filter(lambda s: not s[0].destroyed, self.formations))
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self.spawn_next()
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def spawn_random(self):
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"""Spawn a random formation"""
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options = [
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self.spawn_fleet,
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self.spawn_loop,
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self.spawn_orbital,
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self.spawn_rectangle
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]
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choice(options)()
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def spawn_formation(self, formation: EnemyFormation, update):
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"""Add a formation to the list of formations
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:param formation: Formation to add
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:type formation: EnemyFormation
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:param update: movement function to use for this formation
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"""
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update(formation)
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formation.show()
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self.formations.append((formation, update))
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def spawn_circle_boss(self):
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"""Spawn the circle boss"""
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attributes = EnemyAttributes(
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hp=int(15*self.difficulty_multiplier),
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reward=self.current_reward,
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cooldown=50
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)
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formation = CircleBossFormation(self.game, attributes)
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formation.set_pos((self.game.w//2, 0))
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update = figure_of_eight_pattern
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self.spawn_formation(formation, update)
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def spawn_snake_boss(self):
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"""Spawn the snake boss"""
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attributes = FormationAttributes(
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hp=int(10*self.difficulty_multiplier),
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reward=self.current_reward,
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cooldown=160
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)
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formation = SnakeBossFormation(self.game, attributes)
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formation.set_pos((self.game.w//2, 0))
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update = slide_in_pattern
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self.spawn_formation(formation, update)
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def spawn_fleet(self):
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"""Spawn the fleet formation"""
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sprite = randint(6, 7)
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position = (random()*self.game.w, -32)
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attributes = TriangleFormationAttributes(
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hp=int(self.difficulty_multiplier),
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cooldown=-1,
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reward=self.current_reward,
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count=randint(1, 3)*2 + 1,
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spacing=8
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)
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formation = TriangleFormation(
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self.game, f"smallenemy{sprite}", attributes)
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formation.set_pos(position)
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update = speed_pattern
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self.spawn_formation(formation, update)
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def spawn_orbital(self):
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"""Spawn the orbital formation"""
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position = (random()*self.game.w, -32)
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sprite = choice((1, 3))
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attributes = CircleFormationAttributes(
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hp=int(self.difficulty_multiplier * 2),
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count=randint(3, 4)*2,
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radius=randint(10, 20),
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period=randint(100//int(self.difficulty_multiplier), 400),
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cooldown=80,
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reward=self.current_reward
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)
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formation = CircleFormation(
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self.game, f"smallenemy{sprite}", attributes)
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formation.set_pos(position)
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update = wobble_pattern
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formation.alpha = randint(1, 1000)
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self.spawn_formation(formation, update)
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def spawn_rectangle(self):
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"""Spawn the rectangle formation"""
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sprite = choice((0, 2))
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position = (random() * self.game.w, -32)
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attributes = RectangleFormationAttributes(
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hp=int(self.difficulty_multiplier * 2),
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width=randint(4, 6),
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height=randint(2, 3),
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cooldown=80,
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reward=self.current_reward,
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)
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formation = RectangleFormation(
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self.game, f"smallenemy{sprite}", attributes
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)
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formation.set_pos(position)
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update = wobble_pattern
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formation.alpha = randint(1, 1000)
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self.spawn_formation(formation, update)
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def spawn_loop(self):
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"""Spawn the loop formation"""
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sprite = choice((4, 5))
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position = (random()*self.game.w, -32)
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attributes = CircleFormationAttributes(
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count=randint(4, 8),
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radius=randint(self.game.w//2, self.game.w),
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period=randint(200, 300),
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hp=int(self.difficulty_multiplier),
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reward=self.current_reward,
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cooldown=160,
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)
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formation = LemniscateFormation(
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self.game, f"smallenemy{sprite}", attributes)
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formation.set_pos(position)
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update = slow_pattern
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self.spawn_formation(formation, update)
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def spawn_next(self):
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"""Spawn the next formation to be spawned"""
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if self.to_spawn > 0:
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if len(self.formations) < self.current_phase().max_wave:
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if self.game.alpha > self.next_formation \
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and self.next_formation != -1:
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self.next_formation = self.game.alpha \
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+ 100 / self.difficulty_multiplier
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self.current_phase().get_spawn_function()()
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self.to_spawn -= 1
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else:
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if len(self.formations) == 0:
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self.next_phase()
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def next_phase(self):
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"""Increment the phase by 1 and start the next phase"""
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self.phase += 1
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self.game.save_game()
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self.start_phase()
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def start_phase(self):
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"""Start the next phase"""
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self.to_spawn = self.current_phase().duration
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self.difficulty_multiplier = (self.phase+2) * 0.5
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self.current_reward = int(2**self.difficulty_multiplier)
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self.next_formation = self.game.alpha + 100
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if self.current_phase().name:
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self.game.effect_player.splash_text(self.current_phase().name)
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def current_phase(self):
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"""Return the current phase"""
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if self.phase < len(self.phases):
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return self.phases[self.phase]
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return Phase(f"Phase:{self.phase-1}", [
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self.spawn_random
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], 10 * self.difficulty_multiplier,
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max_wave=int(self.difficulty_multiplier)
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)
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def clear_all(self):
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"""Remove all formation objects"""
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for f, _ in self.formations:
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f.destroy()
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class Phase:
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"""Rules for which formation will be spawned"""
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def __init__(self, name, spawn_functions, duration, max_wave=2):
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"""__init__.
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:param name: The name of the phase
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:param spawn_functions: A list of functions to use to spawn enemies
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:param duration: The number of formations to spawn
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before the phase is over
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:param max_wave: The maximum number of formations to spawn at a time
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"""
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self.spawn_functions = spawn_functions
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self.duration = duration
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self.name = name
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self.max_wave = max_wave
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def get_spawn_function(self):
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"""Return a random spawn function"""
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return choice(self.spawn_functions)
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