Beispiel #1
0
 def Attack_Player(self):
     player = main_state.get_player()
     if self.Attack_count >= 30:
         self.Attack_sound.play()
         self.Attack_count = -30
         player.hp -= 10
         player.collideWithEnemy = True
     self.Attack_count += 1
Beispiel #2
0
 def find_player(self):
     player = main_state.get_player()
     distance = (player.x - self.x)**2 + (player.y - self.y)**2
     if distance < (PIXEL_PER_METER * 10)**2 and player.hide == False:
         self.dir = math.atan2(player.y - self.y, player.x - self.x)
         return BehaviorTree.SUCCESS
     else:
         self.speed = 0
         return BehaviorTree.FAIL
Beispiel #3
0
    def update(self):
        if self.dir is UP:
            self.y += BULLET_SPEED_PPS * game_framework.frame_time
        elif self.dir is DOWN:
            self.y -= BULLET_SPEED_PPS * game_framework.frame_time
        elif self.dir is RIGHT:
            self.x += BULLET_SPEED_PPS * game_framework.frame_time
        elif self.dir is LEFT:
            self.x -= BULLET_SPEED_PPS * game_framework.frame_time

        if (self.shoot_point[0] - self.x)**2 + (self.shoot_point[1] - self.y)**2 > self.range**2:
            player = main_state.get_player()
            player.arms[player.current_arm].bullets.remove(self)
            game_world.remove_object(self)