yeah, some ai and enemy zombies

This commit is contained in:
Martin Dvořák 2026-05-31 22:28:40 +02:00
commit eb506f7a16
4 changed files with 68 additions and 3 deletions

View file

@ -6,6 +6,12 @@ zombie_dx, zombie_dy = 1, 1
zombie_x, zombie_y = 645, 214
zombie_timer = 0
holding_milk = False
zombie_hp = 20
milkactive = False
enemy_zombies = [
{"x": 200, "y": 200, "hp": 20, "dead": False, "dx": 1, "dy": 1, "timer": 0},
{"x": 400, "y": 300, "hp": 20, "dead": False, "dx": -1, "dy": 1, "timer": 0},
]
def level1(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick): # the function for our first level, ignore the unused variables here, you can use them when you edit it
screen.blit(load_sprite(sheet, 0, 0, 48, 36, screen_width, screen_height), (0, 0)) # this renders a button I made in the sprites.png, its purely for visual purposes so it doesnt matter where you click rn
@ -197,7 +203,7 @@ def level4(screen, sheet, screen_width, screen_height, lastclickpos, basicfont,
level = 4.5
return level
def level5(screen, sheet, screen_width, screen_height, lastclickpos, basicfont, mouse, click, big_text, level, tick, smalltext): # function for level 5
global zombie_x, zombie_y, zombie_timer, zombie_dx, zombie_dy
global zombie_x, zombie_y, zombie_timer, zombie_dx, zombie_dy, zombie_hp, milkactive, milk_pos_x, milk_pos_y, holding_milk
screen.blit(load_sprite(sheet, 49, 46, 48, 36, screen_width, screen_height), (0, 0))
zombie_timer += 1
if zombie_timer > 60: # change direction every ~1 sec
@ -208,4 +214,63 @@ def level5(screen, sheet, screen_width, screen_height, lastclickpos, basicfont,
zombie_y += zombie_dy
zombie_x = max(0, min(zombie_x, screen_width - 96))
zombie_y = max(0, min(zombie_y, screen_height - 96))
if tick <= 200:
dialog = smalltext.render("click enemies to damage them", True, (255, 255, 255))
screen.blit(dialog, (50, 50))
elif 800 >= tick >= 200:
dialog = smalltext.render("drag milk to dead enemies to", True, (255, 255, 255))
dialog2 = smalltext.render("make them your own minions", True, (255, 255, 255))
screen.blit(dialog, (50, 50))
screen.blit(dialog2, (50, 75))
zombie_hp_box_red = pygame.surface.Surface((60, 10), pygame.SRCALPHA)
zombie_hp_box_red.fill((255,0,0))
screen.blit(zombie_hp_box_red, (zombie_x, zombie_y-20))
if zombie_hp > 0: # AVOIDING ERRORS AT ALL COSTS
zombie_hp_box_green = pygame.surface.Surface((zombie_hp*3, 10), pygame.SRCALPHA)
zombie_hp_box_green.fill((0,255,0))
screen.blit(zombie_hp_box_green, (zombie_x, zombie_y-20))
if random.randint(tick-300, tick+300) == tick and not milkactive:
milk_pos_x, milk_pos_y = random.randint(0, screen_width), random.randint(0, screen_height)
milkactive = True
for ez in enemy_zombies:
if not ez["dead"]:
ez["timer"] += 1
if ez["timer"] > 60:
ez["dx"] = random.choice([-2, -1, 1, 2])
ez["dy"] = random.choice([-2, -1, 1, 2])
ez["timer"] = 0
ez["x"] += ez["dx"]
ez["y"] += ez["dy"]
ez["x"] = max(0, min(ez["x"], screen_width - 96))
ez["y"] = max(0, min(ez["y"], screen_height - 96))
if ez["hp"] <= 0:
ez["dead"] = True
screen.blit(load_sprite(sheet, 46, 82, 7, 12, 56, 96), (ez["x"], ez["y"])) # enemy zombie
zombie1
else:
screen.blit(load_sprite(sheet, 34, 82, 12, 12, 96, 96), (ez["x"], ez["y"])) # dead sprite
# milk revive check
if milkactive and not holding_milk and not click:
milk_rect = pygame.Rect(milk_pos_x - 20, milk_pos_y - 50, 49, 74)
dead_rect = pygame.Rect(ez["x"], ez["y"], 96, 96)
if milk_rect.colliderect(dead_rect):
ez["dead"] = False
ez["hp"] = 20
milkactive = False
screen.blit(load_sprite(sheet, 27, 82, 7, 12, 56, 96), (zombie_x, zombie_y)) # ZOMBIE
if milkactive:
milk_collision = pygame.Rect(milk_pos_x - 20, milk_pos_y - 50, 49, 74)
msx, msy = pygame.mouse.get_pos()
if milk_collision.collidepoint(mouse.get_pos()):
if click:
holding_milk = True
if not click:
holding_milk = False
if holding_milk:
milk_pos_x, milk_pos_y = msx, msy
screen.blit(load_sprite(sheet, 20, 82, 7, 12, 49, 74), (milk_pos_x - 20, milk_pos_y - 50)) # MILK CARTON
return level

View file

@ -30,7 +30,7 @@ def main(fps=window_fps): # the main function
if event.key == pygame.K_ESCAPE: # what happens when you press escape
running = False # poof
if event.key == pygame.K_k:
level = 2.5
level = 4.5
if event.type == pygame.MOUSEBUTTONDOWN: # what happens when you press down a mouse button
click = True # sets the click variable to True so level function in levels.py can see
print(pygame.mouse.get_pos()) # prints out where the mouse is during the click for debugging purposes

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