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GameObjects.py
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GameObjects.py
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from ANSIEscapeSequences import *
from dataclasses import dataclass
from ObjectManager import *
import time
ROLLING_BOMB_COOLDOWN = 4
MINE_COOLDOWN = 2
def place_or_throw_object(thrower_id, data_type):
obj = ObjectManager.objectsDict[thrower_id]
if data_type == RollingBomb:
if obj.bomb_cooldown < ROLLING_BOMB_COOLDOWN * 400000000:
return
elif data_type == Mine:
if obj.bomb_cooldown < MINE_COOLDOWN * 400000000:
return
direction = obj.look_direction
if not 0 <= obj.x + direction[0] < WORLD_SIZE or not 0 <= obj.y + direction[1] < WORLD_SIZE:
return
if data_type != Wall:
ObjectManager().create_object(obj.x + direction[0], obj.y + direction[1], data_type, player=thrower_id, look_direction=direction)
obj.time_at_bomb = time.time_ns()
else:
ObjectManager().create_object(obj.x + direction[0], obj.y + direction[1], data_type)
def explode(obj_id: int, size):
om = ObjectManager()
obj = om.objectsDict[obj_id]
om.delete_object(obj.id)
if size == 3:
for x in [(0, -2), (0, -1), (0, 1), (0, 2), (1, -1), (1, 0), (0, 0),
(1, 1), (2, 0), (-1, -1), (-1, 0), (-1, 1), (-2, 0)]:
exp = om.create_object(min(max(x[0] + obj.x, 0), om.world_size-1), min(max(0, x[1] + obj.y), om.world_size-1),
Explosion, overwrite_tile_underneath=True)
@dataclass
class Player(Object):
look_direction: tuple[int, int] = (0, 1)
bomb_cooldown: int = 0
time_at_bomb: int = time.time_ns()
def __post_init__(self):
if self.id == 0:
self.shape = '\033[91mT\033[0m'
if self.id == 1:
self.shape = '\033[94mY\033[0m'
if self.id == 2:
self.shape = '\033[93mK\033[0m'
def update(self):
self.bomb_cooldown = time.time_ns() - self.time_at_bomb
@dataclass
class RollingBomb(Object):
player: int
look_direction: tuple[int, int]
time_since_spawn: int = 0
time_at_spawn: int = 0
state: int = 0
def __post_init__(self):
self.time_at_spawn = time.time_ns()
self.shape = ESC.blinking(ESC.red("O"))
self.state = 0
def update(self):
self.time_since_spawn = time.time_ns() - self.time_at_spawn
t = 600000000
if self.state == 0:
if self.time_since_spawn > 1 * t:
self.state = 1
self.roll()
elif self.state == 1:
if self.time_since_spawn > 2 * t:
self.state = 2
self.roll()
elif self.state == 2:
if self.time_since_spawn > 3 * t:
self.state = 3
self.roll()
elif self.state == 3:
if self.time_since_spawn > 4 * t:
pass
explode(self.id, 3)
def roll(self):
ObjectManager().move_object(self.id, self.look_direction[0], self.look_direction[1])
@dataclass
class Mine(Object):
player: int
look_direction: tuple[int, int]
time_since_spawn: int = 0
time_at_spawn: int = 0
def __post_init__(self):
self.time_at_spawn = time.time_ns()
self.shape = ESC.blinking(ESC.red("O"))
def update(self):
self.time_since_spawn = time.time_ns() - self.time_at_spawn
t = 600000000
if self.time_since_spawn > 4 * t:
explode(self.id, 3)
@dataclass
class Wall(Object):
def __post_init__(self):
self.shape = ESC.gray("▢")
def update(self):
pass
@dataclass
class Explosion(Object):
time_since_spawn: int = 0
time_at_spawn: int = 0
om = ObjectManager()
def __post_init__(self):
self.time_at_spawn = time.time_ns()
self.shape = ESC.red("X")
def update(self):
self.time_since_spawn = time.time_ns() - self.time_at_spawn
t = 100000000
if self.time_since_spawn > t * 1:
self.shape = ESC.orange("X")
self.om.world.coord[self.x][self.y] = self.shape
self.om.update_queue.put((self.x, self.y))
if self.time_since_spawn > t * 2:
self.shape = ESC.yellow("X")
self.om.world.coord[self.x][self.y] = self.shape
self.om.update_queue.put((self.x, self.y))
if self.time_since_spawn > t * 3:
ObjectManager().delete_object(self.id, False)