1 | import math |
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2 | |
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3 | import pymunk |
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4 | import pymunk.pygame_util |
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5 | |
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6 | from nagslang import render |
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7 | from nagslang.constants import ( |
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8 | COLLISION_TYPE_PLAYER, ZORDER_MID, WEREWOLF_SOAK_FACTOR, |
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9 | PROTAGONIST_HEALTH_MIN_LEVEL, PROTAGONIST_HEALTH_MAX_LEVEL, |
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10 | NON_GAME_OBJECT_COLLIDERS, BULLET_DAMAGE, BULLET_SPEED, CLAW_DAMAGE, |
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11 | CMD_TOGGLE_FORM, CMD_ACTION) |
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12 | from nagslang.events import FireEvent, ClawEvent |
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13 | from nagslang.game_object import GameObject, Physicser, make_body |
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14 | from nagslang.mutators import FLIP_H |
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15 | from nagslang.resources import resources |
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16 | from nagslang.events import ScreenChange |
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17 | from nagslang.utils import vec_from_angle, vec_with_length |
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18 | |
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19 | |
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20 | class ProtagonistPhysicser(Physicser): |
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21 | def __init__(self, space, form_shapes): |
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22 | self._space = space |
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23 | self._form_shapes = form_shapes |
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24 | for shape in form_shapes.values(): |
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25 | shape.physicser = self |
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26 | |
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27 | def switch_form(self, old_form, new_form): |
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28 | self._space.remove(self._form_shapes[old_form]) |
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29 | shape = self._form_shapes[new_form] |
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30 | self._space.add(shape) |
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31 | for attr, value in shape.protagonist_body_props.iteritems(): |
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32 | setattr(shape.body, attr, value) |
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33 | |
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34 | def get_shape(self): |
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35 | return self._form_shapes[self.game_object.form] |
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36 | |
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37 | |
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38 | class ProtagonistFormSelectionRenderer(render.RendererSelectionRenderer): |
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39 | def select_renderer(self): |
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40 | return self.game_object.form |
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41 | |
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42 | |
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43 | def _make_change_sequence(old, new): |
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44 | return ( |
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45 | new, new, old, old, old, old, |
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46 | new, new, old, old, old, |
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47 | new, new, old, old, |
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48 | new, new, new, old, old, |
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49 | new, new, new, new, old, old, |
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50 | new) |
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51 | |
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52 | |
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53 | class Protagonist(GameObject): |
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54 | """Representation of our fearless protagonist. |
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55 | |
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56 | TODO: Factor out a bunch of this stuff when we need it for other objects. |
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57 | """ |
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58 | |
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59 | HUMAN_FORM = 'human' |
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60 | WOLF_FORM = 'wolf' |
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61 | |
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62 | CHANGING_SEQUENCE = { |
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63 | # The key is the form we're changing *from*. |
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64 | HUMAN_FORM: _make_change_sequence(HUMAN_FORM, WOLF_FORM), |
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65 | WOLF_FORM: _make_change_sequence(WOLF_FORM, HUMAN_FORM), |
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66 | } |
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67 | |
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68 | zorder = ZORDER_MID |
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69 | |
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70 | def __init__(self, space, world, position): |
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71 | self.form = self.HUMAN_FORM |
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72 | super(Protagonist, self).__init__( |
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73 | self._make_physics(space, position), self._make_renderer()) |
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74 | self.world = world |
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75 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL |
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76 | |
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77 | self.angle = 0 |
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78 | self.is_moving = False |
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79 | self.changing_sequence = [] |
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80 | self.add_timer('attack_cooldown', 0.2) |
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81 | self.add_timer('change_delay', 0.1) |
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82 | |
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83 | self.go_human() |
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84 | |
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85 | def _make_physics(self, space, position): |
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86 | body = make_body(10, pymunk.inf, position, 0.8) |
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87 | body.velocity_limit = 1000 |
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88 | |
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89 | human = pymunk.Poly(body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]) |
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90 | human.elasticity = 1.0 |
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91 | human.collision_type = COLLISION_TYPE_PLAYER |
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92 | human.protagonist_body_props = { |
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93 | 'mass': 10, |
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94 | 'damping': 0.8, |
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95 | } |
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96 | |
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97 | wolf = pymunk.Circle(body, 30) |
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98 | wolf.elasticity = 1.0 |
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99 | wolf.collision_type = COLLISION_TYPE_PLAYER |
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100 | wolf.protagonist_body_props = { |
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101 | 'mass': 100, |
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102 | 'damping': 0.9, |
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103 | } |
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104 | |
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105 | return ProtagonistPhysicser(space, { |
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106 | self.HUMAN_FORM: human, |
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107 | self.WOLF_FORM: wolf, |
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108 | }) |
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109 | |
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110 | def _get_image(self, name, *transforms): |
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111 | return resources.get_image('creatures', name, transforms=transforms) |
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112 | |
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113 | def change_space(self, new_space): |
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114 | self.physicser.remove_from_space() |
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115 | self.physicser.set_space(new_space) |
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116 | self.physicser.add_to_space() |
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117 | |
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118 | def reset(self): |
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119 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL |
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120 | self.is_moving = False |
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121 | |
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122 | self.go_human() |
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123 | |
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124 | def _make_renderer(self): |
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125 | return ProtagonistFormSelectionRenderer({ |
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126 | self.HUMAN_FORM: render.FacingSelectionRenderer( |
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127 | { |
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128 | 'N': render.MovementAnimatedRenderer( |
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129 | [self._get_image('human_N_1.png'), |
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130 | self._get_image('human_N_2.png')], 3), |
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131 | 'S': render.MovementAnimatedRenderer( |
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132 | [self._get_image('human_S_1.png'), |
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133 | self._get_image('human_S_2.png')], 3), |
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134 | 'W': render.MovementAnimatedRenderer( |
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135 | [self._get_image('human_W_1.png'), |
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136 | self._get_image('human_W_2.png')], 3), |
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137 | 'E': render.MovementAnimatedRenderer( |
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138 | [self._get_image('human_W_1.png', FLIP_H), |
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139 | self._get_image('human_W_2.png', FLIP_H)], 3), |
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140 | 'NW': render.MovementAnimatedRenderer( |
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141 | [self._get_image('human_NW_1.png'), |
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142 | self._get_image('human_NW_2.png')], 3), |
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143 | 'NE': render.MovementAnimatedRenderer( |
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144 | [self._get_image('human_NW_1.png', FLIP_H), |
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145 | self._get_image('human_NW_2.png', FLIP_H)], 3), |
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146 | 'SW': render.MovementAnimatedRenderer( |
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147 | [self._get_image('human_SW_1.png'), |
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148 | self._get_image('human_SW_2.png')], 3), |
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149 | 'SE': render.MovementAnimatedRenderer( |
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150 | [self._get_image('human_SW_1.png', FLIP_H), |
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151 | self._get_image('human_SW_2.png', FLIP_H)], 3), |
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152 | }), |
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153 | self.WOLF_FORM: render.FacingSelectionRenderer( |
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154 | { |
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155 | 'N': render.MovementAnimatedRenderer( |
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156 | [self._get_image('werewolf_N_1.png'), |
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157 | self._get_image('werewolf_N_2.png')], 3), |
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158 | 'S': render.MovementAnimatedRenderer( |
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159 | [self._get_image('werewolf_S_1.png'), |
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160 | self._get_image('werewolf_S_2.png')], 3), |
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161 | 'W': render.MovementAnimatedRenderer( |
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162 | [self._get_image('werewolf_W_1.png'), |
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163 | self._get_image('werewolf_W_2.png')], 3), |
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164 | 'E': render.MovementAnimatedRenderer( |
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165 | [self._get_image('werewolf_W_1.png', FLIP_H), |
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166 | self._get_image('werewolf_W_2.png', FLIP_H)], 3), |
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167 | 'NW': render.MovementAnimatedRenderer( |
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168 | [self._get_image('werewolf_NW_1.png'), |
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169 | self._get_image('werewolf_NW_2.png')], 3), |
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170 | 'NE': render.MovementAnimatedRenderer( |
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171 | [self._get_image('werewolf_NW_1.png', FLIP_H), |
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172 | self._get_image('werewolf_NW_2.png', FLIP_H)], 3), |
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173 | 'SW': render.MovementAnimatedRenderer( |
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174 | [self._get_image('werewolf_SW_1.png'), |
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175 | self._get_image('werewolf_SW_2.png')], 3), |
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176 | 'SE': render.MovementAnimatedRenderer( |
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177 | [self._get_image('werewolf_SW_1.png', FLIP_H), |
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178 | self._get_image('werewolf_SW_2.png', FLIP_H)], 3), |
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179 | }), |
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180 | }) |
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181 | |
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182 | @classmethod |
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183 | def from_saved_state(cls, saved_state): |
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184 | """Create an instance from the provided serialised state. |
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185 | """ |
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186 | obj = cls() |
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187 | # TODO: Update from saved state. |
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188 | return obj |
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189 | |
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190 | def handle_attack_key_down(self): |
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191 | if self.changing_sequence or self.check_timer('attack_cooldown'): |
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192 | return |
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193 | self.start_timer('attack_cooldown') |
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194 | self.world.attacks += 1 |
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195 | self.attack() |
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196 | |
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197 | def handle_keypress(self, key_command): |
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198 | if self.changing_sequence: |
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199 | return |
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200 | if key_command == CMD_TOGGLE_FORM: |
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201 | self.world.transformations += 1 |
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202 | self.toggle_form() |
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203 | if key_command == CMD_ACTION: |
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204 | self.perform_action() |
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205 | |
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206 | def get_render_angle(self): |
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207 | # No image rotation when rendering, please. |
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208 | return 0 |
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209 | |
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210 | def get_facing_direction(self): |
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211 | # Our angle is quantised to 45 degree intervals, so possible values for |
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212 | # x and y in a unit vector are +/-(0, sqrt(2)/2, 1) with some floating |
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213 | # point imprecision. Rounding will normalise these to (-1.0, 0.0, 1.0) |
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214 | # which we can safely turn into integers and use as dict keys. |
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215 | vec = vec_from_angle(self.angle) |
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216 | x = int(round(vec.x)) |
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217 | y = int(round(vec.y)) |
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218 | |
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219 | return { |
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220 | (0, 1): 'N', |
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221 | (0, -1): 'S', |
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222 | (-1, 0): 'W', |
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223 | (1, 0): 'E', |
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224 | (1, 1): 'NE', |
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225 | (1, -1): 'SE', |
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226 | (-1, 1): 'NW', |
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227 | (-1, -1): 'SW', |
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228 | }[(x, y)] |
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229 | |
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230 | def go_werewolf(self): |
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231 | self.physicser.switch_form(self.form, self.WOLF_FORM) |
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232 | self.form = self.WOLF_FORM |
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233 | self.impulse_factor = 4000 |
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234 | |
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235 | def go_human(self): |
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236 | self.physicser.switch_form(self.form, self.HUMAN_FORM) |
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237 | self.form = self.HUMAN_FORM |
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238 | self.impulse_factor = 500 |
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239 | |
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240 | def set_direction(self, dx, dy): |
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241 | if (dx, dy) == (0, 0) or self.changing_sequence: |
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242 | self.is_moving = False |
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243 | return |
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244 | self.is_moving = True |
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245 | vec = vec_with_length((dx, dy), self.impulse_factor) |
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246 | self.angle = vec.angle |
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247 | self.physicser.apply_impulse(vec) |
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248 | |
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249 | def set_position(self, position): |
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250 | self.physicser.position = position |
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251 | |
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252 | def copy_state(self, old_protagonist): |
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253 | self.physicser.position = old_protagonist.physicser.position |
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254 | self.physicser.switch_form(self.form, old_protagonist.form) |
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255 | self.impulse_factor = old_protagonist.impulse_factor |
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256 | self.form = old_protagonist.form |
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257 | self.angle = old_protagonist.angle |
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258 | |
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259 | def toggle_form(self): |
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260 | if self.check_timer('change_delay'): |
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261 | return |
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262 | self.changing_sequence.extend(self.CHANGING_SEQUENCE[self.form]) |
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263 | |
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264 | def _go_to_next_form(self): |
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265 | if self.changing_sequence.pop(0) == self.WOLF_FORM: |
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266 | self.go_werewolf() |
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267 | else: |
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268 | self.go_human() |
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269 | |
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270 | def get_current_interactible(self): |
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271 | for shape in self.get_space().shape_query(self.get_shape()): |
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272 | if shape.collision_type in NON_GAME_OBJECT_COLLIDERS: |
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273 | # No game object here. |
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274 | continue |
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275 | interactible = shape.physicser.game_object.interactible |
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276 | if interactible is not None: |
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277 | return interactible |
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278 | return None |
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279 | |
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280 | def perform_action(self): |
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281 | """Perform an action on the target. |
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282 | """ |
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283 | interactible = self.get_current_interactible() |
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284 | if interactible is None: |
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285 | # Nothing to interact with. |
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286 | return |
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287 | action = interactible.select_action(self) |
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288 | if action is None: |
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289 | # Nothing to do with it. |
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290 | return |
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291 | return action.perform(self) |
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292 | |
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293 | def attack(self): |
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294 | """Attempt to hurt something. |
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295 | """ |
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296 | if self.in_wolf_form(): |
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297 | self.claw() |
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298 | else: |
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299 | self.shoot() |
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300 | |
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301 | def shoot(self): |
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302 | if not self.has_item('gun'): |
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303 | return |
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304 | vec = vec_from_angle(self.angle, BULLET_SPEED) |
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305 | FireEvent.post( |
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306 | self.physicser.position, vec, BULLET_DAMAGE, 'bullet', |
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307 | COLLISION_TYPE_PLAYER) |
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308 | |
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309 | def claw(self): |
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310 | claw_range = (math.sqrt(math.pow(self.physicser.get_velocity()[0], 2) + |
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311 | math.pow(self.physicser.get_velocity()[1], 2)) |
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312 | / 20) + 30 |
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313 | vec = vec_from_angle(self.angle, claw_range) |
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314 | ClawEvent.post(self.physicser.position, vec, CLAW_DAMAGE) |
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315 | |
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316 | def in_wolf_form(self): |
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317 | return self.form == self.WOLF_FORM |
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318 | |
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319 | def in_human_form(self): |
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320 | return self.form == self.HUMAN_FORM |
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321 | |
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322 | def has_item(self, item): |
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323 | return item in self.world.inventory |
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324 | |
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325 | def add_item(self, item): |
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326 | self.world.inventory.add(item) |
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327 | |
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328 | def environmental_movement(self, dx, dy): |
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329 | if (dx, dy) == (0, 0): |
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330 | return |
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331 | self.physicser.apply_impulse((dx, dy)) |
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332 | |
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333 | def get_health_level(self): |
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334 | """Return current health level |
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335 | """ |
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336 | return self.health_level |
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337 | |
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338 | def hit(self, weapon): |
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339 | '''Recieve an attack''' |
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340 | self.lose_health(weapon.damage) |
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341 | |
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342 | def die(self): |
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343 | # Handle player death - may be called due to other reasons |
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344 | # than zero health |
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345 | ScreenChange.post('dead') |
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346 | |
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347 | def lose_health(self, amount): |
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348 | if self.in_human_form(): |
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349 | self.health_level -= amount |
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350 | else: |
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351 | self.health_level -= amount / WEREWOLF_SOAK_FACTOR |
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352 | if self.health_level <= PROTAGONIST_HEALTH_MIN_LEVEL: |
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353 | self.die() |
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354 | |
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355 | def gain_health(self, amount): |
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356 | self.health_level += amount |
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357 | if self.health_level > PROTAGONIST_HEALTH_MAX_LEVEL: |
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358 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL |
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359 | |
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360 | def _decrement_timer(self, timer, dt): |
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361 | if self._timers[timer] > 0: |
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362 | self._timers[timer] -= dt |
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363 | if self._timers[timer] < 0: |
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364 | self._timers[timer] = 0 |
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365 | |
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366 | def update(self, dt): |
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367 | if self.changing_sequence: |
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368 | self._go_to_next_form() |
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369 | if int(self.lifetime + dt) > int(self.lifetime): |
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370 | if self.in_wolf_form(): |
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371 | self.gain_health(1) |
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372 | super(Protagonist, self).update(dt) |
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373 | |
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374 | def force_wolf_form(self): |
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375 | if self.in_human_form() and not self.changing_sequence: |
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376 | self.toggle_form() |
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377 | self.start_timer('change_delay') |
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