Mercurial > nagslang
annotate nagslang/enemies.py @ 372:024304f6d068
Use timers for enemy ballistics cooldown.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 Sep 2013 22:27:08 +0200 |
parents | 57895217bd74 |
children | 51deb78cae52 |
rev | line source |
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Much better facing renderers.
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1 import math |
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2 import random |
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3 |
168 | 4 import pymunk |
5 import pymunk.pygame_util | |
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6 from pymunk.vec2d import Vec2d |
168 | 7 |
207 | 8 from nagslang import render |
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9 from nagslang.constants import (COLLISION_TYPE_ENEMY, COLLISION_TYPE_FURNITURE, |
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10 ACID_SPEED, ACID_DAMAGE, ZORDER_MID) |
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11 from nagslang.events import EnemyDeathEvent, FireEvent |
207 | 12 from nagslang.game_object import GameObject, SingleShapePhysicser, make_body |
168 | 13 from nagslang.mutators import FLIP_H |
14 from nagslang.resources import resources | |
334
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15 from nagslang.utils import vec_with_length |
168 | 16 |
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 |
168 | 32 class Enemy(GameObject): |
33 """A base class for mobile enemies""" | |
334
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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 |
168 | 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 |
168 | 45 |
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46 def make_physics(self, space, position): |
168 | 47 raise NotImplementedError |
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 }) |
168 | 58 |
59 def attack(self): | |
60 raise NotImplementedError | |
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 |
305 | 69 def lose_health(self, amount): |
70 self.health -= amount | |
71 if self.health < 0: | |
72 self.physicser.remove_from_space() | |
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 | 145 |
168 | 146 |
147 class PatrollingAlien(Enemy): | |
218
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148 is_moving = True # Always walking. |
308
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149 enemy_type = 'A' |
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150 health = 42 |
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151 enemy_damage = 15 |
334
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152 impulse_factor = 50 |
168 | 153 |
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154 def __init__(self, space, world, position, end_position): |
168 | 155 # An enemy that patrols between the two points |
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156 super(PatrollingAlien, self).__init__(space, world, position) |
168 | 157 self._start_pos = position |
158 self._end_pos = end_position | |
159 self._direction = 'away' | |
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 | 168 |
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 | 179 |
180 def _switch_direction(self): | |
181 if self._direction == 'away': | |
182 self._direction = 'towards' | |
183 else: | |
184 self._direction = 'away' | |
185 | |
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186 def update(self, dt): |
168 | 187 # Calculate the step every frame |
188 if self._direction == 'away': | |
189 target = self._end_pos | |
190 else: | |
191 target = self._start_pos | |
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192 x_step, y_step = self.greedy_move(target) |
168 | 193 if abs(x_step) < 1 and abs(y_step) < 1: |
194 self._switch_direction() | |
195 self.set_direction(x_step, y_step) | |
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196 self.ranged_attack(300, ACID_SPEED, ACID_DAMAGE, 'acid', 0.2) |
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197 super(PatrollingAlien, self).update(dt) |
258 | 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 |
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208 enemy_type = 'B' |
334
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209 health = 42 |
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210 enemy_damage = 20 |
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211 impulse_factor = 300 |
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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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223 return SingleShapePhysicser(space, shape) |
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224 |
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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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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 |
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236 def _calc_movement(self): |
334
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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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240 # stop |
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241 self.is_moving = False |
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242 return 0, 0 |
278
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243 self.is_moving = True |
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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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250 self.ranged_attack(300, ACID_SPEED, ACID_DAMAGE, 'acid', 0.2) |
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251 dx, dy = self._calc_movement() |
361
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252 self.set_direction(dx, dy) |
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253 super(ChargingAlien, self).update(dt) |
278
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254 |
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255 @classmethod |
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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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267 def __init__(self, space, world, position, attack_range=100): |
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268 super(RunAndGunAlien, self).__init__(space, world, position, |
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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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272 |
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273 def make_physics(self, space, position): |
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274 body = make_body(10, pymunk.inf, position, 0.8) |
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275 shape = pymunk.Circle(body, 30) |
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276 shape.elasticity = 1.0 |
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277 shape.friction = 0.05 |
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278 shape.collision_type = COLLISION_TYPE_ENEMY |
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279 return SingleShapePhysicser(space, shape) |
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280 |
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281 def _calc_movement(self): |
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282 pos = self.physicser.position |
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283 target = self.world.protagonist.get_shape().body.position |
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284 if pos.get_distance(target) < self._range: |
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285 if self.count > 10: |
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286 self._old_move = self.random_move() |
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287 self.count = 0 |
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288 return self._old_move |
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289 else: |
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290 return self.greedy_move(target) |
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291 |
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292 def update(self, dt): |
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293 super(RunAndGunAlien, self).update(dt) |
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294 self.count += 1 |
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295 |
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296 @classmethod |
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297 def requires(cls): |
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298 return [("name", "string"), ("position", "coordinates"), |
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299 ("attack_range", "distance")] |