Catapults working. At this point most of the basic game is set up, now I have to get down to level and enemy creation, and sounds for when things happen.

This commit is contained in:
Storm Dragon
2025-02-01 00:11:36 -05:00
parent ab73ddfdd5
commit 7627543ed8
8 changed files with 187 additions and 4 deletions

137
src/catapult.py Normal file
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from libstormgames import *
from src.object import Object
import random
class Pumpkin:
def __init__(self, x, isHigh, direction, playerMaxHealth):
self.x = x
self.isHigh = isHigh
self.direction = direction # 1 for right, -1 for left
self.speed = 0.15
self.isActive = True
self.damage = playerMaxHealth // 2 # Half of player's max health
self.soundChannel = None
self.soundName = 'pumpkin_low' if isHigh else 'pumpkin_high' # Inverted mapping
def update(self, sounds, playerX):
"""Update pumpkin position and sound"""
if not self.isActive:
return False
self.x += self.direction * self.speed
# Update or start positional audio
if self.soundChannel is None or not self.soundChannel.get_busy():
self.soundChannel = obj_play(sounds, self.soundName, playerX, self.x)
else:
self.soundChannel = obj_update(self.soundChannel, playerX, self.x)
return True
def stop_sound(self):
"""Stop the pumpkin's sound"""
if self.soundChannel:
obj_stop(self.soundChannel)
self.soundChannel = None
def check_collision(self, player):
"""Check if pumpkin hits player"""
if not self.isActive:
return False
distance = abs(player.xPos - self.x)
if distance < 1: # Within 1 tile
if self.isHigh and not player.isJumping:
return True # Hit by high pumpkin while on ground
elif not self.isHigh and player.isJumping:
return True # Hit by low pumpkin while jumping
return False
class Catapult(Object):
def __init__(self, x, y, sounds, direction=1, fireInterval=5000, firingRange=20):
super().__init__(
x, y, "catapult",
isStatic=True,
isCollectible=False,
)
self.sounds = sounds
self.direction = direction
self.fireInterval = fireInterval # Time between shots in milliseconds
self.firingRange = firingRange # How close player needs to be to trigger firing
self.lastFireTime = 0
self.activePumpkins = []
self.isFiring = False # Track if we're currently in firing mode
self.launchDelay = 900 # Time between launch sound and pumpkin firing
self.pendingPumpkin = None # Store pending pumpkin data
self.pumpkinLaunchTime = 0 # When to launch the pending pumpkin
def fire(self, currentTime, player):
"""Start the firing sequence"""
self.lastFireTime = currentTime
# Play launch sound
self.sounds['catapult_launch'].play()
# Set up pending pumpkin
isHigh = random.choice([True, False])
fireDirection = 1 if player.xPos > self.xPos else -1
# Store pumpkin data for later creation
self.pendingPumpkin = {
'isHigh': isHigh,
'direction': fireDirection,
'playerMaxHealth': player.get_max_health()
}
# Set when to actually launch the pumpkin
self.pumpkinLaunchTime = currentTime + self.launchDelay
def update(self, currentTime, player):
"""Update catapult and its pumpkins"""
if not self.isActive:
return
# Check if player is in range
distance = abs(player.xPos - self.xPos)
inRange = distance <= self.firingRange
# Handle entering/leaving range
if inRange and not self.isFiring:
self.isFiring = True
self.lastFireTime = currentTime # Reset timer when entering range
speak("Pumpkin catapult activates!")
elif not inRange and self.isFiring:
self.isFiring = False
speak("Out of pumpkin catapult range.")
# Check for pending pumpkin launch
if self.pendingPumpkin and currentTime >= self.pumpkinLaunchTime:
# Create and fire the pending pumpkin
pumpkin = Pumpkin(
self.xPos,
self.pendingPumpkin['isHigh'],
self.pendingPumpkin['direction'],
self.pendingPumpkin['playerMaxHealth']
)
self.activePumpkins.append(pumpkin)
self.pendingPumpkin = None
# Only start new fire sequence if in range and enough time has passed
if self.isFiring and currentTime - self.lastFireTime >= self.fireInterval:
self.fire(currentTime, player)
# Always update existing pumpkins
for pumpkin in self.activePumpkins[:]: # Copy list to allow removal
if not pumpkin.update(self.sounds, player.xPos):
pumpkin.stop_sound()
self.activePumpkins.remove(pumpkin)
continue
if pumpkin.check_collision(player):
player.set_health(player.get_health() - pumpkin.damage)
pumpkin.stop_sound()
pumpkin.isActive = False
self.activePumpkins.remove(pumpkin)
speak("Hit by a pumpkin!")