def use(self, player: GameObject):
        if self.level > 0:
            if self._next_usage <= time.time(
            ) and player.mana > self.mana_cost:
                player.mana -= self.mana_cost
                tornado_projectile: TornadoProjectile = TornadoProjectile(
                    self.level, player)

                scene: Scene = SceneManagement.active_scene
                tornado_projectile.move(
                    Vector2(player.center.x - tornado_projectile.width / 2,
                            player.transform.y))
                tornado_projectile.add_to_collision_mask(scene.enemies)

                scene.projectiles.add(tornado_projectile)
                scene.dynamics.add(tornado_projectile)

                player.apply_force(
                    Vector2(0, PlayerSettings.Ability.TornadoJump.STRENGTH))
                self._next_usage = time.time() + self.cooldown
    def _on_collide(self, other: GameObject, direction_of_impact: Vector2,
                    impact_side: ImpactSide, delta_time: float):
        if other != self._target:
            Enemy._on_collide(self, other, direction_of_impact, impact_side,
                              delta_time)
        else:
            if impact_side != ImpactSide.TOP:
                # Collided with player, he need to suffer
                other: GameObject
                if impact_side == ImpactSide.BOTTOM:
                    i = 0
                    other.take_damage(1000)
                elif impact_side == ImpactSide.RIGHT:
                    i = 1
                elif impact_side == ImpactSide.LEFT:
                    i = -1

                other.apply_force(EnemySettings.HeavyRock.KNOCKBACK * i)
                other.take_damage(EnemySettings.HeavyRock.SIDE_DAMAGE)
                if other.is_dead:
                    self._target = None
 def _on_collide(self, other: GameObject, direction_of_impact: Vector2, impact_side: ImpactSide, delta_time: float):
     if isinstance(other, PhysicsReceiver):
         other.apply_force(self._direction * self._force * delta_time)
 def _on_collide(self, other: GameObject, direction_of_impact: Vector2,
                 impact_side: ImpactSide, delta_time: float):
     if isinstance(other, Player):
         other.apply_force(self._direction * 30)
         other.take_damage(20)
     self.kill()
Example #5
0
 def _on_collide(self, other: GameObject, direction_of_impact: Vector2, impact_side: ImpactSide, delta_time: float):
     if isinstance(other, RigidPhysicsAwareGameObject):
         other.apply_force(Vector2(self.velocity.x, PlayerSettings.Ability.Gust.PROJECTILE_HIT_STRENGTH_Y))
     self.kill()
Example #6
0
 def _on_collide(self, other: GameObject, direction_of_impact: Vector2, direction: ImpactSide, delta_time: float):
     if isinstance(other, RigidPhysicsAwareGameObject):
         other.apply_force(
             direction_of_impact.normalize() * PlayerSettings.Ability.TornadoJump.KNOCKBACK_STRENGTH * self.level)
Example #7
0
 def _on_collide(self, other: GameObject, direction_of_impact: Vector2, impact_side: ImpactSide, delta_time: float):
     if isinstance(other, RigidPhysicsAwareGameObject):
         other.apply_force(self.strength)