mirror of
https://git.davidovski.xyz/tkinter-space-game.git
synced 2024-08-15 00:43:41 +00:00
203 lines
5.8 KiB
Python
203 lines
5.8 KiB
Python
from dataclasses import replace
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import math
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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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FormationEnemy,
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)
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from game import Game
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class CircleBossFormation(EnemyFormation):
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"""Enemy Formation for the circular game boss"""
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RADIUS = 10
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CYCLE_PEROID = 500
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COUNT = 6
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def __init__(self, game: Game, attributes: EnemyAttributes):
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"""Initialise the circle boss
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:param game: The game which this boss belongs to
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:type game: Game
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:param attributes: The attributes on which to base spawned enemies
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:type attributes: EnemyAttributes
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"""
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self.image_name = "enemy0"
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self.minion_image_name = "smallenemy0"
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self.alpha = 0
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attributes = CircleFormationAttributes(
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radius=40,
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period=300,
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count=CircleBossFormation.COUNT,
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velocity=attributes.velocity,
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cooldown=attributes.cooldown,
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hp=attributes.hp//2,
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reward=attributes.reward*10
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)
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self.circle_formation = CircleFormation(
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game, self.minion_image_name, attributes)
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super().__init__(game, self.image_name, attributes)
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def create_enemies(self):
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"""Spawn the boss"""
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self.spawn_enemy((-4, -4, 0))
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def tick(self, player):
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"""Update the boss's position
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:param player: The player which to check collision with
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:type player: Player
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"""
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super().tick(player)
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self.circle_formation.x = self.x
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self.circle_formation.y = self.y
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a = (self.alpha/CircleBossFormation.CYCLE_PEROID)*2*math.pi - math.pi
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r = 50*math.sin(a) - 25
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p = math.sin(a*2)*100
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self.circle_formation.attributes.radius = math.floor(
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CircleBossFormation.RADIUS + (r if r > 0 else 0)
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)
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self.circle_formation.attributes.period = math.floor(
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400 + (p if p < 100 else 100)
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)
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self.circle_formation.tick(player)
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# When the boss is dead, the minions will all die
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if len(self.sprites) == 0:
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if len(self.circle_formation.sprites) > 0:
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self.circle_formation.sprites[0].damage()
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else:
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self.destroy()
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def destroy(self):
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"""Remove the circle boss"""
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super().destroy()
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self.circle_formation.destroy()
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def hide(self):
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"""Hide the circle boss"""
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self.circle_formation.hide()
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return super().hide()
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def show(self):
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"""Show the circle boss"""
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self.circle_formation.show()
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return super().show()
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class SnakeBossFormation(EnemyFormation):
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"""Enemy formation for the snake boss"""
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LENGTH = 32
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def __init__(self, game: Game, attributes: FormationAttributes):
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"""Initialise the snake boss
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:param game: The game which the boss belongs to
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:type game: Game
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:param attributes: The attributes of which to base spawned enemies on
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:type attributes: FormationAttributes
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"""
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self.minion_name = "smallenemy1"
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self.tail_name = "smallenemy1_evil"
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self.head_name = "enemy2"
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self.phase = 1
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self.phase_timer = 0
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super().__init__(game, self.minion_name, attributes)
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def create_enemies(self):
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"""Spawn the snake"""
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head_attributes = replace(self.attributes)
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head_attributes.hp *= 100
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self.head = FormationEnemy(self.game, self.head_name,
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(0, 0, 0), head_attributes)
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self.sprites.append(self.head)
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for i in range(SnakeBossFormation.LENGTH):
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self.spawn_enemy((0, 0, i+1))
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tail_attributes = replace(self.attributes)
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head_attributes.hp //= 5
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self.tail = FormationEnemy(self.game, self.tail_name,
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(0, 0, SnakeBossFormation.LENGTH+1),
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tail_attributes)
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self.sprites.append(self.tail)
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def spawn_enemy(self, offset):
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"""Spawn one enemy unit of the snake
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:param offset: The offset of the enemy
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"""
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attributes = replace(self.attributes)
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if offset[2] % 6 == 0:
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attributes.cooldown = 40
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else:
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attributes.cooldown = -1
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enemy = FormationEnemy(self.game, self.image_name, offset, attributes)
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self.sprites.append(enemy)
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return enemy
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def position_enemy(self, enemy: FormationEnemy):
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"""Position the enemy on the game screen
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:param enemy: The enemy to position
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:type enemy: FormationEnemy
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"""
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if self.phase == 2:
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p = 120 / (100 + math.cos(self.phase_timer / 400)*20) * 120
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else:
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p = 120
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m = 4
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t = ((-enemy.offset_a*m) + self.game.alpha) / p + math.pi
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a = self.game.w // 2
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b = self.game.h // 3
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c = 0
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if self.phase == 2:
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n = 10 - (2000 / (self.phase_timer+2000))*5
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else:
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n = 5
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enemy.set_pos((
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int(self.x + a*math.sin(n*t+c)),
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int(self.y + b*math.sin(t))
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))
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def tick(self, player):
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"""Update the position of the enemies
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:param player: The player which to check collision with
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"""
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super().tick(player)
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if self.phase == 1:
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self.head.hp = self.attributes.hp*100
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if self.tail.destroyed:
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if len(self.sprites) > 1:
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self.sprites[-1].damage(amount=(self.attributes.hp//4))
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else:
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self.head.hp = self.attributes.hp * 3
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self.phase = 2
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elif self.phase == 2:
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self.phase_timer += 1
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self.head.attributes.cooldown = int(
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20 + math.sin(self.phase_timer / 50)*10)
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