Example #1
0
    def watchMood(self):
        '''
        Go left to right, try to vertically align with the player,
        then try to bite or fire beam.
        Roar every now and again.
        '''
        p = system.engine.player

        while True:
            # why is this necessary? O_o
            #self.interruptable = True
            #self._state = None
            s = 0  #used to increase stare chance
            for n in range(ika.Random(
                    6, 12)):  #min 6 attacks before next roar state
                if s >= 20:
                    s -= 10

                c = ika.Random(0, 100) + s
                if c < 75:
                    s = 0
                    x = self.x + self.ent.hotwidth / 2
                    d = dir.fromDelta(p.x - x, 0)
                    yield self.moveState(d, abs(p.x - x))
                    if c > 30:
                        yield self.biteState()
                else:
                    s = 40  #increase chance of staring again if just stared for multiple shots
                    yield self.stareState()
                    if ika.Random(0, 100) > 40:  #extra stare state!
                        yield self.stareState()

            yield self.roarState()
Example #2
0
    def defaultState(self):
        p = system.engine.player
        self.anim = 'grow'

        while not self._animator.kill:
            if not self.creator:
                self.check = False
                break
            yield None

        self.anim = 'die'
        yield None

        while not self._animator.kill:

            if self.ent.specframe == 3 and self.creator in engine.entities:

                if not self.hit and self.check:
                    ents = self.detectCollision(
                        (0, 0, self.ent.hotwidth, self.ent.hotheight))
                    for e in ents:
                        if e is p:
                            p.hurt(
                                self.damage, self.recoil,
                                dir.fromDelta(self.creator.x - p.x,
                                              self.creator.y - p.y))
                            self.hit = True

            yield None

        engine.destroyEntity(self)
Example #3
0
    def attackMood(self):
        ATTACK_RANGE = 150

        p = system.engine.player

        def calcDist(pt):
            return math.hypot(pt[0] - self.x, pt[1] - self.y)

        oldx = self.x
        oldy = self.y
        curspot = None  # sniping position to move to

        while True:

            # Archers are inexplicably only able to aim in the four cardinal directions.
            # That means there are four places the goblin wants to be.
            # (either directly above, below, or to the side of the player)
            # Find the closest one and head toward it.
            # If close enough to a happy spot, start shooting.

            if (self.x == oldx and self.y == oldy) or curspot is None:
                spots = (
                    (p.x, self.y),
                    (self.x, p.y),
                )

                dist = map(calcDist, spots)
                min_dist = min(dist)
                curspot = spots[dist.index(min(dist))]

            else:
                min_dist = calcDist(curspot)

            oldx = self.x
            oldy = self.y

            if min_dist <= 8:
                # FIXME: because of this, goblins will shoot diagonally.  Is this okay?
                d = dir.fromDelta(p.x - self.x, p.y - self.y)
                curspot = None
                yield self.attackState(d)
                yield self.idleState(60)

            else:
                d = dir.fromDelta(curspot[0] - self.x, curspot[1] - self.y)
                yield self.walkState(d, 8)
Example #4
0
 def fleeMood(self):
     MIN_DIST = 150
     p = system.engine.player
     for q in range(5):
         d = dir.fromDelta(p.x - self.x, p.y - self.y)
         dist = math.hypot(p.x - self.x, p.y - self.y)
         if dist > MIN_DIST:
             break
         yield self.walkState(dir.invert[d], MIN_DIST - dist)
     self.mood = self.passiveMood
     yield self.idleState()
Example #5
0
    def attackMood(self):
        # if we want to be uber, we can remove this hack.
        # for now fuckit.  Attack the player!!

        p = system.engine.player
        for q in range(5):
            d = dir.fromDelta(p.x - self.x, p.y - self.y)
            dist = math.hypot(p.x - self.x, p.y - self.y)
            if dist < 40:
                yield self.attackState(d)
                yield self.idleState(40)
            else:
                yield self.walkState(d, min(30, dist))
Example #6
0
 def attackMood(self):
     # if we want to be uber, we can remove this hack.
     # for now fuckit.  Attack the player!!
     p = system.engine.player
     for q in range(5):
         # compensate for the yeti's gigantic sprite:
         sx = self.x + 16
         sy = self.y + 16
         d = dir.fromDelta(p.x - sx, p.y - sy)
         dist = math.hypot(p.x - sx, p.y - sy)
         if dist < 50:
             yield self.attackState(d)
             yield self.idleState(20 + ika.Random(0, 20))
         else:
             yield self.walkState(d, min(90, dist))
Example #7
0
 def walkState(self, direction, dist):
     ox, oy = self.x, self.y
     self.move(direction, dist)
     self.anim = 'walk'
     yield None
     while self.moving:
         ents = self.detectCollision((0, 0, self.ent.hotwidth, self.ent.hotheight))
         for e in ents:
             if isinstance(e, player.Player):
                 d = max(1, self.stats.att - e.stats.pres)
                 e.hurt(d, 150, dir.fromDelta(e.x - ox, e.y - oy))
                 self.stop()
                 break
         if (ox, oy) == (self.x, self.y):
             break
         yield None
     self.stop()
Example #8
0
 def attackMood(self):
     # if we want to be uber, we can remove this hack.
     # for now fuckit.  Attack the player!!
     p = system.engine.player
     for q in range(5):
         d = dir.fromDelta(p.x - self.x, p.y - self.y)
         dist = math.hypot(p.x - self.x, p.y - self.y)
         if dist <= 32: #attack range!
             yield self.attackState(d)
             yield self.idleState(20)
         else: #attempt to move closer
             r= ika.Random(0,8)
             if r>=6:                     
                 yield self.walkState(dir.rotateCounterCW[d], min(30, dist))                    
             elif r>=4:
                 yield self.walkState(dir.rotateCW[d], min(30, dist))                        
             else:
                 yield self.walkState(d, min(30, dist))
Example #9
0
    def attackMood(self):

        p = engine.player

        self.anim = 'idle'

        cnt = 0

        while True:
            dist = math.hypot(p.x - self.x, p.y - self.y)

            if dist < 40:
                yield self.attackState(
                    dir.fromDelta(p.x - self.x, p.y - self.y))

            if cnt >= 500:
                self.mood = self.submergeMood
                yield self.idleState()
                break
            else:
                cnt += 1

            yield self.idleState(1)
Example #10
0
 def playerDir(self):
     p = system.engine.player
     return dir.fromDelta(p.x - self.x - 10, p.y - self.y - 7)
Example #11
0
    def boltState(self):
        self.stop()
        self.anim = 'thrust'
        costperhit=6
        
        if self.stats.mp < costperhit or not self.stats.bolt:
            sound.menuBuzz.Play()
            return

        for i in range(8): #8 cycle delay before attack starts
            yield None
        offsetx = offsety = 0
        
        #hack, should use a dict but lazy
        if self.direction == dir.DOWN:
            offsetx=8
            offsety=30
        elif self.direction == dir.UP:
            offsetx=5
            offsety=-25
        elif self.direction in [dir.RIGHT, dir.UPRIGHT, dir.DOWNRIGHT]:  
            offsetx=34
            offsety=-2
        elif self.direction in [dir.LEFT, dir.UPLEFT, dir.DOWNLEFT]: 
            offsetx=-24
            offsety=-2            
            
        ents = self.detectCollision((
           -96, -96, 192, 192, self.layer
            ))
        
        #costmp=False
            
        self.invincible=True
        destroyents = []
        n=0
        for e in ents:
            if e and (isinstance(e, Enemy) and not e.invincible) or isinstance(e, IceWall) or isinstance(e, Crystal):
                if self.stats.mp>=costperhit: 
                    self.stats.mp -= costperhit
                else:
                    sound.menuBuzz.Play()
                    break
                    
                #if not costmp:                    
                #    costmp=True
                #    self.stats.mp -= costperhit 
                                               
                if isinstance(e, Enemy):
                    d = dir.invert[dir.fromDelta(self.x - e.x, self.y - e.y)]
                    if(isinstance(e, Serpent)): #he resists, half damage to prevent bolt spam!
                        e.hurt( int( ((self.stats.att + self.stats.mag) + ika.Random(1, int(self.stats.mag))) / 2), 300, d)
                    else:
                        e.hurt(int(self.stats.att + self.stats.mag) + ika.Random(1, int(self.stats.mag)), 300, d)
                elif isinstance(e, IceWall) or isinstance(e, Crystal):
                    setattr(savedata, e.flagName, 'True')                    
                    destroyents.append(e)                    
                system.engine.addThing(Bolt(self.x+offsetx, self.y+offsety, 
                                            e.x+(e.ent.hotwidth/2), e.y+(e.ent.hotheight/2), ika.RGB(240,40,128) ))
                system.engine.addThing(Nova(self.x+offsetx, self.y+offsety, 0.5, 24, speed=0.5, color = ika.RGB(240, 100, 128, 255), filled=True ))                                            
                system.engine.addThing(Nova(e.x+(e.ent.hotwidth/2), e.y+(e.ent.hotheight/2), 0.5, 24, speed=0.5, color = ika.RGB(240, 100, 128, 255), filled=True ))                                            
                 
                #if n % 3==0:
                #sound.boltStorm.StopAllSounds()
                sound.boltStorm.Play()  #only play sound every 4 to minimize noise                                          
                n+=1    
                
                for i in range(5): #wait a few frames before attacking next enemy
                    yield None
        
        for e in destroyents:
            system.engine.destroyEntity(e)
        

        self.stop()
        self.invincible=False
        for i in range(40):
            yield None