def add_enemies(game_board): '''normal enemies and boss enemy''' # here we loop and create the enemies objects using enemy list # and append created enemies to enemy_object_list for i in range(len(figures.ENEMY_LIST)): enem = people.Enemy(figures.ENEMY_LIST[i]) ENEMY_OBJECT_LIST.append(enem) boss = people.EnemyBoss(POS_BOS, game_board) BOSS_ENEMY.append(boss)
def generate_enemies(): x = int(config.columns * 2 / 3) while x < (global_var.scenery.scene_length - 2 * config.columns): if x >= 500: offset = random.randint(10, 40) else: offset = random.randint(10, config.columns - 5) global_var.enemy_list.append(people.Enemy(x + offset, 1)) direction = random.randint(0, 1) if direction: global_var.enemy_dir.append('right') else: global_var.enemy_dir.append('left') x += offset global_var.enemy_list[-1].render() for j in range(config.rows): for i in range(len(global_var.enemy_list)): global_var.enemy_list[i].gravity()
def spawn(typ, total, board): '''# this attaches the enemies at random locations''' for _ in range(total): x, y = (1, 1) if typ == config._enemy: e = people.Enemy(x, y) elif typ == config._bricks: e = objects.Bricks(x, y) else: return False run_count = 0 while True: new_x, new_y = random.choice(board.init_points) if e.update_location(board, new_x, new_y, True): break run_count += 1 board.add_storage(e) return True
def spawn_enemy(): pos = np.arange(55, 399, 50) for i in pos: enemy = people.Enemy(35, i) people.Enemy.enemies.append(enemy)