from pygame.surface import Surface
from pygame.draw import circle
from pgzero.loaders import images, sounds
-from .actors.animsurf import AnimatedSurfActor
+from .actors.anim import AnimatedSurfActor
from .util import safepath
class Weapon:
def __init__(self, name, damage, image_name=None, bullet_range=0,
- can_tape=True, frames=("_1",), sound=None):
+ can_tape=True, frames=("_1",), projectile=None, sound=None):
self.name = name
self.image_name = image_name or name
self.frames = frames
self.damage = damage
self.bullet_range = bullet_range
self.can_tape = can_tape
+ self.projectile = projectile
self.sound = None
if sound:
self.sound = sounds.load(sound)
WEAPONS = [
Weapon("spit", damage=1, bullet_range=2, can_tape=False,
- image_name="blank", frames=("",), sound="fire_spit"),
+ image_name="blank", frames=("",), sound="fire_spit",
+ projectile="spit"),
Weapon("butter_knife", damage=2),
Weapon("crowbar", damage=4),
- Weapon("gun", damage=4, bullet_range=4, sound='gun_fire'),
+ Weapon("gun", damage=4, bullet_range=4, sound='gun_fire',
+ projectile="bullet"),
]
WEAPON_LOOKUP = {w.name: w for w in WEAPONS}
class BulletActor(AnimatedSurfActor):
def __init__(self, weapon, **kw):
+ frames = self._shiny_frames(weapon)
+ if frames is None:
+ frames = self._ugly_circle_frames(weapon)
+ super().__init__(frames=frames, **kw)
+ self.weapon = weapon
+
+ def _shiny_frames(self, weapon):
+ if weapon.projectile is None:
+ return None
+ surf = images.load(safepath("projectiles/%s" % (weapon.projectile,)))
+ return [surf]
+
+ def _ugly_circle_frames(self, weapon):
radius = min(weapon.damage * 5, 32)
surf = Surface((radius * 2, radius * 2))
surf.convert_alpha()
surf.fill((255, 255, 255, 0))
circle(surf, (255, 0, 255, 32), (radius, radius), radius)
- frames = [surf]
- super().__init__(frames=frames, **kw)
- self.weapon = weapon
+ return [surf]
class WeaponFactory: