WMICraft/models/knight.py

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import random
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import pygame.image
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from common.constants import GRID_CELL_SIZE, Direction
from common.helpers import parse_cord
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def load_knight_textures():
random_index = random.randint(1, 4)
states = [
pygame.image.load(f'resources/textures/knight_{random_index}_up.png').convert_alpha(), # up = 0
pygame.image.load(f'resources/textures/knight_{random_index}_right.png').convert_alpha(), # right = 1
pygame.image.load(f'resources/textures/knight_{random_index}_down.png').convert_alpha(), # down = 2
pygame.image.load(f'resources/textures/knight_{random_index}_left.png').convert_alpha(), # left = 3
]
return states
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class Knight(pygame.sprite.Sprite):
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def __init__(self, position, group, team):
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super().__init__(group)
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self.direction = Direction.DOWN
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self.states = load_knight_textures()
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self.image = self.states[self.direction.value]
self.position = position
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position_in_px = (parse_cord(position[0]), parse_cord(position[1]))
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self.rect = self.image.get_rect(topleft=position_in_px)
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self.team = team
self.health = random.randint(7, 12)
self.attack = random.randint(4, 7)
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self.defense = random.randint(1, 4)
self.points = 1
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def rotate_left(self):
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self.direction = self.direction.left()
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self.image = self.states[self.direction.value]
def rotate_right(self):
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self.direction = self.direction.right()
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self.image = self.states[self.direction.value]
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def step_forward(self):
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if self.direction.name == 'UP':
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self.position = (self.position[0], self.position[1] - 1)
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self.rect.y = self.rect.y - GRID_CELL_SIZE - 5
elif self.direction.name == 'RIGHT':
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self.position = (self.position[0] + 1, self.position[1])
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self.rect.x = self.rect.x + GRID_CELL_SIZE + 5
elif self.direction.name == 'DOWN':
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self.position = (self.position[0], self.position[1] + 1)
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self.rect.y = self.rect.y + GRID_CELL_SIZE + 5
elif self.direction.name == 'LEFT':
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self.position = (self.position[0] - 1, self.position[1])
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self.rect.x = self.rect.x - GRID_CELL_SIZE - 5
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def team_alias(self) -> str:
return "k_b" if self.team == "blue" else "k_r"