Mercurial > nagslang
view nagslang/enemies.py @ 358:911547a1c378
Kill dead speed limits
author | Stefano Rivera <stefano@rivera.za.net> |
---|---|
date | Fri, 06 Sep 2013 19:39:59 +0200 |
parents | 63d0c70a4e15 |
children | 534eac55a178 |
line wrap: on
line source
import math import pymunk import pymunk.pygame_util from nagslang import render from nagslang.constants import (COLLISION_TYPE_ENEMY, COLLISION_TYPE_FURNITURE, ZORDER_MID) from nagslang.events import EnemyDeathEvent from nagslang.game_object import GameObject, SingleShapePhysicser, make_body from nagslang.mutators import FLIP_H from nagslang.resources import resources from nagslang.utils import vec_with_length def get_editable_enemies(): classes = [] for cls_name, cls in globals().iteritems(): if isinstance(cls, type) and issubclass(cls, Enemy): if hasattr(cls, 'requires'): classes.append((cls_name, cls)) return classes def get_alien_image(enemy_type, suffix, *transforms): image_name = 'alien_%s_%s.png' % (enemy_type, suffix) return resources.get_image('creatures', image_name, transforms=transforms) class Enemy(GameObject): """A base class for mobile enemies""" zorder = ZORDER_MID enemy_type = None # Which set of images to use enemy_damage = None health = None impulse_factor = None def __init__(self, space, world, position): super(Enemy, self).__init__( self.make_physics(space, position), self.make_renderer()) self.world = world self.angle = 0 def make_physics(self, space, position): raise NotImplementedError def make_renderer(self): return render.FacingSelectionRenderer({ 'left': render.TimedAnimatedRenderer( [get_alien_image(self.enemy_type, '1'), get_alien_image(self.enemy_type, '2')], 3), 'right': render.TimedAnimatedRenderer( [get_alien_image(self.enemy_type, '1', FLIP_H), get_alien_image(self.enemy_type, '2', FLIP_H)], 3), }) def attack(self): raise NotImplementedError @classmethod def requires(cls): return [("name", "string"), ("position", "coordinates")] def hit(self, weapon): self.lose_health(weapon.damage) def lose_health(self, amount): self.health -= amount if self.health < 0: self.physicser.remove_from_space() self.remove = True EnemyDeathEvent.post(self.physicser.position, self.enemy_type) def set_direction(self, dx, dy): vec = vec_with_length((dx, dy), self.impulse_factor) self.angle = vec.angle self.physicser.apply_impulse(vec) def collide_with_protagonist(self, protagonist): if self.enemy_damage is not None: protagonist.lose_health(self.enemy_damage) def collide_with_claw_attack(self, claw_attack): self.lose_health(claw_attack.damage) class DeadEnemy(GameObject): def __init__(self, space, world, position, enemy_type='A'): body = make_body(10, 10000, position, damping=0.5) self.shape = pymunk.Poly( body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) self.shape.friction = 0.5 self.shape.collision_type = COLLISION_TYPE_FURNITURE super(DeadEnemy, self).__init__( SingleShapePhysicser(space, self.shape), render.ImageRenderer(resources.get_image( 'creatures', 'alien_%s_dead.png' % enemy_type)), ) @classmethod def requires(cls): return [("name", "string"), ("position", "coordinates")] class PatrollingAlien(Enemy): is_moving = True # Always walking. enemy_type = 'A' health = 42 enemy_damage = 15 impulse_factor = 50 def __init__(self, space, world, position, end_position): # An enemy that patrols between the two points super(PatrollingAlien, self).__init__(space, world, position) self._start_pos = position self._end_pos = end_position self._direction = 'away' def make_physics(self, space, position): body = make_body(10, pymunk.inf, position, 0.8) shape = pymunk.Circle(body, 30) shape.elasticity = 1.0 shape.friction = 0.05 shape.collision_type = COLLISION_TYPE_ENEMY return SingleShapePhysicser(space, shape) def get_render_angle(self): # No image rotation when rendering, please. return 0 def get_facing_direction(self): # Enemies can face left or right. if - math.pi / 2 < self.angle <= math.pi / 2: return 'right' else: return 'left' def _switch_direction(self): if self._direction == 'away': self._direction = 'towards' else: self._direction = 'away' def update(self, dt): # Calculate the step every frame if self._direction == 'away': target = self._end_pos else: target = self._start_pos x_step = 0 y_step = 0 if (target[0] < self.physicser.position[0]): x_step = max(-1, target[0] - self.physicser.position[0]) elif (target[0] > self.physicser.position[0]): x_step = min(1, target[0] - self.physicser.position[0]) if abs(x_step) < 0.5: x_step = 0 if (target[1] < self.physicser.position[1]): y_step = max(-1, target[1] - self.physicser.position[1]) elif (target[1] > self.physicser.position[1]): y_step = min(1, target[1] - self.physicser.position[1]) if abs(y_step) < 0.5: y_step = 0 if abs(x_step) < 1 and abs(y_step) < 1: self._switch_direction() self.set_direction(x_step, y_step) super(PatrollingAlien, self).update(dt) @classmethod def requires(cls): return [("name", "string"), ("position", "coordinates"), ("end_position", "coordinates")] class ChargingAlien(Enemy): # Simplistic charging of the protagonist is_moving = False enemy_type = 'B' health = 42 enemy_damage = 20 impulse_factor = 300 def __init__(self, space, world, position, attack_range=100): super(ChargingAlien, self).__init__(space, world, position) self._range = attack_range def make_physics(self, space, position): body = make_body(100, pymunk.inf, position, 0.8) shape = pymunk.Circle(body, 30) shape.elasticity = 1.0 shape.friction = 0.05 shape.collision_type = COLLISION_TYPE_ENEMY return SingleShapePhysicser(space, shape) def get_render_angle(self): # No image rotation when rendering, please. return 0 def get_facing_direction(self): # Enemies can face left or right. if - math.pi / 2 < self.angle <= math.pi / 2: return 'right' else: return 'left' def update(self, dt): # Calculate the step every frame # Distance to the protagonist pos = self.physicser.position target = self.world.protagonist.get_shape().body.position if pos.get_distance(target) > self._range: # stop self.is_moving = False return self.is_moving = True self.set_direction(target.x - pos.x, target.y - pos.y) super(ChargingAlien, self).update(dt) @classmethod def requires(cls): return [("name", "string"), ("position", "coordinates"), ("attack_range", "distance")]