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Attack.py
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Attack.py
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# Python imports
from math import sqrt
# Panda3D imports
from direct.showbase import DirectObject
from direct.showbase.DirectObject import DirectObject
from pandac.PandaModules import Point3
# Project imports
from Image import *
# It manages character and enemies attack
class Attack (DirectObject):
def __init__(self, type, enemy_type, enemies, char):
#-----------------------------------------------------------------------------------------------------------------------------------------------
#---------------------------------------------------VARIABLE DECLARATION------------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------------------------------------------------------
self.posX = 0
self.posY = 0
self.posZ = 0
self.bitmap = None
self.flag = True
self.lastTime = 0.0
self.tex1 = "None"
self.tex2 = "None"
self.texFinal = "None"
self.isexploding = False
# Character Attack
self.nearEnemy = None
self.mainChar = None
# Enemy attack
self.enemy = None
self.finalX = 0
self.finalY = 0
self.finalZ = 0
if( type == "ENEMY"):
#-----------------------------------------------------------------------------------------------------------------------------------------------
#----------------------------------------------------------------ENEMY ATTACK INIT--------------------------------------------------------------
#-----------------------------------------------------------------------------------------------------------------------------------------------
# Initial position
self.posX = enemies.posX
self.posY = enemies.posY
self.posZ = enemies.posZ
self.enemy = enemies
# Destination position
self.finalX = char[0]
self.finalY = char[1]
self.finalZ = char[2]
# Generate attack
self.bitmap = Image()
if enemy_type == "HAMBURGUER":
self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/ham_attack1.png", self.posX, self.posY, self.posZ, scale = (1.6,1.0,0.75))
self.tex1 = "./tex/ham_attack1.png"
self.tex2 = "./tex/ham_attack2.png"
self.texFinal = "./tex/ham_exp.png"
self.sound = base.loadSfx('./sound/enemyHit.wav')
if enemy_type == "CAN":
self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/can_attack1.png", self.posX, self.posY, self.posZ, (1.0,1.0,0.75))
self.tex1 = "./tex/can_attack1.png"
self.tex2 = "./tex/can_attack2.png"
self.texFinal = "./tex/can_exp.png"
self.sound = base.loadSfx('./sound/enemyHit2.wav')
if enemy_type == "DONA":
self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/dona_attack1.png", self.posX, self.posY, self.posZ, (1.6,1.0,0.75))
self.tex1 = "./tex/dona_attack1.png"
self.tex2 = "./tex/dona_attack2.png"
self.texFinal = "./tex/dona_exp.png"
self.sound = base.loadSfx('./sound/enemyHit3.wav')
if enemy_type == "POTATOES":
self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/potatoes_attack1.png", self.posX, self.posY, self.posZ, (1.5,1.0,0.75) )
self.tex1 = "./tex/potatoes_attack1.png"
self.tex2 = "./tex/potatoes_attack2.png"
self.texFinal = "./tex/potatoes_exp.png"
self.sound = base.loadSfx('./sound/enemyHit.wav')
# Shoot attack
if self.finalX<self.posX:
self.bitmap.setTexScale(TextureStage.getDefault(),1,1)
self.interval = self.bitmap.posInterval(1.75, Point3(self.posX-15,self.finalZ,self.finalY))
self.interval.start()
else:
self.bitmap.setTexScale(TextureStage.getDefault(),-1,1)
self.interval = self.bitmap.posInterval(1.75, Point3(self.posX+15,self.finalZ,self.finalY))
self.interval.start()
# Tasks
taskMgr.add(self.taskEnemyAttack, 'taskEnemyAttack' )
taskMgr.add(self.taskAttackAnimation, 'taskAttackAnimation' )
# Sound
self.sound.setVolume(.3)
self.sound.play()
else:
#-----------------------------------------------------------------------------------------------------------------------------------------------
#----------------------------------------------------------------CHARACTER ATTACK INIT----------------------------------------------------------
#-----------------------------------------------------------------------------------------------------------------------------------------------
# Initial position
self.posX = char.posX
self.posY = char.posY
self.posZ = char.posZ
self.mainChar = char
# Searching nearest enemy to attack
distMin = 99999999.9;
if enemies == []:
# There are no enemies
self.nearEnemy = None
else:
for x in enemies:
distX = char.posX - x.posX
distY = char.posY - x.posY
distZ = char.posZ - x.posZ
distX = distX*distX
distY = distY*distY
distZ = distZ*distZ
distToEnemy = sqrt(distX+distY+distZ)
# Nearest enemy
if distToEnemy<distMin:
distMin = distToEnemy
self.nearEnemy = x
# Generate attack
self.bitmap = Image()
if(type == "GRAIN"): self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/attacks/grain.png", self.posX, self.posY, self.posZ, (2.0,1.0,1.5))
if(type == "FRUIT"): self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/attacks/fruit.png", self.posX, self.posY, self.posZ, (2.0,1.0,1.5))
if(type == "MILK"): self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/attacks/milk.png", self.posX, self.posY, self.posZ, (2.0,1.0,1.5))
if(type == "VEGETABLE"): self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/attacks/vegetable.png", self.posX, self.posY, self.posZ, (2.0,1.0,1.5))
if(type == "FISH"): self.bitmap = self.bitmap.loadModel("./models/Square.egg", "./tex/attacks/fish.png", self.posX, self.posY, self.posZ, (2.0,1.0,1.5))
self.attacking = True;
# Shoot attack
if( self.nearEnemy == None ):
self.interval = self.bitmap.posInterval(1.75, Point3(40,self.posZ,self.posY))
self.interval.start()
else:
if self.nearEnemy.posX<self.posX:
self.bitmap.setTexScale(TextureStage.getDefault(),1,1)
self.interval = self.bitmap.posInterval(1.75, Point3(self.posX-20,self.posZ,self.posY))
self.interval.start()
else:
self.bitmap.setTexScale(TextureStage.getDefault(),-1,1)
self.interval = self.bitmap.posInterval(1.75, Point3(self.posX+20,self.nearEnemy.posZ,self.nearEnemy.posY))
self.interval.start()
# Tasks
taskMgr.add(self.taskCharAttack, 'taskCharAttack' )
# Sound
self.sound = base.loadSfx('./sound/charAttack.wav')
self.sound.setVolume(.3)
self.sound.play()
#end __init__
#-----------------------------------------------------------------------------------------------------------------------------------------------
#----------------------------------------------------------------FUNCTIONS----------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------------------------------------------------------
# It studies distance between this enemy and character's attack.
# It returns true if the distance is into collision's area.
def en_charAttCollide(self, enemy):
# Distance between the enemy and character's attack
distX = self.posX - enemy.posX
distY = self.posY - enemy.posY
distZ = self.posZ - enemy.posZ
distX = distX*distX
distY = distY*distY
distZ = distZ*distZ
self.distAttack = sqrt(distX+distY+distZ)
if self.distAttack <= 2.0: return True
else: return False
#end en_charACollide
# It studies the distance between Character and Enemy's Attack.
# It returns true if the distance is into area collision.
def char_enAttCollide(self, mainChar):
# Distance between the character and the this enemy attack
distX = self.posX - mainChar.posX
distY = self.posY - mainChar.posY
distZ = self.posZ - mainChar.posZ
distX = distX*distX
distY = distY*distY
distZ = distZ*distZ
self.distAttack = sqrt(distX+distY+distZ)
if self.distAttack<=1.5:return True
else: return False
#end char_enACollide
# Attack explosion
def explode(self):
taskMgr.remove('taskAttackAnimation')
self.isexploding = True
self.bitmap.clearTexture()
tex = loader.loadTexture(self.texFinal)
self.bitmap.setTexture(tex, 1)
self.bitmap.setScale((1.5,1.0,1.5))
#end explode
# Destroy this attack
def destroyAttack(self):
self.posX = -100
self.bitmap.hide()
self.bitmap.setX(self.posX)
self.sound.stop()
if self.mainChar != None:
self.mainChar.attacking = False
else:
self.enemy.attacking = False
#end destroyAttack
#-----------------------------------------------------------------------------------------------------------------------------------------------
#----------------------------------------------------------------TASKS,THREADS------------------------------------------------------------------
#-----------------------------------------------------------------------------------------------------------------------------------------------
# It makes move the attack of the character through the screen, 2 seconds of duration.
def taskCharAttack(self, task):
if( task.time > 2 ):
self.destroyAttack()
return task.done
else:
self.posX = self.bitmap.getX()
self.posZ = self.bitmap.getY()
return task.cont
#end taskCharAttack
# It makes move the attack of the enemy through the screen, 2 seconds of duration.
def taskEnemyAttack(self, task):
if( task.time > 2 ):
self.destroyAttack()
return task.done
else:
if self.isexploding == False:
if ((self.finalX+0.075 > self.posX) and (self.finalX-0.075 < self.posX)):
pass
else:
self.posX = self.bitmap.getX()
self.posZ = self.bitmap.getY()
return task.cont
#end taskAttack
#Attack animation
def taskAttackAnimation(self,task):
if task.time > 1.75:
self.bitmap.clearTexture()
tex = loader.loadTexture(self.texFinal)
self.bitmap.setTexture(tex, 1)
self.bitmap.setScale((1.5,1.0,1.5))
return task.done
else:
if (task.time - self.lastTime) > 0.15:
self.lastTime = task.time
if self.flag==True:
self.bitmap.clearTexture()
tex = loader.loadTexture(self.tex1)
self.bitmap.setTexture(tex, 1)
self.flag = False
else:
self.bitmap.clearTexture()
tex = loader.loadTexture(self.tex2)
self.bitmap.setTexture(tex, 1)
self.flag = True
return task.cont
#end taskAttackAnimation
#end class Attack