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weapon.py
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weapon.py
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from sprite_main import *
class Weapon(AnimSprite):
def __init__(self, game, path='assets/anim_sprites/NOTEX.PNG', wscale=1.8, hscale=1.8, anim_time=90):
super().__init__(game=game, path=path, wscale=wscale, hscale=hscale, anim_time=anim_time)
self.STICK_PATH = self.get_images('assets/anim_sprites/pickups/stick')
self.SHOT_PATH = self.get_images('assets/anim_sprites/pickups/shotgun')
self.STICK_IMAGES = deque(
[pg.transform.smoothscale(img, (self.image.get_width() * wscale, self.image.get_height() * hscale))
for img in self.STICK_PATH])
self.SHOT_IMAGES = deque(
[pg.transform.smoothscale(img, (self.image.get_width() * wscale, self.image.get_height() * hscale))
for img in self.SHOT_PATH])
self.images = deque(
[pg.transform.smoothscale(img, (self.image.get_width() * wscale, self.image.get_height() * hscale))
for img in self.images])
self.pos_inc = 0
self.POS_W = self.images[0].get_width()
self.weapon_pos = (0, 0)
# (HWIDTH - self.images[0].get_width() // 2, HEIGHT - self.images[0].get_height())
self.num_images = len(self.images)
self.frame_counter = 0
self.draw_switch = False # will determine which weapon file path in future too
self.is_up = False
self.ready_atk = False
self.first_find = False
self.pos_inc2 = self.images[0].get_height()
self.right_clicked = False
self.firing_state = False
#
self.RANGE = 1
self.DMG = 20
self.deliver_dmg = 0
self.type = ''
self.INVENTORY = {1: False, 2: False}
def update(self):
self.check_anim_time()
self.animate_atk()
self.swapper()
def swapper(self):
if self.right_clicked:
if self.is_up:
self.weapon_down()
else:
self.weapon_up()
key = pg.key.get_pressed()
if key[pg.K_1] and self.INVENTORY[1]:
self.type = 'katana'
self.type_checker()
if key[pg.K_2] and self.INVENTORY[2]:
self.type = 'shotgun'
self.type_checker()
def draw(self):
if self.draw_switch:
if not self.is_up and not self.first_find:
self.type_checker()
self.weapon_up()
if self.is_up and not self.first_find:
self.weapon_down()
if not self.is_up:
self.type_checker()
self.weapon_up()
self.game.screen.blit(self.images[0], self.weapon_pos)
def animate_atk(self):
self.deliver_dmg = 0
if self.ready_atk and self.is_up:
self.firing_state = True
if self.anim_trigger:
self.images.rotate(-1)
self.image = self.images[0]
self.frame_counter += 1
if self.frame_counter == self.num_images:
self.determine_atk()
self.frame_counter = 0
self.firing_state = False
self.ready_atk = False
def determine_atk(self):
# determine weapon type here-ish
# REM range is a prop
self.deliver_dmg = self.DMG
def attack_event(self, event):
self.anim_trigger = False
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1 and not self.right_clicked:
self.ready_atk = True
elif event.button == 3 and not self.firing_state:
self.ready_atk = False
self.right_clicked = True
def weapon_up(self):
if (not self.is_up and self.right_clicked) or (not self.is_up and not self.first_find):
limit = self.images[0].get_height()
if self.pos_inc >= limit:
self.pos_inc = limit
self.weapon_pos = (HWIDTH - self.POS_W // 2, HEIGHT - self.pos_inc)
self.is_up = True
self.pos_inc = 0
self.right_clicked = False
if not self.first_find:
self.first_find = True
else:
self.pos_inc += 20
self.weapon_pos = (HWIDTH - self.POS_W // 2, HEIGHT - self.pos_inc)
def weapon_down(self):
if (self.is_up and self.right_clicked) or (self.is_up and not self.first_find):
if self.pos_inc2 < 0:
self.right_clicked = False
self.weapon_pos = (HWIDTH - self.POS_W // 2, HEIGHT - self.pos_inc2)
self.is_up = False
self.pos_inc2 = self.images[0].get_height()
else:
self.pos_inc2 -= 20
self.weapon_pos = (HWIDTH - self.POS_W // 2, HEIGHT - self.pos_inc2)
def type_checker(self):
if self.type == 'katana':
self.images = self.STICK_IMAGES
self.DMG = 10
self.num_images = len(self.images)
if self.type == 'shotgun':
self.images = self.SHOT_IMAGES
self.DMG = 20
self.num_images = len(self.images)