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:
@@ -120,6 +120,14 @@
|
||||
"sound": "grave",
|
||||
"static": true,
|
||||
"zombie_spawn_chance": 30
|
||||
},
|
||||
{
|
||||
"x": 145,
|
||||
"y": 0,
|
||||
"type": "catapult",
|
||||
"direction": -1,
|
||||
"fire_interval": 5000,
|
||||
"range": 15
|
||||
}
|
||||
],
|
||||
"boundaries": {
|
||||
|
BIN
sounds/catapult.ogg
(Stored with Git LFS)
Normal file
BIN
sounds/catapult.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
sounds/catapult_launch.ogg
(Stored with Git LFS)
Normal file
BIN
sounds/catapult_launch.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
sounds/pumpkin_high.ogg
(Stored with Git LFS)
Normal file
BIN
sounds/pumpkin_high.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
sounds/pumpkin_low.ogg
(Stored with Git LFS)
Normal file
BIN
sounds/pumpkin_low.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
137
src/catapult.py
Normal file
137
src/catapult.py
Normal file
@@ -0,0 +1,137 @@
|
||||
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!")
|
21
src/level.py
21
src/level.py
@@ -1,6 +1,8 @@
|
||||
import pygame
|
||||
import random
|
||||
from libstormgames import *
|
||||
from src.catapult import Catapult
|
||||
from src.coffin import CoffinObject
|
||||
from src.enemy import Enemy
|
||||
from src.object import Object
|
||||
from src.player import Player
|
||||
@@ -27,8 +29,19 @@ class Level:
|
||||
else:
|
||||
xPos = [obj["x"], obj["x"]] # Single position as range
|
||||
|
||||
# Check if this is a catapult
|
||||
if obj.get("type") == "catapult":
|
||||
catapult = Catapult(
|
||||
xPos[0],
|
||||
obj["y"],
|
||||
self.sounds,
|
||||
direction=obj.get("direction", 1),
|
||||
fireInterval=obj.get("fireInterval", 5000),
|
||||
firingRange=obj.get("range", 20)
|
||||
)
|
||||
self.objects.append(catapult)
|
||||
# Check if this is an enemy
|
||||
if "enemy_type" in obj:
|
||||
elif "enemy_type" in obj:
|
||||
enemy = Enemy(
|
||||
xPos,
|
||||
obj["y"],
|
||||
@@ -71,7 +84,6 @@ class Level:
|
||||
obj.has_spawned = True
|
||||
|
||||
roll = random.randint(1, 100)
|
||||
speak(f"Near grave, chance to spawn zombie")
|
||||
if roll <= obj.zombie_spawn_chance:
|
||||
zombie = Enemy(
|
||||
[obj.xPos, obj.xPos],
|
||||
@@ -108,6 +120,11 @@ class Level:
|
||||
if enemy.channel is not None:
|
||||
enemy.channel = obj_update(enemy.channel, self.player.xPos, enemy.xPos)
|
||||
|
||||
# Update catapults
|
||||
for obj in self.objects:
|
||||
if isinstance(obj, Catapult):
|
||||
obj.update(currentTime, self.player)
|
||||
|
||||
# Update bouncing items
|
||||
for item in self.bouncing_items[:]: # Copy list to allow removal
|
||||
if not item.update(currentTime):
|
||||
|
@@ -12,6 +12,7 @@ class Player:
|
||||
|
||||
# Stats and tracking
|
||||
self._health = 10
|
||||
self._maxHealth = 10
|
||||
self._lives = 1
|
||||
self.distanceSinceLastStep = 0
|
||||
self.stepDistance = 0.5
|
||||
@@ -92,6 +93,10 @@ class Player:
|
||||
"""Get current health"""
|
||||
return self._health
|
||||
|
||||
def get_max_health(self):
|
||||
"""Get current max health"""
|
||||
return self._maxHealth
|
||||
|
||||
def set_health(self, value):
|
||||
"""Set health and handle death if needed"""
|
||||
if self.isInvincible:
|
||||
@@ -103,6 +108,10 @@ class Player:
|
||||
if self._lives > 0:
|
||||
self._health = 10 # Reset health if we still have lives
|
||||
|
||||
def set_max_health(self, value):
|
||||
"""Set max health"""
|
||||
self._maxHealth = value
|
||||
|
||||
def get_coins(self):
|
||||
"""Get remaining coins"""
|
||||
return self._coins
|
||||
|
Reference in New Issue
Block a user