Beispiel #1
0
    def jump(self):
        if self.action != 'Jump':
            return BehaviorTree.FAIL

        dx, dy = self.delta
        dy -= gravity
        dy = clamp(0, dy, 15)
        self.delta = (dx, dy)

        self.time += gfw.delta_time
        frame = self.time * Hornet.FPS
        self.fidx = int(frame) % len(self.images[self.action])

        landform.get_ceiling(self)
        tempX, tempY = self.pos
        gobj.move_obj(self)
        l, _, r, t = self.get_bb_real()
        if l <= self.wall_l or r >= self.wall_r:
            self.pos = tempX, self.pos[1]
        if t >= self.ceiling:
            self.pos = tempX, tempY
            self.delta = dx, 0
            self.action = 'Fall'
            self.time = 0
            images = self.images['Jump']
            self.fall_image = images[len(images) - 1]
            return BehaviorTree.SUCCESS

        if self.fidx == len(self.images['Jump']) - 1:
            self.action = 'Fall'
            self.time = 0
            images = self.images['Jump']
            self.fall_image = images[len(images) - 1]
            return BehaviorTree.SUCCESS
        return BehaviorTree.RUNNING
Beispiel #2
0
    def update(self):
        dx, dy = self.knight.delta
        dy -= gravity
        self.knight.delta = (dx, dy)
        self.time += gfw.delta_time

        landform.get_ceiling(self.knight)

        tempX, tempY = self.knight.pos
        gobj.move_obj(self.knight)
        l, _, r, t = self.knight.get_bb_real()
        if l <= self.knight.wall_l or r >= self.knight.wall_r:
            self.knight.pos = tempX, self.knight.pos[1]
        if t >= self.knight.ceiling:
            self.knight.pos = tempX, tempY
            self.knight.delta = dx, 0
            self.knight.set_state(FallState)

        tfidx = self.fidx
        frame = self.time * Knight.FPS
        self.fidx = int(frame) % len(self.images)
        if self.fidx < tfidx:
            self.fidx = tfidx

        if dy <= 0:
            self.knight.set_state(FallState)
Beispiel #3
0
 def update(self):
     self.time += gfw.delta_time
     gobj.move_obj(self.knight)
     frame = self.time * Knight.FPS * 2
     if frame < len(self.images):
         self.fidx = int(frame)
     else:
         self.knight.mask = 0
Beispiel #4
0
 def update(self):
     self.simon.check_position()
     frame_number = 8
     self.time += gfw.delta_time
     gobj.move_obj(self.simon)
     gobj.move_draw_obj(self.simon)
     if self.simon.delta == (0, 0):
         frame_number = 8
     else:
         frame_number = 10
     frame = self.time * 10
     self.frame = int(frame) % frame_number
Beispiel #5
0
    def update(self):
        dx, dy = self.delta
        if self.h.flip == 'h':
            dx -= 0.7
        else:
            dx += 0.7
        self.delta = dx, dy

        gobj.move_obj(self)
        self.time += gfw.delta_time
        frame = self.time * 10
        if self.fidx != len(self.images) - 1:
            self.fidx = int(frame) % len(self.images)
Beispiel #6
0
    def update(self):
        if self.action != 'Death':
            l, foot, r, _ = self.get_bb()
            cx = (l + r) / 2
            landform.get_floor(self, cx, foot)
            if self.floor is not None:
                l, b, r, t = self.floor.get_bb()
                if foot > t:
                    dx, dy = self.delta
                    dy -= 0.4
                    self.delta = (dx, dy)
                else:
                    x, y = self.pos
                    self.pos = x, y + t - foot
                    dx, dy = self.delta
                    self.delta = (dx, 0)

            landform.get_wall(self)
            landform.get_ceiling(self)

            tempX, tempY = self.pos
            dx, dy = self.delta
            gobj.move_obj(self)
            l, _, r, t = self.get_bb_real()
            if l <= self.wall_l:
                self.pos = tempX, self.pos[1]
                self.flip = 'h'
                self.delta = (1, dy)
            elif r >= self.wall_r:
                self.pos = tempX, self.pos[1]
                self.flip = ''
                self.delta = (-1, dy)
            if t >= self.ceiling:
                self.pos = tempX, tempY
                self.delta = dx, 0

            self.time += gfw.delta_time
            frame = self.time * 10
            self.fidx = int(frame)
            if self.health == 0:
                self.sounds['enemy_death_sword.wav'].play()
                self.sounds['crawler.wav'].set_volume(0)
                self.action = 'Death'
                self.time = 0
                self.delta = (0, 0)
        else:
            self.time += gfw.delta_time
            frame = self.time * 10
            self.fidx = int(frame)
            self.fidx = clamp(0, self.fidx, len(self.images[self.action]) - 1)
Beispiel #7
0
 def update(self):
     self.x = clamp(self.minx, self.x, self.maxx)  # 플레이어가 화면을 벗어나지 못하도록
     if self.dx == 0:
         self.fidx = 0
     else:
         self.time += gfw.delta_time
         frame = self.time * 10
         self.fidx = int(frame) % 7
         if self.dx > 0:
             self.action = 0
         elif self.dx < 0:
             self.action = 1
     gobj.move_obj(self)
     self.update_size()
     self.update_invisible()
     self.update_angry()
Beispiel #8
0
def move(target):
    tempX, tempY = target.pos
    gobj.move_obj(target)
    l, _, r, _ = target.get_bb_real()
    if l <= target.wall_l or r >= target.wall_r:
        target.pos = tempX, target.pos[1]