Ejemplo n.º 1
0
 def Terminate(self):
     UnitLoader.createdUnits = []
     UnitLoader.queuedUnits = []
     UnitLoader.buildCount = 0
     UnitLoader.lane = 0
     UnitLoader.currentUnit = None
     CurrencyManagement.mooncrystals = 100
     UnitSpawner.createdUnits = []
     UnitSpawner.queuedUnits = []
     UnitSpawner.buildCount = 0
     UnitSpawner.lane = 0
     UnitSpawner.currentUnit = None
     Camera.SetCameraOffset(0, 0)
Ejemplo n.º 2
0
    def Update(self):
        if self.movecamera != 0:
            if Camera.CheckCameraOffsets(self.offset, self.movecamera):
                self.offset += self.movecamera
                Camera.SetCameraOffset(self.offset, 0)

        self.cu = UnitLoader.GetCreatedUnits()
        self.ce = UnitSpawner.GetCreatedUnits()

        self.basehealth.SetFillPercentage(self.Health, 1000)

        self.ebasehealth.SetFillPercentage(self.EHealth, 1000)

        #Generate Money
        if (len(self.cu) > 0):
            self.Economy = True
        if (self.Economy == True):
            if (self.MoneyCounter == 60):
                self.MoneyCounter = 0
                if UpgradeData.economy:
                    CurrencyManagement.AddMoonCrystals(15)
                elif not UpgradeData.economy:
                    CurrencyManagement.AddMoonCrystals(10)

            else:
                self.MoneyCounter += 1
        if (len(self.cu) < 1):
            if (len(self.ce) < 1):
                if (self.Economy == True):
                    self.Economy = False
                    if (CurrencyManagement.GetMoonCrystals() < 100):
                        CurrencyManagement.AddMoonCrystals(
                            100 - CurrencyManagement.GetMoonCrystals())

        # Move all the units based on the current movement mode
        self.UnitMovement.MoveUnits()
        self.UnitMovement.MoveEnemyUnits()
        UnitLoader.BuildUnitsInQueue(self.buildqueue)

        # Call the AI
        self.AI.AIUpdate()

        # Move all spawned enemy units
        self.UnitMovement.MoveEnemyUnits()

        UnitSpawner.BuildUnitsInQueue()
        #You attack
        AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate,
                                 self.EAttackRate)
        if (self.AttackRate > 50):
            self.AttackRate = 0
        else:
            self.AttackRate += 1
        if (self.EAttackRate > 50):
            self.EAttackRate = 0
        else:
            self.EAttackRate += 1
        #Attack Base
        if (self.Health != 1000):
            if (self.Health != 1500):
                if (len(self.cu) > 0):
                    self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health)
        if (self.Health == 1500):
            if (len(self.cu) > 0):
                self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health)
        if (self.Health == 1000):
            if (len(self.cu) > 0):
                self.Health = WinCon.ReachedPlayer(self.cu, 0)
        if (self.Health <= 0):
            print "Congrats you have won"
            self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory")

        #Enemies Attack Base
        if (self.EHealth != 1000):
            if (self.EHealth != 1500):
                if (len(self.ce) > 0):
                    self.EHealth = WinCon.ReachedEPlayer(
                        self.ce, 1, self.EHealth)
        if (self.EHealth == 1000):
            if (len(self.ce) > 0):
                self.EHealth = WinCon.ReachedEPlayer(self.ce, 1)
        if (self.EHealth == 1500):
            if (len(self.ce) > 0):
                self.EHealth = WinCon.ReachedEPlayer(self.ce, 1, self.EHealth)
        if (self.EHealth <= 0):
            print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS"
            self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")
Ejemplo n.º 3
0
    def Update(self):
        if self.movecamera != 0:
            if Camera.CheckCameraOffsets(self.offset, self.movecamera):
                self.offset += self.movecamera
                Camera.SetCameraOffset(self.offset, 0)

        self.cu = UnitLoader.GetCreatedUnits()
        self.ce = UnitSpawner.GetCreatedUnits()

        # Move all the units based on the current movement mode
        self.UnitMovement.MoveUnits()
        self.UnitMovement.MoveEnemyUnits()
        UnitLoader.BuildUnitsInQueue(self.buildqueue)

        # Move all spawned enemy units
        if (self.counter == 25):
            self.UnitMovement.MoveEnemyUnits()
            if (random.randint(0, 100) <= 5):
                #UnitSpawner.EnqueueUnit(UnitSpawner.units["RifleBlaster"])
                pass
            self.counter = 0
        else:
            self.counter = self.counter + 1

        # Call the AI
        self.AI.AIUpdate()

        # Move all spawned enemy units
        self.UnitMovement.MoveEnemyUnits()

        UnitSpawner.BuildUnitsInQueue()
        #You attack
        AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate,
                                 self.EAttackRate)
        if (self.AttackRate > 50):
            self.AttackRate = 0
        else:
            self.AttackRate += 1
        if (self.EAttackRate > 50):
            self.EAttackRate = 0
        else:
            self.EAttackRate += 1
        #Attack Base
        if (self.Health != 1000):
            if (self.Health != 1500):
                if (len(self.cu) > 0):
                    self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health)
        if (self.Health == 1500):
            if (len(self.cu) > 0):
                self.Health = WinCon.ReachedPlayer(self.cu, 0)
        if (self.Health == 1000):
            if (len(self.cu) > 0):
                self.Health = WinCon.ReachedPlayer(self.cu, 0)
        if (self.Health <= 0):
            print "Congrats you have won"
            self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory")

        #Enemies Attack Base
        if (self.EHealth != 1000):
            if (self.EHealth != 1500):
                if (len(self.ce) > 0):
                    self.EHealth = WinCon.ReachedEPlayer(
                        self.ce, 1, self.EHealth)
        if (self.EHealth == 1000):
            if (len(self.ce) > 0):
                self.EHealth = WinCon.ReachedEPlayer(self.ce, 1)
        if (self.EHealth == 1500):
            if (len(self.ce) > 0):
                self.EHealth = WinCon.ReachedEPlaer(self.ce, 1)
        if (self.EHealth <= 0):
            print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS"
            self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")