Example #1
0

class MeleeWeaponEntity(entity.WorldEntity):

    name = "MeleeWeaponEntity"
    etype = "Projectile"

    def __init__(self, **kwargs):
        self.image = "sword.png"
        super(MeleeWeaponEntity, self).__init__()

    def _init_sprite(self, sprite): # TODO: Sprite still isnt centered on player
        sprite.transform_anchor = sprite.get_rect().midbottom

    def update(self, t):
        super(MeleeWeaponEntity, self).update(t)

        wielder = game.get_entity(self.wielder)

        self.position = wielder.position.copy()

        swing_v = float(self.arc) / self.duration
        self.rotation_off = self.rotation_off + swing_v * t
        self.rotation = wielder.rotation + self.rotation_off

        self.duration_left -= t
        if self.duration_left <= 0:
            self.die()

entity.new_entity(MeleeWeaponEntity)
Example #2
0
class BasicEnemy(npc):
    image = "player.png"
    name = "basicenemy"

    xp_worth = 20
    attack_range = 0.5  # The attack_range is the reach from the edge of the body's shape, to the intended range in box2d meters

    def init_physics(self, world):
        super(npc, self).init_physics(world)

        r = self.size / constants.PIXEL_TO_METER + self.attack_range
        sensor = self.body.CreateCircleFixture(radius=r, isSensor=True)

        def callback(us, detected, dt):
            if not self.can_attack():
                return
            else:
                for typ, other in detected:
                    if not typ == "entity":
                        continue

                    other = game.Game.get_entity(other)
                    if other and other.is_player:
                        self.attack(other)
        game.Game.register_sensor(sensor, callback)
        #del(sensor)


entity.new_entity(BasicEnemy)
Example #3
0
        #   self.die()

    def update_collision(self):
        center = Vector2(*self.position) + util.rot_to_vec(self.rotation) * self.offset
        #print center, self.size
        return cm.CircleShape(center=center, r=self.size)

    def on_collision(self, other, typ):

        if typ == "wall":
            return

        success = False
        owner = game.Game.get_entity(self.controlled_by)
        if not owner:
            return

        if other is owner:
            return

        if not other.eid in self._already_hit:
            self._already_hit.append(other.eid)
            self.on_hit(other)

    def on_hit(self, other):
        other.take_damage(self.damage)


entity.new_entity(MeleeWeaponEntity)
entity.new_entity(Projectile)
Example #4
0
            return

        dr = target_aim - self.rotation
        v = 0

        if abs(dr) >= 180:  # Rotate clockwise
            v = -1
        else:
            v = 1

        self.rotation += min((self.turn_speed * t * v), dr)
        if self.rotation > 360:
            self.rotation -= 360
        if self.rotation < 0:
            self.rotation += 360

    def attack(self):
        if self.weapon:
            self.weapon.attack()
            self.attack_cooldown += self.weapon.attack_speed

    def update_input(self, state):
        self.attacking = state["attacking"]
        self.aim = state["aim"]
        self.move_dir = euclid.Vector2(*state["movement"])

        if self.move_dir.magnitude() > 1:
            self.move_dir.normalize()  # We only want the direction (at least when using a keyboard)

entity.new_entity(Player)
Example #5
0
import entity
from cocos import collision_model as cm


class Projectile(entity.WorldEntity):
    image = "arrow.png"

    etype = "projectile"
    name = "Projectile"

    def __init__(self, **kwargs):
        super(Projectile, self).__init__()

    def update(self, t):
        super(Projectile, self).update(t)

        self.duration -= t
        if self.duration <= 0:
            self.die()

    def update_collision(self):
        self.cshape = cm.CircleShape(center=self.position, r=self.size)

entity.new_entity(Projectile)
Example #6
0
        self.damage = 200

    def attack(self):
        real_wielder = self.get_wielder()  # The real entity (not the eid)
        e = entity.get_entity_type("MeleeWeaponEntity")()
        e.damage = self.damage
        e.friendly = real_wielder.friendly
        e.attached_to = self.wielder
        e.wielder = self.wielder
        e.controlled_by = real_wielder.controlled_by
        e.position = real_wielder.position.copy()
        e.duration = self.p_duration
        e.duration_left = e.duration
        e.offset = self.offset
        e.arc = self.arc
        e.size = self.size
        e.rotation_off = -self.arc / 2
        e.swing_speed = self.p_swing_speed
        e.width = self.p_width
        e.length = self.p_length
        game.Game.spawn(e)

        if game.Game.is_controlled(e):
            events.dispatch("on_attack", self.get_wielder(), self, e)


weapons = (BowWeapon, MeleeWeapon)

for w in weapons:
    entity.new_entity(w)