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authorViljami Ilola <+@hix.fi>2024-03-23 20:19:38 +0200
committerViljami Ilola <+@hix.fi>2024-03-23 20:19:38 +0200
commit87cd7293498d6b30389e056a59b2e69eb7b3a418 (patch)
tree392e2e15446a533d0bdc1faddd5a6e2d8fc731ee
parentb03cb075e7a2042764a355a46d649b187f66343b (diff)
enemies as group
-rw-r--r--src/sliceitoff/enemies/enemies.py25
-rw-r--r--src/sliceitoff/game/gameplay.py14
-rw-r--r--src/sliceitoff/game/level.py2
-rw-r--r--src/sliceitoff/player/player.py7
4 files changed, 25 insertions, 23 deletions
diff --git a/src/sliceitoff/enemies/enemies.py b/src/sliceitoff/enemies/enemies.py
index a3a60a0..aaa41be 100644
--- a/src/sliceitoff/enemies/enemies.py
+++ b/src/sliceitoff/enemies/enemies.py
@@ -18,11 +18,11 @@ class EnemySprite(pygame.sprite.Sprite):
def set_movement(self, movement: tuple):
self.movement = movement
- def update(self, move = 0):
- if move:
+ def update(self, dt = 0):
+ if dt:
self.position = (
- self.position[0] + self.movement[0] * move,
- self.position[1] + self.movement[1] * move)
+ self.position[0] + self.movement[0] * dt,
+ self.position[1] + self.movement[1] * dt)
self.rect = pygame.Rect(
Scaling.scale_to_display(self.position),
self.image.get_size())
@@ -46,18 +46,15 @@ class EnemyBall(EnemySprite):
self.update()
-class Enemies():
+class Enemies(pygame.sprite.Group):
def __init__(self, field = None):
- self.sprites = pygame.sprite.Group()
- self.emerge_enemies()
- self.field = field
-
- def emerge_enemies(self):
+ super().__init__()
for _ in range(3 + (Stats.level-1) * 2):
enemy = EnemyBall()
enemy.set_position( (randrange(0,300_000), randrange(0,200_000)) )
enemy.set_movement( (randrange(0,200)-100, randrange(0,200)-100) )
- self.sprites.add(enemy)
+ self.add(enemy)
+ self.field = field
def wall_hit(self, field, enemy):
if enemy.rect.x < field.rect.x:
@@ -69,10 +66,10 @@ class Enemies():
if ( enemy.rect.y + enemy.rect.h >= field.rect.y + field.rect.h ):
enemy.force_up()
- def update(self, dt):
+ def update(self, dt = 0):
""" Update sprites basis of dt. dt = milliseconds from last update """
- self.sprites.update(move=dt)
- for enemy in self.sprites:
+ super().update(dt = dt)
+ for enemy in self.sprites():
for field in self.field.sprites():
if field.rect.contains(enemy):
break
diff --git a/src/sliceitoff/game/gameplay.py b/src/sliceitoff/game/gameplay.py
index cc20c3b..6296a5a 100644
--- a/src/sliceitoff/game/gameplay.py
+++ b/src/sliceitoff/game/gameplay.py
@@ -5,14 +5,22 @@ from stats import Stats
class Gameplay:
""" Logic of the playfield """
- def __init__(self, player = None, field = None, status = None):
+ def __init__(
+ self,
+ player = None,
+ field = None,
+ status = None,
+ enemies = None):
self.status = status
self.player = player
self.field = field
+ self.field = enemies
def fire(self):
- if self.player.fire_lazer() and Stats.lose_life():
- return True
+ if self.player.fire_lazer():
+ field.kill_if_not_colliding(enemies.sprites())
+ if Stats.lose_life():
+ return True
return Stats.percent < 20
def quit(self):
diff --git a/src/sliceitoff/game/level.py b/src/sliceitoff/game/level.py
index e5dc9f6..a417d8f 100644
--- a/src/sliceitoff/game/level.py
+++ b/src/sliceitoff/game/level.py
@@ -31,7 +31,7 @@ class Level:
self.display.update( (
self.status.sprites,
self.field,
- self.enemies.sprites,
+ self.enemies,
self.player.sprites) )
if self.gameplay.step():
diff --git a/src/sliceitoff/player/player.py b/src/sliceitoff/player/player.py
index 6e2ab0b..d36691c 100644
--- a/src/sliceitoff/player/player.py
+++ b/src/sliceitoff/player/player.py
@@ -17,13 +17,13 @@ class PlayerSprite(pygame.sprite.Sprite):
class Player():
def __init__(self, field = None, enemies = None):
- self.field = field
self.enemies = enemies
self.position = (200_000, 140_000)
self.direction = False
self.lazer = False
self.sprites = pygame.sprite.Group()
self.updated = True
+ self.field = field
def __update_sprites(self):
self.sprites.empty()
@@ -49,16 +49,13 @@ class Player():
def fire_lazer(self):
if DEBUG:
print("PLAYER: fire lazer")
- # self.lazer = True
- # self.updated = True
hitbox = self.field.slice(self.position, self.direction, 4_500)
hit = False
if hitbox is not None:
- for enemy in self.enemies.sprites:
+ for enemy in self.enemies.sprites():
if hitbox.colliderect(enemy.rect):
hit = True
break
- self.field.kill_if_not_colliding(self.enemies.sprites)
return hit
def set_direction(self):