def return_to_player(self):
     if self.is_active and self.returning:
         try:
             px, py = game_object.position
             distance = (get_distance((self.x, self.y), (px, py)))
             self.velocity = ((-px + self.x) / distance * -5,
                              (-py + self.y) / distance * -5)
         except ZeroDivisionError:
             pass
Ejemplo n.º 2
0
    def physics(self):
        if self.is_active:

            dog = game_object.collide_with(self.box_collider, Dog)
            if dog is not None:
                # self.deactivate()
                # dog.deactivate()
                distance1 = get_distance((self.x, self.y), (dog.x, dog.y))
                dog.velocity = ((dog.x - self.x) / distance1 *
                                10, (dog.y - self.y) / distance1 * 10)
                dog.stun_timer.reset()
                dog.returning = False

            enemy = game_object.collide_with(self.box_collider, Enemy)
            if enemy is not None:
                distance2 = get_distance((self.x, self.y), (enemy.x, enemy.y))
                enemy.velocity = ((enemy.x - self.x) / distance2 * 20,
                                  (enemy.y - self.y) / distance2 * 20)
                enemy.stun_timer.reset()
                enemy.returning = False
Ejemplo n.º 3
0
 def shoot_left(self):
     if self.input_manager.left_mouse_clicked and self.has_shoot1:
         self.has_shoot1 = False
         # print('left hitu')
         # game_object.recycle(Shot1)
         try:
             distance = (get_distance(
                 (self.x, self.y),
                 (self.input_manager.mouse_x, self.input_manager.mouse_y)))
             shot1 = game_object.recycle(Shot1, self.x, self.y)
             shot1.velocity = ((self.input_manager.mouse_x - self.x) /
                               distance * 5,
                               (self.input_manager.mouse_y - self.y) /
                               distance * 5)
             shot1.counter.reset()
         except ZeroDivisionError:
             # game_object.add(shot1)
             pass
Ejemplo n.º 4
0
    def move(self):

        if self.stun_timer.expired:
            try:
                px, py = game_object.position
                distance = (get_distance((self.x, self.y), (px, py)))
                self.velocity = ((-px + self.x) / distance * -1,
                                 (-py + self.y) / distance * -1)
            except ZeroDivisionError:
                pass
        else:
            self.stun_timer.run()
            print(self.stun_timer.count)

        self.return_to_player()

        vx, vy = self.velocity
        # print(self.velocity)
        self.x += vx
        self.y += vy
Ejemplo n.º 5
0
    def shoot_right(self):
        if self.input_manager.right_mouse_clicked and self.has_shoot2:
            self.has_shoot2 = False

            try:
                distance = (get_distance(
                    (self.x, self.y),
                    (self.input_manager.mouse_x, self.input_manager.mouse_y)))
                shot2 = game_object.recycle(Shot2, self.x, self.y - 10)
                shot2.velocity = ((self.input_manager.mouse_x - self.x) /
                                  distance * 10,
                                  (self.input_manager.mouse_y - self.y) /
                                  distance * 10)
                shot2.time_before_disappear.reset()
            except ZeroDivisionError:
                # game_object.add(shot1)
                pass
        if self.has_shoot2 == False:
            self.counter2.run()
            if self.counter2.expired:
                self.has_shoot2 = True
                self.counter2.reset()