annotate nagslang/enemies.py @ 372:024304f6d068

Use timers for enemy ballistics cooldown.
author Jeremy Thurgood <firxen@gmail.com>
date Fri, 06 Sep 2013 22:27:08 +0200
parents 57895217bd74
children 51deb78cae52
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329b3044ddef Much better facing renderers.
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1 import math
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2 import random
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3
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4 import pymunk
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5 import pymunk.pygame_util
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6 from pymunk.vec2d import Vec2d
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7
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8 from nagslang import render
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9 from nagslang.constants import (COLLISION_TYPE_ENEMY, COLLISION_TYPE_FURNITURE,
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534eac55a178 ChargingEnemy spits acid
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10 ACID_SPEED, ACID_DAMAGE, ZORDER_MID)
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11 from nagslang.events import EnemyDeathEvent, FireEvent
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12 from nagslang.game_object import GameObject, SingleShapePhysicser, make_body
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13 from nagslang.mutators import FLIP_H
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14 from nagslang.resources import resources
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15 from nagslang.utils import vec_with_length
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16
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17
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18 def get_editable_enemies():
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19 classes = []
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20 for cls_name, cls in globals().iteritems():
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21 if isinstance(cls, type) and issubclass(cls, Enemy):
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22 if hasattr(cls, 'requires'):
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23 classes.append((cls_name, cls))
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24 return classes
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25
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26
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27 def get_alien_image(enemy_type, suffix, *transforms):
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28 image_name = 'alien_%s_%s.png' % (enemy_type, suffix)
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29 return resources.get_image('creatures', image_name, transforms=transforms)
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30
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31
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32 class Enemy(GameObject):
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33 """A base class for mobile enemies"""
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34 zorder = ZORDER_MID
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35 enemy_type = None # Which set of images to use
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36 enemy_damage = None
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37 health = None
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38 impulse_factor = None
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39
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40 def __init__(self, space, world, position):
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41 super(Enemy, self).__init__(
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42 self.make_physics(space, position), self.make_renderer())
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43 self.world = world
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44 self.angle = 0
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45
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46 def make_physics(self, space, position):
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47 raise NotImplementedError
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48
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49 def make_renderer(self):
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50 return render.FacingSelectionRenderer({
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51 'left': render.TimedAnimatedRenderer(
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52 [get_alien_image(self.enemy_type, '1'),
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53 get_alien_image(self.enemy_type, '2')], 3),
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54 'right': render.TimedAnimatedRenderer(
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55 [get_alien_image(self.enemy_type, '1', FLIP_H),
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56 get_alien_image(self.enemy_type, '2', FLIP_H)], 3),
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57 })
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58
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59 def attack(self):
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60 raise NotImplementedError
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61
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62 @classmethod
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63 def requires(cls):
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64 return [("name", "string"), ("position", "coordinates")]
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65
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66 def hit(self, weapon):
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67 self.lose_health(weapon.damage)
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68
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69 def lose_health(self, amount):
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70 self.health -= amount
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71 if self.health < 0:
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72 self.physicser.remove_from_space()
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73 self.remove = True
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74 EnemyDeathEvent.post(self.physicser.position, self.enemy_type)
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75
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76 def set_direction(self, dx, dy):
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77 vec = vec_with_length((dx, dy), self.impulse_factor)
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78 self.angle = vec.angle
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79 self.physicser.apply_impulse(vec)
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80
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81 def collide_with_protagonist(self, protagonist):
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82 if self.enemy_damage is not None:
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83 protagonist.lose_health(self.enemy_damage)
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84
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85 def collide_with_claw_attack(self, claw_attack):
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86 self.lose_health(claw_attack.damage)
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87
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88 def ranged_attack(self, range_, speed, damage, type_, reload_time):
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89 pos = self.physicser.position
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90 target = self.world.protagonist.get_shape().body.position
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91
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92 r = self.get_space().segment_query(pos, target)
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93 for collision in r:
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94 shape = collision.shape
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95 if (shape in (self.get_shape(), self.world.protagonist.get_shape())
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96 or shape.sensor):
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97 continue
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98 return
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99
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100 if not self.check_timer('reload_time'):
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101 self.start_timer('reload_time', reload_time)
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102 vec = Vec2d((target.x - pos.x, target.y - pos.y))
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103 if vec.length < range_:
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104 vec.length = speed
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105 FireEvent.post(pos, vec, damage, type_,
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106 COLLISION_TYPE_ENEMY)
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107
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108 def greedy_move(self, target):
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109 """Simple greedy path finder"""
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110 def _calc_step(tp, pp):
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111 if (tp < pp):
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112 step = max(-1, tp - pp)
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113 elif (tp > pp):
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114 step = min(1, tp - pp)
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115 if abs(step) < 0.5:
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116 step = 0
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117 return step
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118 x_step = _calc_step(target[0], self.physicser.position[0])
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119 y_step = _calc_step(target[1], self.physicser.position[1])
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120 return (x_step, y_step)
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121
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122 def random_move(self):
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123 """Random move"""
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124 x_step = random.choice([-1, 0, 1])
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125 y_step = random.choice([-1, 0, 1])
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126 return x_step, y_step
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127
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128
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129 class DeadEnemy(GameObject):
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130 def __init__(self, space, world, position, enemy_type='A'):
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131 body = make_body(10, 10000, position, damping=0.5)
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132 self.shape = pymunk.Poly(
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133 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
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134 self.shape.friction = 0.5
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135 self.shape.collision_type = COLLISION_TYPE_FURNITURE
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136 super(DeadEnemy, self).__init__(
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137 SingleShapePhysicser(space, self.shape),
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138 render.ImageRenderer(resources.get_image(
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139 'creatures', 'alien_%s_dead.png' % enemy_type)),
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140 )
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141
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142 @classmethod
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143 def requires(cls):
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144 return [("name", "string"), ("position", "coordinates")]
305
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145
168
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146
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147 class PatrollingAlien(Enemy):
218
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148 is_moving = True # Always walking.
308
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149 enemy_type = 'A'
334
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150 health = 42
341
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151 enemy_damage = 15
334
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152 impulse_factor = 50
168
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153
277
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154 def __init__(self, space, world, position, end_position):
168
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155 # An enemy that patrols between the two points
277
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156 super(PatrollingAlien, self).__init__(space, world, position)
168
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157 self._start_pos = position
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158 self._end_pos = end_position
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159 self._direction = 'away'
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160
334
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161 def make_physics(self, space, position):
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162 body = make_body(10, pymunk.inf, position, 0.8)
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163 shape = pymunk.Circle(body, 30)
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164 shape.elasticity = 1.0
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165 shape.friction = 0.05
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166 shape.collision_type = COLLISION_TYPE_ENEMY
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167 return SingleShapePhysicser(space, shape)
168
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168
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169 def get_render_angle(self):
229
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170 # No image rotation when rendering, please.
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171 return 0
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172
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173 def get_facing_direction(self):
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174 # Enemies can face left or right.
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175 if - math.pi / 2 < self.angle <= math.pi / 2:
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176 return 'right'
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177 else:
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178 return 'left'
168
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179
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180 def _switch_direction(self):
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181 if self._direction == 'away':
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182 self._direction = 'towards'
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183 else:
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184 self._direction = 'away'
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185
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186 def update(self, dt):
168
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187 # Calculate the step every frame
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188 if self._direction == 'away':
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189 target = self._end_pos
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190 else:
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191 target = self._start_pos
368
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192 x_step, y_step = self.greedy_move(target)
168
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193 if abs(x_step) < 1 and abs(y_step) < 1:
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194 self._switch_direction()
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195 self.set_direction(x_step, y_step)
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196 self.ranged_attack(300, ACID_SPEED, ACID_DAMAGE, 'acid', 0.2)
333
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197 super(PatrollingAlien, self).update(dt)
258
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198
235
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199 @classmethod
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200 def requires(cls):
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201 return [("name", "string"), ("position", "coordinates"),
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202 ("end_position", "coordinates")]
278
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203
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204
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205 class ChargingAlien(Enemy):
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206 # Simplistic charging of the protagonist
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207 is_moving = False
308
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208 enemy_type = 'B'
334
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209 health = 42
341
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210 enemy_damage = 20
334
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211 impulse_factor = 300
278
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212
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213 def __init__(self, space, world, position, attack_range=100):
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214 super(ChargingAlien, self).__init__(space, world, position)
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215 self._range = attack_range
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216
334
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217 def make_physics(self, space, position):
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218 body = make_body(100, pymunk.inf, position, 0.8)
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219 shape = pymunk.Circle(body, 30)
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220 shape.elasticity = 1.0
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221 shape.friction = 0.05
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222 shape.collision_type = COLLISION_TYPE_ENEMY
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diff changeset
223 return SingleShapePhysicser(space, shape)
278
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diff changeset
224
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diff changeset
225 def get_render_angle(self):
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226 # No image rotation when rendering, please.
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227 return 0
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228
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229 def get_facing_direction(self):
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230 # Enemies can face left or right.
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diff changeset
231 if - math.pi / 2 < self.angle <= math.pi / 2:
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232 return 'right'
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233 else:
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234 return 'left'
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235
368
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diff changeset
236 def _calc_movement(self):
334
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diff changeset
237 pos = self.physicser.position
278
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238 target = self.world.protagonist.get_shape().body.position
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239 if pos.get_distance(target) > self._range:
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diff changeset
240 # stop
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241 self.is_moving = False
368
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diff changeset
242 return 0, 0
278
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243 self.is_moving = True
368
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diff changeset
244 dx, dy = self.greedy_move(target)
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245 return dx, dy
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246
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247 def update(self, dt):
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248 # Calculate the step every frame
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249 # Distance to the protagonist
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diff changeset
250 self.ranged_attack(300, ACID_SPEED, ACID_DAMAGE, 'acid', 0.2)
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diff changeset
251 dx, dy = self._calc_movement()
361
534eac55a178 ChargingEnemy spits acid
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diff changeset
252 self.set_direction(dx, dy)
333
3dd32686dbc3 Better wolf claw attack.
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diff changeset
253 super(ChargingAlien, self).update(dt)
278
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diff changeset
254
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diff changeset
255 @classmethod
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diff changeset
256 def requires(cls):
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257 return [("name", "string"), ("position", "coordinates"),
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258 ("attack_range", "distance")]
368
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259
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260
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261 class RunAndGunAlien(ChargingAlien):
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262 # Simplistic shooter
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263 # Move until we're in range, and then randomly
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264 impulse_factor = 90
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265 is_moving = True
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266
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diff changeset
267 def __init__(self, space, world, position, attack_range=100):
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diff changeset
268 super(RunAndGunAlien, self).__init__(space, world, position,
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diff changeset
269 attack_range)
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270 self.count = 0
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271 self._old_move = (0, 0)
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diff changeset
272
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273 def make_physics(self, space, position):
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diff changeset
274 body = make_body(10, pymunk.inf, position, 0.8)
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275 shape = pymunk.Circle(body, 30)
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diff changeset
276 shape.elasticity = 1.0
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277 shape.friction = 0.05
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diff changeset
278 shape.collision_type = COLLISION_TYPE_ENEMY
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diff changeset
279 return SingleShapePhysicser(space, shape)
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diff changeset
280
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diff changeset
281 def _calc_movement(self):
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diff changeset
282 pos = self.physicser.position
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283 target = self.world.protagonist.get_shape().body.position
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diff changeset
284 if pos.get_distance(target) < self._range:
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diff changeset
285 if self.count > 10:
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diff changeset
286 self._old_move = self.random_move()
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diff changeset
287 self.count = 0
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diff changeset
288 return self._old_move
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diff changeset
289 else:
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diff changeset
290 return self.greedy_move(target)
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diff changeset
291
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diff changeset
292 def update(self, dt):
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diff changeset
293 super(RunAndGunAlien, self).update(dt)
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diff changeset
294 self.count += 1
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diff changeset
295
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diff changeset
296 @classmethod
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diff changeset
297 def requires(cls):
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diff changeset
298 return [("name", "string"), ("position", "coordinates"),
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diff changeset
299 ("attack_range", "distance")]