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Boss.py
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Boss.py
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from Enemy import *
from Global import *
from Bomb import Bomb
flame_image_names = [flame01,flame02,flame03,flame04,flame05,
flame06,flame07,flame08,flame09,flame10,
flame11,flame12,flame13,flame14,flame15,
flame16,flame17,flame18]
rise_flame_names = [rflame01,rflame02,rflame03,rflame04,
rflame05,rflame06,rflame07,rflame08,
rflame09,rflame10,rflame11,rflame12,
rflame13,]
thunder_names = [thunder01,thunder02,thunder03,thunder04,
thunder05,thunder06,thunder07,thunder08,
thunder09,thunder10,thunder11,thunder12,
thunder13,thunder14]
class Boss(Enemy):
def __init__(self, x,y,speed,rushingSpeed, imagenames, radarx, radary):
Enemy.__init__(self, x,y,speed,rushingSpeed, imagenames, radarx, radary)
self.invincible_turn = 0
self.show = 1;
#hp and hp image
self.hp_image = pygame.image.load('img/hp.png').convert_alpha()
self.hp_image = pygame.transform.scale(self.hp_image, (self.image_x-4,10))
self.hp = 100
#throwing bomb in random position
self.bomb_each_time = 4
self.bomb_last_time = 4
self.bomb_damge = 5
self.bomb_countdown = 20
self.throwing = 0
self.bomb_x_array = []
self.bomb_y_array = []
#bomb's current location (animation phase)
self.current_bomb_x_array = []
self.current_bomb_y_array = []
#flame damage
self.flameImages = []
for name in flame_image_names:
temp = pygame.image.load(name).convert_alpha()
self.flameImages.append(temp)
#rise flame image
self.rise_flame_images = []
for name in rise_flame_names:
temp = pygame.image.load(name).convert_alpha()
self.rise_flame_images.append(temp)
#thunder image
self.thunder_images = []
for name in thunder_names:
temp = pygame.image.load(name).convert_alpha()
self.thunder_images.append(temp)
#use flame image in time
self.flame_countdown = 30;
self.flame_turn = 0
#rage when damaged, 60% of health
self.rage = False;
#rage burst
self.rage_burst = False;
#defense flame
self.defense_countdown = 0;
self.defense_flame_turn =0;
self.defense_second_flame_turn =0;
#thunder
self.thunder_turn = 0;
self.thunder_offset_x =0
self.thunder_offset_y =0
def GetDamage(self, value):
if(self.invincible_turn<=0):
self.invincible_turn = 15;
self.hp -= value
if self.hp <= 0:
self.hp = 0
self.isAlive = False
new_width = (self.hp / 100.0) * (self.image_x-4)
self.hp_image = pygame.transform.scale(self.hp_image, (int(new_width),10))
if self.hp <25 and self.rage_burst == False:
self.rage_burst = True
self.thunder_turn = 14
if self.hp <60 and self.rage == False:
self.rage = True
if self.rage == True and self.defense_flame_turn <=0 and self.defense_second_flame_turn <=0:
self.defense_flame_turn = 13;
def LiveAction(self, screen, player, seconds, bomb_map):
if self.isAlive:
self.Action(screen, player, seconds, bomb_map)
def Action(self, screen, player, seconds,bomb_map):
if self.rage_burst == True:
self.bomb_each_time = 7
self.speed = 110
elif self.rage == True:
self.bomb_each_time = 6
self.speed = 70
if self.invincible_turn>0:
#flashing affect
if(self.show==1):
self.show = 0
else:
self.show = 1
self.invincible_turn-=1
if self.rage == True and self.defense_countdown<=0 and self.defense_flame_turn <=0 and self.defense_second_flame_turn<=0:
self.defense_countdown = 120;
self.defense_flame_turn = 13;
else:
self.defense_countdown-=1;
xDistance = player.GetX()-25-self.rect.x
#distance in y direction between player and enemy
yDistance = player.GetY()-25-self.rect.y
distance =0;
self.time+=seconds
#use in later throwing phase, place holder
current_x = 0
current_y = 0
dest_x = 0
dest_y = 0
change =0
#countdown and use the flame
if self.flame_countdown>0:
self.flame_countdown-=1
else:
self.flame_turn = 18;
self.flame_countdown = 300
if self.flame_turn>7 and player.GetInvincible()<=0:
if abs(yDistance)<30 and player.GetInvincible()<=0:
player.GetDamge(30)
if xDistance>0:
player.KnockBack(3)
else:
player.KnockBack(1)
elif abs(xDistance)<30 and player.GetInvincible()<=0:
player.GetDamge(30)
if yDistance>0:
player.KnockBack(4)
else:
player.KnockBack(2)
#first defense damage
if self.defense_flame_turn>0 :
if abs(xDistance)<85 and abs(yDistance)<85 and player.GetInvincible()<=0:
player.GetDamge(30)
if abs(xDistance) > abs(yDistance):
if xDistance>0:
player.KnockBack(3)
else:
player.KnockBack(1)
else:
if yDistance>0:
player.KnockBack(4)
else:
player.KnockBack(2)
#second defense flame
if self.defense_second_flame_turn>0 :
if abs(xDistance)<120 and abs(yDistance)<120 and player.GetInvincible()<=0:
player.GetDamge(30)
if abs(xDistance) > abs(yDistance):
if xDistance>0:
print(xDistance)
player.KnockBack(3)
else:
print(xDistance)
player.KnockBack(1)
else:
if yDistance>0:
player.KnockBack(4)
else:
player.KnockBack(2)
if self.bomb_countdown>0:
self.bomb_countdown-=1;
else:
self.bomb_x_array = []
self.bomb_y_array = []
self.current_bomb_x_array = []
self.current_bomb_y_array = []
self.bomb_countdown = 200
self.throwing = 20
for i in range(self.bomb_each_time):
self.bomb_x_array.append(random.randint(0,12))
self.bomb_y_array.append(random.randint(0,12))
self.current_bomb_x_array.append(self.rect.x)
self.current_bomb_y_array.append(self.rect.y)
self.bomb_last_time = self.bomb_each_time
if self.throwing>0:
for i in range(self.bomb_last_time):
current_x = self.current_bomb_x_array[i]
dest_x = self.bomb_x_array[i]*51
change = (int)((dest_x-current_x)/self.throwing)
self.current_bomb_x_array[i]+=change
current_y = self.current_bomb_y_array[i]
dest_y = self.bomb_y_array[i]*51
change = (int)((dest_y - current_y)/self.throwing)
self.current_bomb_y_array[i]+=change
self.throwing-=1
elif len(self.bomb_x_array) != 0:
for i in range(self.bomb_last_time):
new_bomb = Bomb(bomb_image,self.bomb_x_array[i]*51,self.bomb_y_array[i]*51,4)
bomb_map.AddBomb(new_bomb)
self.bomb_x_array = []
self.bomb_y_array = []
self.current_bomb_x_array = []
self.current_bomb_y_array = []
if self.timetochange>0:
self.timetochange-=1
else:
self.timetochange = 4
distance = seconds * self.speed
if abs(xDistance)>self.speed/2 or abs(yDistance)>self.speed/2:
if self.time<self.timeChange:
#if it is time to change the direction
if self.timetochange==0:
self.image_index = ChangeNextIndex(self.image_index,self.lastcommand)
if self.lastcommand == 1 and (self.rect.x- distance)>0:
self.rect.x-=distance
elif self.lastcommand == 3 and (self.rect.x + distance)<self.map_x:
self.rect.x+=distance
elif self.lastcommand == 2 and (self.rect.y - distance)>0:
self.rect.y-=distance
elif (self.rect.y+distance)<self.map_y:
self.rect.y+=distance
else:
self.time = 0;
#when player is farer away in X direction then y direction, move to x direction
if (abs(xDistance)-abs(yDistance))>self.speed/4:
if xDistance>distance:
if (self.rect.x + distance)<self.map_x:
self.rect.x+=distance
else:
self.rect.x = self.map_x
self.lastcommand = 3
elif xDistance<distance :
if (self.rect.x- distance)>0:
self.rect.x-=distance
else:
self.rect.x = 0
self.lastcommand = 1
self.image_index = ChangeNextIndex(self.image_index,self.lastcommand)
#move in y direction
else:
if yDistance>distance:
if (self.rect.x- distance)>0:
self.rect.y+=distance
else:
self.rect.y = self.map_y
self.lastcommand = 4
elif yDistance<distance:
if (self.rect.y - distance)>0:
self.rect.y-=distance
else:
self.rect.y = 0
self.lastcommand = 2
self.image_index = ChangeNextIndex(self.image_index,self.lastcommand)
#player is hitted by ghost, check if player is currently invincible
elif player.GetInvincible()<=0:
player.GetDamge(self.damage)
player.KnockBack(self.lastcommand)
if self.invincible_turn<=0 or self.show == 1:
screen.blit(self.hp_image,(self.rect.x,self.rect.y-13))
screen.blit(self.images[self.image_index], (self.rect.x, self.rect.y))
if self.throwing>0:
for i in range(self.bomb_last_time):
screen.blit(bomb, (self.current_bomb_x_array[i], self.current_bomb_y_array[i]))
if self.flame_turn>0:
self.flame_turn-=1
current_iamge = self.flameImages[17 - self.flame_turn]
current_x = 0
current_y = 0
while(current_x+50<720):
screen.blit(current_iamge , (current_x,self.rect.y))
current_x+=50
while(current_y+50<720):
screen.blit(current_iamge , (self.rect.x,current_y))
current_y+=50
if self.defense_flame_turn>0:
if self.defense_flame_turn == 1:
self.defense_second_flame_turn = 13
self.defense_flame_turn-=1;
defense_image = self.rise_flame_images[12-self.defense_flame_turn];
screen.blit(defense_image, (self.rect.x-30-60,self.rect.y-30))
screen.blit(defense_image, (self.rect.x-30+60,self.rect.y-30))
screen.blit(defense_image, (self.rect.x-30,self.rect.y-60-30))
screen.blit(defense_image, (self.rect.x-30,self.rect.y+60-30))
screen.blit(defense_image, (self.rect.x-30+60,self.rect.y+60-30))
screen.blit(defense_image, (self.rect.x-30-60,self.rect.y+60-30))
screen.blit(defense_image, (self.rect.x-30+60,self.rect.y-60-30))
screen.blit(defense_image, (self.rect.x-30-60,self.rect.y-60-30))
if self.defense_second_flame_turn > 0:
self.defense_second_flame_turn-=1;
defense_image = self.rise_flame_images[12-self.defense_second_flame_turn];
screen.blit(defense_image, (self.rect.x-30-80,self.rect.y-30))
screen.blit(defense_image, (self.rect.x-30+80,self.rect.y-30))
screen.blit(defense_image, (self.rect.x-30,self.rect.y-80-30))
screen.blit(defense_image, (self.rect.x-30,self.rect.y+80-30))
screen.blit(defense_image, (self.rect.x-30+80,self.rect.y+80-30))
screen.blit(defense_image, (self.rect.x-30-80,self.rect.y+80-30))
screen.blit(defense_image, (self.rect.x-30+80,self.rect.y-80-30))
screen.blit(defense_image, (self.rect.x-30-80,self.rect.y-80-30))
if self.thunder_turn > 0:
self.thunder_turn-=1;
thunder_image = self.thunder_images[13-self.thunder_turn]
thunder_x = self.rect.x +23 + self.thunder_offset_x- thunder_image.get_width()/2
thunder_y = self.rect.y+ 25 +self.thunder_offset_y-thunder_image.get_height()
screen.blit(thunder_image,(thunder_x,thunder_y))
if abs(player.GetX() +25 - (self.rect.x +23 + self.thunder_offset_x)) < 25 and abs(player.GetY()+25 - (self.rect.y+ 25 +self.thunder_offset_y))<25 and player.GetInvincible()<=0:
player.GetDamge(25);
if self.thunder_turn ==0:
self.thunder_offset_x = random.randint(-1,1)*80
self.thunder_offset_y = random.randint(-1,1)*80
self.thunder_turn =14