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Enemy.py
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Enemy.py
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import pygame
import random
vec = pygame.math.Vector2
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("Images/CLOUD.png")
self.rect = self.image.get_rect()
self.pos = vec(random.randint(0, 800), 0)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
self.FRIC = -0.1
self.ACC = round(random.uniform(0.1, 0.2), 2)
self.direction = random.randint(0, 1) # 0 -> Means Right | 1 -> Means Left
def move(self):
self.acc = vec(0, 0.5)
if self.direction == 0:
self.acc.x = self.ACC
elif self.direction == 1:
self.acc.x = -self.ACC
self.acc.x += self.vel.x * self.FRIC
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
if self.pos.x > 780:
self.direction = 1
elif self.pos.x < 0:
self.direction = 0
self.rect.topleft = self.pos
def collision(self, group):
hits = pygame.sprite.spritecollide(self, group, False)
if self.vel.y > 0:
if hits:
lowest = hits[0]
if self.rect.bottom >= lowest.rect.top:
self.pos.y = lowest.rect.top - self.rect.height
self.rect.y = lowest.rect.top - self.rect.height
self.vel.y = 0
def player_collision(self, player):
if self.rect.colliderect(player.rect):
# Hit the Player
player.player_hit(1)
elif self.rect.colliderect(player.attack_range):
# Hit by the Player
self.kill()
def update(self, group, player):
self.move()
self.collision(group)
self.player_collision(player)
def render(self, display):
display.blit(self.image, self.pos)
#pygame.draw.rect(display, (0, 0, 255), self.rect)