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asteroid.py
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import pygame
import support
import data
from consts import *
import chunks
import random
class AsteroidResource(chunks.Sprite):
def __init__(self, parent: "Asteroid", resource):
self.parent = parent
self.resource = resource
size = support.randrange((parent.rect.w // 6, parent.rect.w // 3))
self.color = support.alter_color(RESOURCES[resource][RESOURCE_COLID])
image = data.assets.get_asteroid(size // 2, self.color, RESOURCE_POINTS_RANGE)
direction = support.randvec(parent.rect.w // 4)
self.rel_pos = direction
self.dir = support.randvec()
self.speed = support.randrange(FRAGMENT_SPEED_RANGE) / 2
self.escape_time = 0
self.can_destroy = True
self.follow_offset = support.randvec(10 + 10 * random.random())
self.blackhole = None
self.blackhole_pos = pygame.Vector2()
self.blackhole_len = 0
self.blackhole_angle = 0
self.static_blackhole_pos = self.blackhole_pos.copy()
self.rot_speed = support.randrange(RESOURCE_ROT_SPEED_RANGE)
data.game.total_resources += 1
super().__init__(
None,
image,
[data.game.resources, parent.resources],
parent.rect.center + direction,
)
def escape(self):
self.escape_time = data.ticks - random.randint(500, 2000)
self.can_destroy = True
for bh in data.game.blackholes:
if bh.collideextern(self.rect.center):
data.game.collected_one_resource = True
self.blackhole = bh
self.can_destroy = False
self.blackhole.resources.append(self)
self.blackhole_pos = self.rect.center - bh.pos
self.static_blackhole_pos = self.blackhole_pos.copy()
self.blackhole_len = self.blackhole_pos.magnitude()
break
def collect(self):
[
AsteroidFragment(self.rect.center, self.color, FRAGMENT_COOLDOWN / 2)
for _ in range(random.randint(2, 3))
]
if data.game.collected_resources < data.game.resources_amount:
data.game.collected_resources += 1
elif not data.game.finished:
data.game.win()
prev_canbuy = {
wn: data.game.inventory[WEAPONS[wn][WEAPON_RESOURCEID]]
>= WEAPONS[wn][WEAPON_PRICEID]
for wn in WEAPONS.keys()
}
data.game.inventory[self.resource] += 1
canbuy = {
wn: data.game.inventory[WEAPONS[wn][WEAPON_RESOURCEID]]
>= WEAPONS[wn][WEAPON_PRICEID]
for wn in WEAPONS.keys()
}
for wn, cb in canbuy.items():
if cb != prev_canbuy[wn]:
data.assets.play("power_unlock")
data.player.heal(RESOURCES[self.resource][RESOURCE_HEALID])
data.game.explosion(self.rect.center, self.rect.w * 2)
data.assets.play("collect")
self.kill()
def update(self):
if not self.parent.destroyed:
return
if self.blackhole is not None:
self.blackhole_angle += self.rot_speed * data.dt
self.blackhole_pos = self.static_blackhole_pos.rotate(self.blackhole_angle)
self.blackhole_len -= RESOURCE_COLLECT_SPEED * data.dt
self.blackhole_pos.scale_to_length(self.blackhole_len)
self.rect.center = self.blackhole.pos + self.blackhole_pos
if self.blackhole_len <= 10:
self.collect()
return
if self.can_destroy:
if self.rect.colliderect(UNIVERSE_RECT):
self.rect.center += self.dir * self.speed * data.dt
else:
follow = data.player.get_follow_point() + self.follow_offset
dir = follow - self.rect.center
if dir.magnitude() <= 2:
self.rect.center = follow
return
if dir.magnitude() != 0:
dir.normalize_ip()
self.rect.center += (
dir
* max(data.player.speed - data.player.speed / 15, PLAYER_SPEED / 2)
* data.dt
)
class AsteroidFragment(chunks.Sprite):
def __init__(self, center, color, cooldown=FRAGMENT_COOLDOWN):
self.cooldown = cooldown
size = support.randrange(FRAGMENT_SIZE_RANGE)
self.dir = support.randvec()
self.speed = support.randrange(FRAGMENT_SPEED_RANGE)
self.create_time = data.ticks - random.randint(300, 500)
super().__init__(
None,
data.assets.get_asteroid(size // 2, color, RESOURCE_POINTS_RANGE),
data.game.objects,
center,
)
def update(self):
if data.ticks - self.create_time >= self.cooldown:
self.kill()
return
self.rect.center += self.dir * self.speed * data.dt
class Asteroid(chunks.Sprite):
def __init__(self, center):
size = support.randrange(ASTEROID_SIZE_RANGE)
self.color = ASTEROID_COL1.lerp(ASTEROID_COL2, random.random())
image = data.assets.get_asteroid(size // 2, self.color)
self.amount = support.randrange(RESOURCE_AMOUNT_RANGE)
self.health = self.amount
self.resource = random.choice(RESOURCES_WEIGHTED)
self.resources: list[AsteroidResource] = pygame.sprite.Group()
self.destroyed = False
self.dir = support.randvec()
self.speed = support.randrange(ASTEROID_SPEED_RANGE)
self.change_time = data.ticks
self.is_hit = False
self.hit_time = data.ticks
self.pushing = False
self.push_dir = pygame.Vector2()
super().__init__(None, image, data.game.asteroids, center)
self.hitbox = pygame.FRect(0, 0, self.rect.w / 1.5, self.rect.h / 1.5)
[AsteroidResource(self, self.resource) for _ in range(self.amount)]
def hit(self):
self.hit_time = data.ticks
self.health -= 1
self.is_hit = True
[
AsteroidFragment(self.rect.center, self.color)
for _ in range(random.randint(3, 5))
]
if self.health <= 0:
self.destroy()
else:
data.assets.play("asteroid_hit")
def destroy(self):
data.game.explosion(self.rect.center, self.rect.w * 1.5)
self.destroyed = True
data.assets.play("small_explosion")
self.kill()
for res in self.resources:
res.escape()
def update(self):
if self.destroyed:
return
in_universe = self.rect.colliderect(UNIVERSE_RECT)
if data.ticks - self.hit_time >= ASTEROID_HIT_COOLDOWN:
self.is_hit = False
if not in_universe:
self.dir = support.randvec()
return
if data.ticks - self.change_time >= 60000:
self.dir = support.randvec()
self.change_time = data.ticks
self.pushing = False
for ph in data.game.purpleholes:
if ph.collidesuck(self.rect.center):
self.pushing = True
self.push_dir = ph.pos - self.rect.center
support.norm(self.push_dir)
if self not in ph.sucked:
ph.sucked.add(self)
data.assets.play("suck")
self.rect.topleft += self.dir * self.speed * data.dt
if self.pushing:
self.rect.topleft += self.push_dir * PURPLEHOLE_SUCK_SPEED * data.dt
self.hitbox.center = self.rect.center
for res in self.resources:
res.rect.center = self.rect.center + res.rel_pos
for ad in data.game.asteroid_damages:
if ad.collidecenter(self.rect.center):
self.destroy()