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

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@@ -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": {

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sounds/catapult.ogg (Stored with Git LFS) Normal file

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sounds/catapult_launch.ogg (Stored with Git LFS) Normal file

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sounds/pumpkin_high.ogg (Stored with Git LFS) Normal file

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sounds/pumpkin_low.ogg (Stored with Git LFS) Normal file

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137
src/catapult.py Normal file
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@@ -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!")

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@@ -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
@@ -18,7 +20,7 @@ class Level:
self.player = Player(levelData["player_start"]["x"], levelData["player_start"]["y"])
self.edge_warning_channel = None
self.weapon_hit_channel = None
# Load objects and enemies from level data
for obj in levelData["objects"]:
# Handle x position or range
@@ -26,9 +28,20 @@ class Level:
xPos = obj["x_range"]
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):

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@@ -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