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PVZClasses.py
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PVZClasses.py
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########################################################################################
# File Name: MatthewPechenBergPVZClasses.py
# Description: This is the file that contains the classes for my Plants Vs. Zombies Game
# Author: Matthew Pechen-Berg
# Date: June 16th, 2019
########################################################################################
#basic initialization and definition of common constants and variables
import time
import pygame
pygame.init()
pygame.mixer.init()
gameWindow=pygame.display.set_mode((800,600))
pygame.mixer.pre_init(44100, -16, 1, 512) #fixes pygame audio
import operator
from math import sqrt
from random import randrange
#zombie spritesheet names
zombieSpritesheetLocations = ["Sprite Sheets\Zombies\Flag Zombie.png","Sprite Sheets\Zombies\Zombie.png","Sprite Sheets\Zombies\Cone Zombie.png","Sprite Sheets\Zombies\Buckethead Zombie.png"]
#loading projectile and misc. sprite images
explosion = pygame.image.load('Sprite Sheets\Other\Explosion.png').convert_alpha()
peas = pygame.image.load('Sprite Sheets\Projectiles\Pea.png').convert_alpha()
melons = pygame.image.load('Sprite Sheets\Projectiles\Watermelon.png').convert_alpha()
flag = pygame.image.load("Sprite Sheets\Zombies\Flag.png").convert_alpha()
arms = pygame.image.load("Sprite Sheets\Zombies\Arms.png").convert_alpha()
heads = pygame.image.load("Sprite Sheets\Zombies\Heads.png").convert_alpha()
sunImage = pygame.image.load("MiscImages\Sun.png").convert_alpha()
#misc animations lists
mAnimationNames = ['Flag','Arms','Heads','Explosion','Peas','Watermelons']
mAnimationSpritesheets = [flag,arms,heads,explosion,peas,melons]
mAnimationSpritesheetColumns = [11,8,13,12,4,8]
mAnimationSpritesheetRows = [1,3,4,1,3,2]
mAnimationTimeBased = [True,True,True,True,False,False]
mAnimationDuration = [1,1,1,1,0,0]
mAnimationFPS = [11,8,13,12,12,12]
#setting up sounds
zombieBite = pygame.mixer.Sound('Sounds\ZombieBite.ogg')
zombieBite.set_volume(0.18)
gulp = pygame.mixer.Sound('Sounds\Gulp.ogg')
gulp.set_volume(0.1)
groan1 = pygame.mixer.Sound('Sounds\Groan.ogg')
groan1.set_volume(0.2)
groan2 = pygame.mixer.Sound('Sounds\Groan2.ogg')
groan2.set_volume(0.2)
groan3 = pygame.mixer.Sound('Sounds\Groan3.ogg')
groan3.set_volume(0.2)
groan4 = pygame.mixer.Sound('Sounds\Groan4.ogg')
groan4.set_volume(0.2)
groan5 = pygame.mixer.Sound('Sounds\Groan5.ogg')
groan5.set_volume(0.2)
groan6 = pygame.mixer.Sound('Sounds\Groan6.ogg')
groan6.set_volume(0.2)
splat1 = pygame.mixer.Sound('Sounds\Splat.ogg')
splat1.set_volume(0.15)
splat2 = pygame.mixer.Sound('Sounds\Splat2.ogg')
splat2.set_volume(0.15)
splat3 = pygame.mixer.Sound('Sounds\Splat3.ogg')
splat3.set_volume(0.15)
shoot1 = pygame.mixer.Sound('Sounds\Throw.ogg')
shoot1.set_volume(0.15)
shoot2 = pygame.mixer.Sound('Sounds\Throw2.ogg')
shoot2.set_volume(0.15)
sunCollect = pygame.mixer.Sound('Sounds\Points.ogg')
sunCollect.set_volume(0.25)
potatoExplode = pygame.mixer.Sound('Sounds\Potato_mine.ogg')
potatoExplode.set_volume(0.25)
ignite1 = pygame.mixer.Sound('Sounds\Ignite.ogg')
ignite1.set_volume(0.1)
ignite2 = pygame.mixer.Sound('Sounds\Ignite2.ogg')
ignite2.set_volume(0.1)
melonImpact1 = pygame.mixer.Sound('Sounds\melonImpact.ogg')
melonImpact1.set_volume(0.1)
melonImpact2 = pygame.mixer.Sound('Sounds\melonImpact2.ogg')
melonImpact2.set_volume(0.1)
#----------------------------------------#
# ~~~~~~~~~~ Global Functions ~~~~~~~~~~ #
#----------------------------------------#
def calculateDistance(x1, x2, y1, y2):
distance = sqrt((x2-x1)**2 + (y2-y1)**2)
return distance
#------------------------------------#
# ~~~~~~~~~~ Classes ~~~~~~~~~~~~~~~ #
#------------------------------------#
class MainUnits(pygame.sprite.Sprite):
"""The common functions in some classes"""
def damageTintTimer(self):
if self.lastFrameHealth != self.health:
self.damageTimer = time.time()
self.lastFrameHealth = self.health
#------------------------------------------------------------------------------------------------------------------------#
class Plant(MainUnits):
"""The 'towers' in the game, the different plants that can be placed by the user."""
def __init__(self, name = "", health = 0, recharge = 0, col = 0, row = 0, spriteSheet = None, spriteSheetColumns = 0, spriteSheetRows = 0, fps = 0, targetable = True, fileLocation = ''):
pygame.sprite.Sprite.__init__(self)
self.name = name
self.health = health
self.baseHealth = health
self.recharge = recharge
self.col = col
self.row = row
self.spritesheet = spriteSheet
self.spritesheetColumns = spriteSheetColumns
self.spritesheetRows = spriteSheetRows
self.animationFPS = fps
self.targetable = targetable
self.horizontalIndex = 0
self.verticalIndex = 0
self.rect = self.spritesheet.get_rect()
self.sheetWidth = self.rect.width
self.rect.width = self.sheetWidth / self.spritesheetColumns
self.sheetHeight = self.rect.height
self.rect.height = self.sheetHeight / self.spritesheetRows
self.initialTime = time.time()
self.plantTime = time.time()
self.attackAnimationTimer = time.time()
self.triggered = False
self.attackTimer = 0
self.initiated = False
self.centreX = (self.col+1)*80
self.centreY = 140+(self.row+1)*80
self.damageSpritesheet = pygame.image.load(fileLocation).convert_alpha()
self.damageSpritesheet.fill((100, 0, 0, 100), special_flags=pygame.BLEND_ADD)
self.damageTimer = 0
self.lastFrameHealth = health
def __str__(self):
return "("+str(name)+", health: "+str(health)+", recharge: "+str(recharge)+", col: "+str(col)+", row: "+str(row)+")"
def update(self): #update the spritesheet image
self.spritesheet.set_clip(self.rect.width*self.horizontalIndex,self.rect.height*self.verticalIndex, self.rect.width, self.rect.height)
if time.time() - self.damageTimer < 0.1 and self.health > 0:
self.image = self.damageSpritesheet.subsurface(self.spritesheet.get_clip())
else:
self.image = self.spritesheet.subsurface(self.spritesheet.get_clip())
def loadNextImage(self):
if (time.time() - self.initialTime) > (1./self.animationFPS):
self.horizontalIndex = (self.horizontalIndex + 1) % self.spritesheetColumns
self.initialTime = self.initialTime + (1./self.animationFPS)
#run various actions
def runActions(self,other,other2,other3):
self.explode(other,other2)
self.changeAppearance()
self.prickZombies(other)
self.spawnSun(other3)
self.shoot(other,other2)
self.launch(other,other2)
self.damageTintTimer()
#potato mine functionality
def explode(self,other,other2):
if self.name == "Potato Mine":
#update potato mine if fuse timer ends
if time.time() - self.plantTime >= 14:
self.targetable = False
self.verticalIndex = 2
#check for activation
if not self.triggered:
for zombie in other.zombies:
if zombie.x+80 < self.col*80+120 and zombie.row == self.row and zombie.health > 0:
self.triggered = True
if self.triggered and self.attackTimer == 0: #initiate attack timer
self.attackTimer = time.time()
if self.attackTimer != 0 and time.time()-self.attackTimer >= 2: #activate explosion
self.health = 0
for zombie in other.zombies:
if zombie.row == self.row and abs((zombie.x + (zombie.rect.width/2)) - (self.col+1)*80) <=70:
zombie.health = 0
other2.append(Animation(mAnimationNames[3],mAnimationSpritesheets[3],mAnimationSpritesheetColumns[3],mAnimationSpritesheetRows[3],mAnimationTimeBased[3],mAnimationDuration[3],self.row,mAnimationFPS[3],(self.col+1)*80-48,172+self.row*80))
potatoExplode.play()
#update potato mine animation set
elif time.time() - self.plantTime >= 13:
self.verticalIndex = 1
#wall-nut and tall-nut functionality
def changeAppearance(self): #change nut appearance as the health lowers
if "nut" in self.name:
if self.health < self.baseHealth/3.:
self.verticalIndex = 2
elif self.health < self.baseHealth/3.*2:
self.verticalIndex = 1
#spikeweed and spikerock functionality
def prickZombies(self,other):
if 'Spike' in self.name:
if not self.initiated:
self.attackTimer = time.time()
self.initiated = True
self.damage = 14
if 'weed' in self.name:
self.damage = 7
#Deal damage to zombies on top of it
self.triggered = False
for zombie in other.zombies: #check if zombies walk on it
if zombie.row == self.row and zombie.x - self.centreX < -15 and zombie.x - self.centreX > -125 and zombie.health > 0:
self.triggered = True
self.verticalIndex = 1
if self.triggered == False:
self.attackTimer = time.time()
self.verticalIndex = 0
#deal damage to zombies on it
if time.time() - self.attackTimer > 0.526:
self.attackTimer = self.attackTimer + 0.526
for zombie in other.zombies:
if zombie.row == self.row and zombie.x - self.centreX < -15 and zombie.x - self.centreX > -125 and zombie.health > 0:
zombie.health = zombie.health - self.damage
#sunflower and twin-sunflower functionality
def spawnSun(self,other):
if 'flower' in self.name:
if not self.initiated:
self.initiated = True
self.spawnInterval = 34
self.spawnQuantity = 1
if 'win' in self.name: #for twin sunflower
self.spawnQuantity = 2
#spawn suns after required down-time
if (time.time() - self.plantTime) >= self.spawnInterval:
for i in range(self.spawnQuantity):
self.newSunX = randrange(self.centreX - 100,self.centreX + 101)
self.newSunY = randrange(self.centreY - 100,self.centreY + 101)
if self.newSunX < 40:
self.newSunX = 40
if self.newSunY < 100:
self.newSunY = 100
if self.newSunY > 520:
self.newSunY = 520
if self.newSunX > 720:
self.newSunX = 720
other.append(Sun(self.newSunX,self.newSunY))
self.plantTime = self.plantTime + self.spawnInterval
#update the sunflower colour if suns are closer to coming out
elif (time.time() - self.plantTime) >= (self.spawnInterval - 1):
self.verticalIndex = 2
elif (time.time() - self.plantTime) >= (self.spawnInterval - 3.5):
self.verticalIndex = 1
else:
self.verticalIndex = 0
#functionality for pea-shooting plants
def shoot(self,other,other2):
if 'pea' in self.name or 'Pea' in self.name:
if not self.initiated: #initiate basic data
self.projectileType = 1
self.initiated = True
self.attackTimer = time.time()
self.fire = False
self.fire2 = False
self.fire3 = False
self.fire4 = False
self.finishedFiring = False
self.finishedFiring2 = False
self.finishedFiring3 = False
self.fireSound = False
if 'Snow' in self.name:
self.projectileType = 0
#Activate commence pea firing (quantity based off the plant type)
self.triggered = False
for zombie in other.zombies:
if zombie.row == self.row and zombie.x < 790 and zombie.x + 90 > self.centreX and zombie.health > 0:
self.triggered = True
if not self.triggered:
self.attackTimer = time.time()
if time.time() - self.attackTimer > 1.95 and not self.fire4:
self.fire4 = True
self.attackTimer = self.attackTimer + 1.5
if time.time() - self.attackTimer > 1.8 and not self.fire3 and not self.finishedFiring3:
self.fire3 = True
if time.time() - self.attackTimer > 1.65 and not self.fire2 and not self.finishedFiring2:
self.fire2 = True
if time.time() - self.attackTimer > 1.5 and not self.fire and not self.finishedFiring:
if self.name != 'Gatling Pea':
self.attackAnimationTimer = time.time()
self.verticalIndex = 1
self.fire = True
#spawn in the peas after they are queued to fire (if called upon)
if self.name != 'Gatling Pea' and time.time() - self.attackAnimationTimer > 1./self.animationFPS:
self.verticalIndex = 0
if self.fire:
other2.append(Animation(mAnimationNames[4],mAnimationSpritesheets[4],mAnimationSpritesheetColumns[4],mAnimationSpritesheetRows[4],mAnimationTimeBased[4],mAnimationDuration[4],self.row,mAnimationFPS[4],self.centreX-48,self.centreY-63,self.projectileType))
self.fire = False
self.finishedFiring = True
self.fireSound = True
elif self.fire2:
if self.name != 'Peashooter' and self.name != 'Snow Pea':
other2.append(Animation(mAnimationNames[4],mAnimationSpritesheets[4],mAnimationSpritesheetColumns[4],mAnimationSpritesheetRows[4],mAnimationTimeBased[4],mAnimationDuration[4],self.row,mAnimationFPS[4],self.centreX-48,self.centreY-63,self.projectileType))
self.fireSound = True
self.fire2 = False
self.finishedFiring2 = True
elif self.fire3:
if self.name == 'Gatling Pea':
other2.append(Animation(mAnimationNames[4],mAnimationSpritesheets[4],mAnimationSpritesheetColumns[4],mAnimationSpritesheetRows[4],mAnimationTimeBased[4],mAnimationDuration[4],self.row,mAnimationFPS[4],self.centreX-48,self.centreY-63,self.projectileType))
self.fireSound = True
self.fire3 = False
self.finishedFiring3 = True
elif self.fire4:
if self.name == 'Gatling Pea':
other2.append(Animation(mAnimationNames[4],mAnimationSpritesheets[4],mAnimationSpritesheetColumns[4],mAnimationSpritesheetRows[4],mAnimationTimeBased[4],mAnimationDuration[4],self.row,mAnimationFPS[4],self.centreX-48,self.centreY-63,self.projectileType))
self.fireSound = True
self.fire4 = False
self.finishedFiring = False
self.finishedFiring2 = False
self.finishedFiring3 = False
#play a sound effect upon firing
if self.fireSound:
randomNumber = randrange(1,3)
if randomNumber == 1:
shoot1.play()
else:
shoot2.play()
self.fireSound = False
#Winter Melon and Melon-pult functionality
def launch(self,other,other2):
if 'elon' in self.name:
if not self.initiated: #initialize melon plant data
self.projectileType = 1
self.initiated = True
self.attackTimer = time.time()
self.attackAnimationTimer = 0
self.fire = False
self.resetAnimation = False
if self.name == "Melon-pult":
self.projectileType = 0
self.triggered = False
other.zombies.sort(key=operator.attrgetter('x'))
#check for targets and establish required parabola variables
for zombie in other.zombies:
if zombie.row == self.row and zombie.x > self.centreX and zombie.x < 790 and zombie.health > 0 and not self.triggered:
self.triggered = True
self.targetZombieY = 126+80*zombie.row
self.xInt1 = self.centreX - 63
self.xInt2 = zombie.x+10
self.vY = self.centreY - 313
self.vX = (self.xInt1 + self.xInt2)/2
zombie.melonMarks = zombie.melonMarks + 1
#reset timer if not triggered
if not self.triggered:
self.attackTimer = time.time()
#initiate an attack
if time.time() - self.attackTimer > 4 and self.horizontalIndex == 0 and self.verticalIndex != 1:
self.attackTimer = self.attackTimer + 4
self.verticalIndex = 1
self.fire = True
self.resetAnimation = True
self.attackAnimationTimer = time.time()
#spawn a watermelon
if self.fire and self.horizontalIndex == 3:
self.initialCoefficient = ((self.centreY-63)-(self.vY))/float(((self.centreX-48)-self.vX)**2)
other2.append(Animation(mAnimationNames[5],mAnimationSpritesheets[5],mAnimationSpritesheetColumns[5],mAnimationSpritesheetRows[5],mAnimationTimeBased[5],mAnimationDuration[5],self.row,mAnimationFPS[5],self.centreX-48,self.centreY-63,self.projectileType,self.initialCoefficient,self.vX,self.vY,self.xInt2 - self.xInt1))
self.fire = False
#reset animation back to basic
if time.time() - self.attackAnimationTimer > 1 and self.resetAnimation:
self.verticalIndex = 0
self.resetAnimation = False
#------------------------------------------------------------------------------------------------------------------------#
class Defenders(object):
"""Contains the total defense structures on the lawn"""
def __init__(self, plants=[]):
self.plants = plants
def checkDeaths(self): #remove dead plants
self.livingPlants = []
for plant in self.plants:
if plant.health > 0 and plant.row >= 0 and plant.row <=4 and plant.col >= 0 and plant.col <= 8:
self.livingPlants.append(plant)
self.plants = self.livingPlants
#the main repeatedly updating functions
def update(self,other,other2,other3,screen):
self.checkDeaths()
self.plants.sort(key=operator.attrgetter('row'))
self.drawPlants(screen)
self.runPlantActions(other,other2,other3)
def runPlantActions(self,other,other2,other3):
for plant in self.plants:
plant.runActions(other,other2,other3)
def append(self,other):
self.plants.append(other)
#check if tiles are available
def tileAvailable(self, col=0, row=0, name=''):
for plant in self.plants:
if plant.col == col and plant.row == row:
if plant.name == name and (name == "Wall-nut" or name == "Tall-nut") and plant.health != plant.baseHealth:
plant.health = 0
else:
return False
return True
def drawPlants(self,screen):
for plant in self.plants:
plant.loadNextImage()
plant.update()
tileCentreX = 80+80*plant.col
tileCentreY = 220+80*plant.row
unimportantData, unimportantData, frameImageWidth, frameImageHeight = plant.image.get_rect()
screen.blit(plant.image,(tileCentreX-(frameImageWidth/2),tileCentreY-15-(frameImageHeight/2)))
#------------------------------------------------------------------------------------------------------------------------#
class Zombie(MainUnits):
"""The enemies in the game."""
def __init__(self, name = "", health = 0, row = 0, spritesheet = 0, spritesheetRows = 0, x = 840, zombieType = 0, col = 0):
pygame.sprite.Sprite.__init__(self)
self.name = name
self.health = health
self.baseHealth = health
self.x = x
self.col = (self.x - 40)/80
self.row = row
self.spritesheet = pygame.image.load(zombieSpritesheetLocations[spritesheet])
self.spritesheetRows = spritesheetRows
self.horizontalIndex = 0
self.verticalIndex = 0
self.changeableFPS = 4
self.baseFPS = 4
self.rect = self.spritesheet.get_rect()
self.sheetWidth = self.rect.width
self.rect.width = self.sheetWidth / 4
self.sheetHeight = self.rect.height
self.rect.height = self.sheetHeight / self.spritesheetRows
self.spawnTime = time.time()
self.movementTime = time.time()
self.initialTime = time.time()
self.attackMode = False
self.animationStagesChanged = 0
self.frozen = False
self.freezeTime = 0
self.zombieType = zombieType
self.deathTimer = 0
self.melonMarks = 0
self.dropHead = False
self.dropHand = False
self.dropFlag = False
self.lostHead = False
self.lostHand = False
self.lostFlag = False
self.damageSpritesheet = pygame.image.load(zombieSpritesheetLocations[spritesheet]).convert_alpha()
self.damageSpritesheet.fill((190, 0, 0, 100), special_flags=pygame.BLEND_ADD)
self.frozenSpritesheet = pygame.image.load(zombieSpritesheetLocations[spritesheet]).convert_alpha()
self.frozenSpritesheet.fill((190, 0, 0, 100), special_flags=pygame.BLEND_SUB)
self.damageTimer = 0
self.lastFrameHealth = health
def __str__(self):
return "("+str(name)+", health: "+str(health)+", recharge: "+str(recharge)+", col: "+str(col)+", row: "+str(row)+")"
def update(self): #update the zombie's selected image
self.spritesheet.set_clip(self.rect.width*self.horizontalIndex,self.rect.height*self.verticalIndex, self.rect.width, self.rect.height)
if time.time() - self.damageTimer < 0.1 and self.health > 0:
self.image = self.damageSpritesheet.subsurface(self.spritesheet.get_clip())
elif self.frozen and self.health > 0:
self.image = self.frozenSpritesheet.subsurface(self.spritesheet.get_clip())
else:
self.image = self.spritesheet.subsurface(self.spritesheet.get_clip())
def loadNextImage(self): #load the next frame
if (time.time() - self.initialTime) > (1./self.changeableFPS) and self.health > 0:
self.horizontalIndex = (self.horizontalIndex + 1) % self.baseFPS
self.initialTime = self.initialTime + (1./self.changeableFPS)
def runActions(self,other,other2): #run the various zombie actions
self.col = (self.x - 40)/80
if self.health > 0:
self.enemyInteractions(other)
self.switchAnimations(other2)
self.damageTintTimer()
self.dethaw()
def checkEnemies(self,other): #check if a zombie is on top of an enemy
self.attackingColumn = (self.x +30)/80
for plant in other.plants:
if plant.row == self.row and plant.col == self.attackingColumn and plant.targetable:
return True
return False
def moveLeft(self): #make the zombie walk left
if not self.frozen and time.time() - self.movementTime > 0.25 and self.deathTimer == 0:
if self.horizontalIndex == 0:
self.x = self.x - 5
elif self.horizontalIndex == 1:
self.x = self.x - 2
elif self.horizontalIndex == 2:
self.x = self.x - 7
else:
self.x = self.x - 2
if self.name == "Flag Zombie":
self.x = self.x - 2
self.movementTime = self.movementTime + 0.25
elif self.frozen and time.time() - self.movementTime > 0.25 and self.deathTimer == 0:
if self.horizontalIndex == 0:
self.x = self.x - 3
elif self.horizontalIndex == 1:
self.x = self.x - 1
elif self.horizontalIndex == 2:
self.x = self.x - 4
else:
self.x = self.x - 1
if self.name == "Flag Zombie":
self.x = self.x - 2
self.movementTime = self.movementTime + 0.25
def enemyInteractions(self,other): #zombie interactions with plants
if self.checkEnemies(other) and self.attackMode == False:
if self.spritesheetRows == 7:
self.verticalIndex = self.verticalIndex + 4
else:
self.verticalIndex = self.verticalIndex + 3
self.changeableFPS = 8
self.attackMode = True
self.attackTimer = time.time() - 0.25
elif self.attackMode: #attack plants if in attack mode
if (time.time() - self.attackTimer) > 0.5:
self.attackTimer = self.attackTimer + 0.5
attackedPlant = False
other.plants.sort(reverse=True, key=operator.attrgetter('col'))
self.behindColumn = (self.x +40)/80
for plant in other.plants:
if plant.row == self.row and (plant.col == self.attackingColumn or plant.col == self.behindColumn) and not attackedPlant: #deal damage to the plant it is attacking
if not self.frozen: #deal less damage if frozen
plant.health = plant.health - 20
plant.health = plant.health - 30
#play the sound effect
if plant.health <= 0:
gulp.play()
else:
zombieBite.play()
attackedPlant = True
#move left when there is no plant
else:
self.moveLeft()
#change animations if eating a plant
if not self.checkEnemies(other) and self.attackMode:
self.attackMode = False
if self.spritesheetRows == 7:
self.verticalIndex = self.verticalIndex - 4
else:
self.verticalIndex = self.verticalIndex - 3
self.changeableFPS = 4
self.movementTime = time.time()
self.horizontalIndex = 0
def switchAnimations(self,other): #switch the animations based on health for bucket zombies
if self.name == "Bucket Zombie":
if self.health <= 0 and self.deathTimer == 0 :
self.verticalIndex = 3
self.deathTimer = time.time()
self.dropHand = True
self.dropHead = True
elif self.health <= 433 and self.animationStagesChanged == 1:
self.verticalIndex = self.verticalIndex + 1
self.animationStagesChanged = self.animationStagesChanged + 1
self.dropHand = True
elif self.health <= 866 and self.animationStagesChanged == 0:
self.verticalIndex = self.verticalIndex + 1
self.animationStagesChanged = self.animationStagesChanged + 1
self.dropHand = True
#drop body parts at certain health milestones
if self.dropHand and not self.lostHand:
other.append(Animation(mAnimationNames[1],mAnimationSpritesheets[1],mAnimationSpritesheetColumns[1],mAnimationSpritesheetRows[1],mAnimationTimeBased[1],mAnimationDuration[1],self.row,mAnimationFPS[1],self.x,270+80*self.row-144,1))
self.lostHand = True
if self.dropHead and not self.lostHead:
other.append(Animation(mAnimationNames[2],mAnimationSpritesheets[2],mAnimationSpritesheetColumns[2],mAnimationSpritesheetRows[2],mAnimationTimeBased[2],mAnimationDuration[2],self.row,mAnimationFPS[2],self.x,270+80*self.row-144,self.zombieType))
self.lostHead = True
else: #switch the animations based on health for non-bucket zombies
if self.health <= 0 and self.deathTimer == 0:
self.verticalIndex = 2
self.deathTimer = time.time()
self.animationStagesChanged = self.animationStagesChanged + 1
self.dropHand = True
self.dropHead = True
if self.name == "Flag Zombie":
self.dropFlag = True
elif self.health <= self.baseHealth/2 and self.animationStagesChanged == 0:
self.verticalIndex = self.verticalIndex + 1
self.animationStagesChanged = self.animationStagesChanged + 1
self.dropHand = True
#drop body parts at certain health milestones
if self.dropHand and not self.lostHand:
other.append(Animation(mAnimationNames[1],mAnimationSpritesheets[1],mAnimationSpritesheetColumns[1],mAnimationSpritesheetRows[1],mAnimationTimeBased[1],mAnimationDuration[1],self.row,mAnimationFPS[1],self.x,270+80*self.row-144,self.zombieType))
self.lostHand = True
if self.dropHead and not self.lostHead:
other.append(Animation(mAnimationNames[2],mAnimationSpritesheets[2],mAnimationSpritesheetColumns[2],mAnimationSpritesheetRows[2],mAnimationTimeBased[2],mAnimationDuration[2],self.row,mAnimationFPS[2],self.x,270+80*self.row-144,self.zombieType))
self.lostHead = True
if self.dropFlag and not self.lostFlag:
other.append(Animation(mAnimationNames[0],mAnimationSpritesheets[0],mAnimationSpritesheetColumns[0],mAnimationSpritesheetRows[0],mAnimationTimeBased[0],mAnimationDuration[0],self.row,mAnimationFPS[0],self.x,270+80*self.row-144))
self.lostFlag = True
def dethaw(self): #remove frozen effects after 8 seconds
if self.frozen and time.time() - self.freezeTimer > 8:
self.frozen = False
#------------------------------------------------------------------------------------------------------------------------#
class Attackers(object):
""" The collective class to store the zombies """
def __init__(self, other = []):
self.zombies = other
def checkDeaths(self): #remove dead zombies
self.livingZombies = []
for zombie in self.zombies:
if zombie.health > 0 or time.time() - zombie.deathTimer < 3:
self.livingZombies.append(zombie)
self.zombies = self.livingZombies
def update(self,other,other2,screen): #use general functions for all zombies
self.zombies.sort(key=operator.attrgetter('row'))
self.drawZombies(screen)
self.zombieActions(other,other2)
self.checkDeaths()
def zombieActions(self,other,other2): #iterate through each zombie's individual actions
for zombie in self.zombies:
zombie.runActions(other,other2)
self.makeGroan()
def append(self,other):
self.zombies.append(other)
def drawZombies(self,screen):
for zombie in self.zombies:
zombie.loadNextImage()
zombie.update()
unimportantData, unimportantData, unimportantData, frameImageHeight = zombie.image.get_rect()
screen.blit(zombie.image,(zombie.x,270+80*zombie.row-frameImageHeight))
def checkWinners(self): #check if any zombies won
for zombie in self.zombies:
if zombie.x < -80:
return True
return False
def makeGroan(self): #randomly make sound effects based on number of zombies
randomNum = randrange(1,7000)
if randomNum <= len(self.zombies):
groanNum = randrange(6)
if groanNum == 0:
groan1.play()
elif groanNum == 1:
groan2.play()
elif groanNum == 2:
groan3.play()
elif groanNum == 3:
groan4.play()
elif groanNum == 4:
groan5.play()
else:
groan6.play()
#------------------------------------------------------------------------------------------------------------------------#
class Animation(pygame.sprite.Sprite):
"""Used to animate things such as projectiles and explosions"""
def __init__(self, name = "", spriteSheet = None, spriteSheetColumns = 0, spriteSheetRows = 0, timeBased = False, duration = 0, row = 0, fps = 0, x = 0, y = 0, verticalIndex = 0, initialCoefficient = 0, vX = 0, vY = 0, distance = 0):
pygame.sprite.Sprite.__init__(self)
self.name = name
self.row = row
self.spritesheet = spriteSheet
self.spritesheetColumns = spriteSheetColumns
self.spritesheetRows = spriteSheetRows
self.animationFPS = fps
self.horizontalIndex = 0
self.verticalIndex = verticalIndex
self.rect = self.spritesheet.get_rect()
self.sheetWidth = self.rect.width
self.rect.width = self.sheetWidth / self.spritesheetColumns
self.sheetHeight = self.rect.height
self.rect.height = self.sheetHeight / self.spritesheetRows
self.initialTime = time.time()
self.durationStartTime = time.time()
self.duration = duration
self.timeBased = timeBased
self.x = x
self.y = y
self.initialCoefficient = initialCoefficient
self.vX = vX
self.vY = vY
self.killed = False
self.projectileType = self.verticalIndex
self.initialprojectileType = self.projectileType
self.distance = distance
self.ignited = False
def update(self):
self.spritesheet.set_clip(self.rect.width*self.horizontalIndex,self.rect.height*self.verticalIndex, self.rect.width, self.rect.height)
self.image = self.spritesheet.subsurface(self.spritesheet.get_clip())
def loadNextImage(self):
if (time.time() - self.initialTime) > (1/float(self.animationFPS)):
self.horizontalIndex = (self.horizontalIndex + 1) % self.spritesheetColumns
self.initialTime = self.initialTime + (1/float(self.animationFPS))
def peaDamage(self,other): #deal damage to zombies on collision
if self.name == 'Peas':
for zombie in other.zombies: #check for collision
if self.x-10 > zombie.x and self.x < zombie.x+55 and self.row == zombie.row and not self.timeBased and not self.killed and zombie.health > 0:
self.killed = True
randomNum = randrange(1,4)
#deal the damage to the zombie
zombie.health = zombie.health - 20
if self.projectileType == 2:
zombie.health = zombie.health - 20
zombie.frozen = False
elif self.projectileType == 0: #apply freeze effect for the zombie
zombie.frozen = True
zombie.freezeTimer = time.time()
#playing sound effect
if randomNum == 1:
splat1.play()
elif randomNum == 2:
splat2.play()
else:
splat3.play()
def removeDeadAnimations(self): #remove animations after they expire
if self.x > 780 or self.y > 600 or self.y > (140 + (self.row+1)*80):
self.killed = True
if self.name == "Watermelons":
#play a sound on watermelon impact
randomNumber = randrange(1,3)
if randomNumber == 1:
melonImpact1.play()
else:
melonImpact2.play()
def ignite(self,other): #ignite peas when passing through torchwood
if self.name == 'Peas':
for plant in other.plants:
if plant.name == 'Torchwood' and plant.row == self.row and self.x+53 > plant.centreX - 40: #hit detection
if self.initialprojectileType == 0: #convert frozen pea to normal
self.projectileType = 1
self.verticalIndex = 1
elif not self.ignited: #convert normal peas to fire
self.projectileType = 2
self.verticalIndex = 2
self.ignited = True
#play a sound effect
randomNumber = randrange(1,3)
if randomNumber == 1:
ignite1.play()
else:
ignite2.play()
def movePea(self): #move pea right
if self.name == 'Peas':
self.x = self.x + 5
def moveMelon(self): #move melon along a parabola
if self.name == "Watermelons":
self.x = self.x + (self.distance/150.)
self.y = int((self.initialCoefficient)*((self.x-self.vX)**2) + self.vY)
def melonDamage(self,other): #damage zombies after melon hit
if self.name == "Watermelons":
for zombie in other.zombies:
if self.x > zombie.x and (120+80*zombie.row) < self.y and self.x < zombie.x+55 and self.row == zombie.row and not self.timeBased and not self.killed and zombie.health > 0:
self.killed = True
zombie.health = zombie.health - 25 #deal extra damage to the main target
for adjacentZombie in other.zombies:
if abs(adjacentZombie.x - zombie.x) <= 60 and abs(adjacentZombie.row - zombie.row) <= 1: #deal splash damage
adjacentZombie.health = adjacentZombie.health - 25
if self.projectileType == 1: #freeze zombies for winter melons
adjacentZombie.frozen = True
adjacentZombie.freezeTimer = time.time() + 4
zombie.freezeTimer = time.time()
#play a sound effect
randomNumber = randrange(1,3)
if randomNumber == 1:
melonImpact1.play()
else:
melonImpact2.play()
def runActions(self,other,other2):
self.ignite(other)
self.peaDamage(other2)
self.removeDeadAnimations()
self.movePea()
self.moveMelon()
self.melonDamage(other2)
#------------------------------------------------------------------------------------------------------------------------#
class RunningAnimations(object):
""" The collective class for running all misc. animations"""
def __init__(self, other = []):
self.animations = other
def checkFinishedAnimations(self): #delete all finished animations
self.ongoingAnimations = []
for animation in self.animations:
if not animation.killed and (time.time() - animation.durationStartTime < animation.duration or not animation.timeBased):
self.ongoingAnimations.append(animation)
self.animations = self.ongoingAnimations
def update(self,other,other2,screen): #iterate through many functions in this class
self.checkFinishedAnimations()
self.drawAnimations(screen)
self.projectileActions(other,other2)
def projectileActions(self,other,other2):
for projectile in self.animations:
projectile.runActions(other,other2)
def append(self,other):
self.animations.append(other)
def drawAnimations(self,screen):
for animation in self.animations:
animation.loadNextImage()
animation.update()
screen.blit(animation.image,(int(animation.x),int(animation.y)))
#------------------------------------------------------------------------------------------------------------------------#
class Sun(object):
""" A class to store sun data """
def __init__(self, x = 0, y = 0):
self.x = x
self.y = y
self.spawnTime = time.time()
#------------------------------------------------------------------------------------------------------------------------#
class Suns(object):
""" A class to colletively store suns """
def __init__(self, suns = []):
self.suns = suns
def checkExpiry(self): #delete suns after they expire
self.ongoingSuns = []
for sun in self.suns:
if time.time() - sun.spawnTime <= 10:
self.ongoingSuns.append(sun)
self.suns = self.ongoingSuns
def checkSunCollection(self, mouseX, mouseY, sunBalance): #check if suns are collected
for sun in self.suns:
if calculateDistance(sun.x,mouseX,sun.y,mouseY) <= 35:
sunBalance[0] = sunBalance[0] + 50
sun.spawnTime = time.time() - 100
sunCollect.play()
def drawSuns(self,screen):
for sun in self.suns:
screen.blit(sunImage,(sun.x-64,sun.y-64))
def update(self, screen): #iterate through functions in this class
self.checkExpiry()
self.drawSuns(screen)
def append(self, other):
self.suns.append(other)