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enemy.py
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import pygame
import os
import random
class Enemy:
def __init__(self, surf, remove_enemy):
self.surf = surf
self.running_images = []
self.standing_images = []
self.dying_images = []
self.biting_images = []
self.moving = True
self.standing = False
self.dying = False
self.biting = False
for i in range(1, 6):
self.running_images.append(
pygame.transform.scale(pygame.image.load(
os.path.join("assets", "enemy", "running", f"scifi_alien_run_{i}.png")), (200, 100)))
self.running_images.append(
pygame.transform.scale(pygame.image.load(
os.path.join("assets", "enemy", "running", f"scifi_alien_run_{i}.png")), (200, 100)))
for i in range(1, 3):
self.standing_images.append(
pygame.transform.scale(pygame.image.load(
os.path.join("assets", "enemy", "standing", f"scifi_alien_idle_{i}.png")), (200, 100)))
for i in range(1, 6):
self.dying_images.append(
pygame.transform.scale(pygame.image.load(
os.path.join("assets", "enemy", "dying", f"scifi_alien_die_{i}.png")), (200, 100)))
for i in range(1, 6):
self.biting_images.append(
pygame.transform.scale(pygame.image.load(
os.path.join("assets", "enemy", "biting", f"scifi_alien_bite_{i}.png")), (200, 100)))
self.lane = random.choice(["left", "right"])
self.running_image_index = 0
self.standing_image_index = 0
self.dying_image_index = 0
self.biting_image_index = 0
self.image = self.standing_images[self.standing_image_index]
self.mask = pygame.mask.from_surface(self.image)
self.x = self.surf.get_rect().w
self.y = 130 if self.lane == "left" else 430
self.remove_enemy = remove_enemy
def draw(self):
if self.biting:
self.biting_image_index += 1
if self.biting_image_index > len(self.biting_images) - 1:
self.biting = False
self.standing = True
else:
self.image = self.biting_images[self.biting_image_index]
elif self.standing:
self.standing_image_index = (self.standing_image_index + 1) % len(self.standing_images)
self.image = self.standing_images[self.standing_image_index]
elif self.moving:
self.running_image_index = (self.running_image_index + 1) % len(self.running_images)
self.image = self.running_images[self.running_image_index]
elif self.dying:
self.dying_image_index += 1
if self.dying_image_index > len(self.dying_images) - 1:
self.remove_enemy(self)
return
self.image = self.dying_images[self.dying_image_index]
self.mask = pygame.mask.from_surface(self.image)
self.surf.blit(self.image, (self.x, self.y))