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object_handler.py
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from sprite_object import *
from npc import *
from random import choices, randrange
class ObjectHandler:
def __init__(self, game):
self.game = game
self.sprite_list = []
self.npc_list = []
self.npc_sprite_path = 'resources/sprites/npc/'
self.static_sprite_path = 'resources/sprites/static_sprites/'
self.anim_sprite_path = 'resources/sprites/animated_sprites/'
add_sprite = self.add_sprite
add_npc = self.add_npc
self.npc_positions = {}
# spawn npc
self.enemies = 20 # npc count
self.npc_types = [SoldierNPC, CacoDemonNPC, CyberDemonNPC]
self.weights = [70, 20, 10]
self.restricted_area = {(i, j) for i in range(10) for j in range(10)}
self.spawn_npc()
# sprite map
add_sprite(AnimatedSprite(game))
add_sprite(AnimatedSprite(game, pos=(1.5, 1.5)))
add_sprite(AnimatedSprite(game, pos=(1.5, 7.5)))
add_sprite(AnimatedSprite(game, pos=(5.5, 3.25)))
add_sprite(AnimatedSprite(game, pos=(5.5, 4.75)))
add_sprite(AnimatedSprite(game, pos=(7.5, 2.5)))
add_sprite(AnimatedSprite(game, pos=(7.5, 5.5)))
add_sprite(AnimatedSprite(game, pos=(14.5, 1.5)))
add_sprite(AnimatedSprite(game, pos=(14.5, 4.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(14.5, 5.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(14.5, 7.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(12.5, 7.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(9.5, 7.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(14.5, 12.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(9.5, 20.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(10.5, 20.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(3.5, 14.5)))
add_sprite(AnimatedSprite(game, path=self.anim_sprite_path + 'red_light/0.png', pos=(3.5, 18.5)))
add_sprite(AnimatedSprite(game, pos=(14.5, 24.5)))
add_sprite(AnimatedSprite(game, pos=(14.5, 30.5)))
add_sprite(AnimatedSprite(game, pos=(1.5, 30.5)))
add_sprite(AnimatedSprite(game, pos=(1.5, 24.5)))
# npc map
# add_npc(SoldierNPC(game, pos=(11.0, 19.0)))
# add_npc(SoldierNPC(game, pos=(11.5, 4.5)))
# add_npc(SoldierNPC(game, pos=(13.5, 6.5)))
# add_npc(SoldierNPC(game, pos=(2.0, 20.0)))
# add_npc(SoldierNPC(game, pos=(4.0, 29.0)))
# add_npc(CacoDemonNPC(game, pos=(5.5, 14.5)))
# add_npc(CacoDemonNPC(game, pos=(5.5, 16.5)))
# add_npc(CyberDemonNPC(game, pos=(14.5, 25.5)))
def spawn_npc(self):
for i in range(self.enemies):
npc = choices(self.npc_types, self.weights)[0]
pos = x, y = randrange(self.game.map.cols), randrange(self.game.map.rows)
while (pos in self.game.map.world_map) or (pos in self.restricted_area):
pos = x, y = randrange(self.game.map.cols), randrange(self.game.map.rows)
self.add_npc(npc(self.game, pos=(x + 0.5, y + 0.5)))
def check_win(self):
if not len(self.npc_positions):
self.game.object_renderer.win()
pg.display.flip()
pg.time.delay(1500)
self.game.new_game()
def update(self):
self.npc_positions = {npc.map_pos for npc in self.npc_list if npc.alive}
[sprite.update() for sprite in self.sprite_list]
[npc.update() for npc in self.npc_list]
self.check_win()
def add_npc(self, npc):
self.npc_list.append(npc)
def add_sprite(self, sprite):
self.sprite_list.append(sprite)