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components.py
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from collections.abc import Callable
from dataclasses import dataclass
from typing import Any, Dict, Optional, Sequence
from math import cos
from items import Items
def pecado(x):
return cos(x * .1)
@dataclass
class Player:
exp: int = 0
exp_total: int = 25
level: int = 1
bullets: int = 0
@dataclass
class Item:
item: Items = Items.heart
@dataclass
class Sprite:
sprite: Sequence[tuple] = ((0, 0, 0, 8, 8, 0), )
states: Optional[Dict] = None
current_state: Optional[Any] = None
w: int = sprite[0][3]
h: int = sprite[0][4]
def __post_init__(self):
self.w: int = self.sprite[0][3]
self.h: int = self.sprite[0][4]
@dataclass
class Circle:
r: int = 10
colkey: int = 16
r_inc: int = 0
f: Optional[Callable] = None
@dataclass
class Pos:
x: float = 0
y: float = 0
@dataclass
class Combat:
hp: int = 1
max_hp: int = hp
damage: int = 0
invulnerability: int = 0
@dataclass
class Enemy:
exp: int = 1
atk_cd: int = 0
drop: Optional[Items] = None
class Projectile:
pass
class EnemyProjectile:
pass
@dataclass
class Movement:
speed: float = 0
angle: float = 90
f: Optional[Callable] = None
step: int = 0
@dataclass
class CircularMovement(Movement):
speed: float = 0
angle: float = 0
radius: float = 3
circ_step: int = 0
@dataclass
class MoveF(Movement):
f: Optional[Callable] = None
@dataclass
class MoveToEnemy(Movement):
pass
class MoveToPlayer(Movement):
pass
class MoveXtoPlayer(Movement):
pass
@dataclass
class MoveX(Movement):
f: Optional[Callable] = pecado
@dataclass
class CircileNearTarget(Movement):
min_dist: int = 10
max_dist: int = 20
@dataclass
class Timer:
time: int
@dataclass
class Text:
text: str = "PLACEHOLDER"
colkey: int = 16
@dataclass
class Gun:
speed: float = 0
angle: float = 0
cd: int = 50
aim_target: bool = False
timer: int = 20
step: int = 0
f: Optional[Callable] = None
@dataclass
class FourGun(Gun):
pass
@dataclass
class RotationGun(Gun):
inc: int = 45
@dataclass
class BarrierGun(RotationGun):
pass
class FourRotationGun(RotationGun):
pass
class HPBar:
pass
class Star:
pass