source: nagslang/enemies.py@ 372:024304f6d068

Last change on this file since 372:024304f6d068 was 372:024304f6d068, checked in by Jeremy Thurgood <firxen@…>, 7 years ago

Use timers for enemy ballistics cooldown.

File size: 9.7 KB
Line 
1import math
2import random
3
4import pymunk
5import pymunk.pygame_util
6from pymunk.vec2d import Vec2d
7
8from nagslang import render
9from nagslang.constants import (COLLISION_TYPE_ENEMY, COLLISION_TYPE_FURNITURE,
10 ACID_SPEED, ACID_DAMAGE, ZORDER_MID)
11from nagslang.events import EnemyDeathEvent, FireEvent
12from nagslang.game_object import GameObject, SingleShapePhysicser, make_body
13from nagslang.mutators import FLIP_H
14from nagslang.resources import resources
15from nagslang.utils import vec_with_length
16
17
18def get_editable_enemies():
19 classes = []
20 for cls_name, cls in globals().iteritems():
21 if isinstance(cls, type) and issubclass(cls, Enemy):
22 if hasattr(cls, 'requires'):
23 classes.append((cls_name, cls))
24 return classes
25
26
27def get_alien_image(enemy_type, suffix, *transforms):
28 image_name = 'alien_%s_%s.png' % (enemy_type, suffix)
29 return resources.get_image('creatures', image_name, transforms=transforms)
30
31
32class Enemy(GameObject):
33 """A base class for mobile enemies"""
34 zorder = ZORDER_MID
35 enemy_type = None # Which set of images to use
36 enemy_damage = None
37 health = None
38 impulse_factor = None
39
40 def __init__(self, space, world, position):
41 super(Enemy, self).__init__(
42 self.make_physics(space, position), self.make_renderer())
43 self.world = world
44 self.angle = 0
45
46 def make_physics(self, space, position):
47 raise NotImplementedError
48
49 def make_renderer(self):
50 return render.FacingSelectionRenderer({
51 'left': render.TimedAnimatedRenderer(
52 [get_alien_image(self.enemy_type, '1'),
53 get_alien_image(self.enemy_type, '2')], 3),
54 'right': render.TimedAnimatedRenderer(
55 [get_alien_image(self.enemy_type, '1', FLIP_H),
56 get_alien_image(self.enemy_type, '2', FLIP_H)], 3),
57 })
58
59 def attack(self):
60 raise NotImplementedError
61
62 @classmethod
63 def requires(cls):
64 return [("name", "string"), ("position", "coordinates")]
65
66 def hit(self, weapon):
67 self.lose_health(weapon.damage)
68
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
74 EnemyDeathEvent.post(self.physicser.position, self.enemy_type)
75
76 def set_direction(self, dx, dy):
77 vec = vec_with_length((dx, dy), self.impulse_factor)
78 self.angle = vec.angle
79 self.physicser.apply_impulse(vec)
80
81 def collide_with_protagonist(self, protagonist):
82 if self.enemy_damage is not None:
83 protagonist.lose_health(self.enemy_damage)
84
85 def collide_with_claw_attack(self, claw_attack):
86 self.lose_health(claw_attack.damage)
87
88 def ranged_attack(self, range_, speed, damage, type_, reload_time):
89 pos = self.physicser.position
90 target = self.world.protagonist.get_shape().body.position
91
92 r = self.get_space().segment_query(pos, target)
93 for collision in r:
94 shape = collision.shape
95 if (shape in (self.get_shape(), self.world.protagonist.get_shape())
96 or shape.sensor):
97 continue
98 return
99
100 if not self.check_timer('reload_time'):
101 self.start_timer('reload_time', reload_time)
102 vec = Vec2d((target.x - pos.x, target.y - pos.y))
103 if vec.length < range_:
104 vec.length = speed
105 FireEvent.post(pos, vec, damage, type_,
106 COLLISION_TYPE_ENEMY)
107
108 def greedy_move(self, target):
109 """Simple greedy path finder"""
110 def _calc_step(tp, pp):
111 if (tp < pp):
112 step = max(-1, tp - pp)
113 elif (tp > pp):
114 step = min(1, tp - pp)
115 if abs(step) < 0.5:
116 step = 0
117 return step
118 x_step = _calc_step(target[0], self.physicser.position[0])
119 y_step = _calc_step(target[1], self.physicser.position[1])
120 return (x_step, y_step)
121
122 def random_move(self):
123 """Random move"""
124 x_step = random.choice([-1, 0, 1])
125 y_step = random.choice([-1, 0, 1])
126 return x_step, y_step
127
128
129class DeadEnemy(GameObject):
130 def __init__(self, space, world, position, enemy_type='A'):
131 body = make_body(10, 10000, position, damping=0.5)
132 self.shape = pymunk.Poly(
133 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
134 self.shape.friction = 0.5
135 self.shape.collision_type = COLLISION_TYPE_FURNITURE
136 super(DeadEnemy, self).__init__(
137 SingleShapePhysicser(space, self.shape),
138 render.ImageRenderer(resources.get_image(
139 'creatures', 'alien_%s_dead.png' % enemy_type)),
140 )
141
142 @classmethod
143 def requires(cls):
144 return [("name", "string"), ("position", "coordinates")]
145
146
147class PatrollingAlien(Enemy):
148 is_moving = True # Always walking.
149 enemy_type = 'A'
150 health = 42
151 enemy_damage = 15
152 impulse_factor = 50
153
154 def __init__(self, space, world, position, end_position):
155 # An enemy that patrols between the two points
156 super(PatrollingAlien, self).__init__(space, world, position)
157 self._start_pos = position
158 self._end_pos = end_position
159 self._direction = 'away'
160
161 def make_physics(self, space, position):
162 body = make_body(10, pymunk.inf, position, 0.8)
163 shape = pymunk.Circle(body, 30)
164 shape.elasticity = 1.0
165 shape.friction = 0.05
166 shape.collision_type = COLLISION_TYPE_ENEMY
167 return SingleShapePhysicser(space, shape)
168
169 def get_render_angle(self):
170 # No image rotation when rendering, please.
171 return 0
172
173 def get_facing_direction(self):
174 # Enemies can face left or right.
175 if - math.pi / 2 < self.angle <= math.pi / 2:
176 return 'right'
177 else:
178 return 'left'
179
180 def _switch_direction(self):
181 if self._direction == 'away':
182 self._direction = 'towards'
183 else:
184 self._direction = 'away'
185
186 def update(self, dt):
187 # Calculate the step every frame
188 if self._direction == 'away':
189 target = self._end_pos
190 else:
191 target = self._start_pos
192 x_step, y_step = self.greedy_move(target)
193 if abs(x_step) < 1 and abs(y_step) < 1:
194 self._switch_direction()
195 self.set_direction(x_step, y_step)
196 self.ranged_attack(300, ACID_SPEED, ACID_DAMAGE, 'acid', 0.2)
197 super(PatrollingAlien, self).update(dt)
198
199 @classmethod
200 def requires(cls):
201 return [("name", "string"), ("position", "coordinates"),
202 ("end_position", "coordinates")]
203
204
205class ChargingAlien(Enemy):
206 # Simplistic charging of the protagonist
207 is_moving = False
208 enemy_type = 'B'
209 health = 42
210 enemy_damage = 20
211 impulse_factor = 300
212
213 def __init__(self, space, world, position, attack_range=100):
214 super(ChargingAlien, self).__init__(space, world, position)
215 self._range = attack_range
216
217 def make_physics(self, space, position):
218 body = make_body(100, pymunk.inf, position, 0.8)
219 shape = pymunk.Circle(body, 30)
220 shape.elasticity = 1.0
221 shape.friction = 0.05
222 shape.collision_type = COLLISION_TYPE_ENEMY
223 return SingleShapePhysicser(space, shape)
224
225 def get_render_angle(self):
226 # No image rotation when rendering, please.
227 return 0
228
229 def get_facing_direction(self):
230 # Enemies can face left or right.
231 if - math.pi / 2 < self.angle <= math.pi / 2:
232 return 'right'
233 else:
234 return 'left'
235
236 def _calc_movement(self):
237 pos = self.physicser.position
238 target = self.world.protagonist.get_shape().body.position
239 if pos.get_distance(target) > self._range:
240 # stop
241 self.is_moving = False
242 return 0, 0
243 self.is_moving = True
244 dx, dy = self.greedy_move(target)
245 return dx, dy
246
247 def update(self, dt):
248 # Calculate the step every frame
249 # Distance to the protagonist
250 self.ranged_attack(300, ACID_SPEED, ACID_DAMAGE, 'acid', 0.2)
251 dx, dy = self._calc_movement()
252 self.set_direction(dx, dy)
253 super(ChargingAlien, self).update(dt)
254
255 @classmethod
256 def requires(cls):
257 return [("name", "string"), ("position", "coordinates"),
258 ("attack_range", "distance")]
259
260
261class RunAndGunAlien(ChargingAlien):
262 # Simplistic shooter
263 # Move until we're in range, and then randomly
264 impulse_factor = 90
265 is_moving = True
266
267 def __init__(self, space, world, position, attack_range=100):
268 super(RunAndGunAlien, self).__init__(space, world, position,
269 attack_range)
270 self.count = 0
271 self._old_move = (0, 0)
272
273 def make_physics(self, space, position):
274 body = make_body(10, pymunk.inf, position, 0.8)
275 shape = pymunk.Circle(body, 30)
276 shape.elasticity = 1.0
277 shape.friction = 0.05
278 shape.collision_type = COLLISION_TYPE_ENEMY
279 return SingleShapePhysicser(space, shape)
280
281 def _calc_movement(self):
282 pos = self.physicser.position
283 target = self.world.protagonist.get_shape().body.position
284 if pos.get_distance(target) < self._range:
285 if self.count > 10:
286 self._old_move = self.random_move()
287 self.count = 0
288 return self._old_move
289 else:
290 return self.greedy_move(target)
291
292 def update(self, dt):
293 super(RunAndGunAlien, self).update(dt)
294 self.count += 1
295
296 @classmethod
297 def requires(cls):
298 return [("name", "string"), ("position", "coordinates"),
299 ("attack_range", "distance")]
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