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fellow.py
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fellow.py
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from game_object import GameObject
import pygame
from geometry import *
import geometry
from bullet import Bullet
from heroes import Hero
class Fellow(Hero):
def __init__(self, x, y, game):
super().__init__(x, y, 45, game, 'images/fellow.png')
self.shot_delay = 20
self.shoot_after = self.shot_delay
self.xp = 10
def update(self):
self.follow_player()
if self.is_enemy_near():
self.attack_enemies()
else:
self.rotation_vector = self.game.player.rotation_vector
def attack_enemies(self):
nearest = self._get_nearest_enemy()
self.orientate_to(nearest.x, nearest.y)
# self.rotation_vector = get_vector(
# (self.x, self.y), (nearest.x, nearest.y))
if self.shoot_after <= 0:
self.shoot()
self.shoot_after = self.shot_delay
else:
self.shoot_after -= 1
def follow_player(self):
self.choose_direction()
dx = self.move_direction[0] * self.speed
dy = self.move_direction[1] * self.speed
dx, dy = self.check_collision_with_other_fellows(dx, dy)
self.move(dx, dy)
def check_collision_with_other_fellows(self, dx, dy):
if calculate_distance((self.x + dx, self.y + dy), (self.game.player.x, self.game.player.y)) < self.radius * 2:
return 0, 0
for fellow in self.game.fellows:
if fellow != self:
if calculate_distance((self.x + dx, self.y + dy), (fellow.x, fellow.y)) < fellow.radius * 2:
return 0, 0
return dx, dy
def choose_direction(self):
self.move_direction = normalize_direction(
get_vector((self.x, self.y), (self.game.player.x, self.game.player.y)))
def shoot(self):
from player import Player
self.game.objects.append(
Bullet(
self.x, self.y,
self.rotation_vector[0], self.rotation_vector[1], self.game, [Player, Fellow]))
def _get_nearest_enemy(self):
min_dist = self._get_distance_to(self.game.enemies[0])
nearest = self.game.enemies[0]
for enemy in self.game.enemies:
d = self._get_distance_to(enemy)
if d < min_dist:
min_dist = d
nearest = enemy
return nearest
def _get_distance_to(self, object):
return math.sqrt((self.x - object.x) ** 2 + (self.y - object.y) ** 2)
def handle_collisions(self, coll_objects):
from enemy import Enemy
from shooting_enemy import ShootingEnemy
for object in coll_objects:
if isinstance(object, Enemy) or isinstance(object, ShootingEnemy):
self.is_alive = False
if isinstance(object, Bullet) and Fellow not in object.not_touching:
self.xp -= 2
if self.xp <= 0:
self.is_alive = False
def is_enemy_near(self):
for enemy in self.game.enemies:
if self.game.is_inside_screen(enemy):
return True
return False