Example #1
0
   def __chase(self, player):
	if self.walking_timer <= 0:
	   self.__walk(player)
	   self.walking_timer = 2
	else:
		self.walking_timer -= 1
	x = player.rect.topleft[0]
	y = player.rect.topleft[1]
	my_x = self.rect.topleft[0]
	my_y = self.rect.topleft[1]
	if x+2 > self.rect.topleft[0]:
		self.follow_direction = "right"
		my_x += 2
	if x-2 < self.rect.topleft[0]:
		self.follow_direction = "left"
		my_x -= 2
	if y+2 > self.rect.topleft[1]:
		self.follow_direction = "down"
		my_y += 2
	if y-2 < self.rect.topleft[1]:
		self.follow_direction = "up"
		my_y -= 2
	
	self.rect.topleft = helpers.checkBoundry((my_x, my_y))
	self.position = self.rect.topleft 
Example #2
0
    def getHit(self, direction, damage):

        helpers.shake(self.screen, 40)

        self.old_position = self.rect.topleft

        if self.invul == 0:

           if direction == "right":

              self.old_position = self.position[0] + 40, self.position[1]

           elif direction == "left":

              self.old_position = self.position[0] - 40, self.position[1]

           elif direction == "down":

              self.old_position = self.position[0], self.position[1] +40

           elif direction == "up":

              self.old_position = self.position[0], self.position[1] -40

           self.rect.topleft = helpers.checkBoundry(self.old_position)

           self.health -= damage

           self.invul = 80

        self.position = self.rect.topleft

        if self.health < 0:

            self.alive = False
Example #3
0
 def __chase(self, spot, rocks): #added rocks to avoid them
	x = spot[0]
	y = spot[1]
	my_x = self.rect.topleft[0]
	my_y = self.rect.topleft[1]
	"""
	working right here to make the enemy move out of the straight chase line of chasing player
	"""
	
	
	if self.id == 3:
	   lazor_sight = Lazor(self.rect.center, spot)
	   self.lazor_group.add(lazor_sight)
	   self.lazor_group.add(Lazor(self.rect.topleft, spot))
	   self.lazor_group.update()
	   #self.lazor_group.draw(pygame.display.get_surface())
	   lazor_rock = pygame.sprite.groupcollide(self.lazor_group, rocks, True, False)
	   if lazor_rock:
	       if x < my_x +40 and x > my_x -40:
	          x += 100
	       if y < my_y +40 and y > my_y -40:
	          y += 100
            
            
	
	
	if x+10 > self.rect.topleft[0] and not self.blocked_direction == "right":
		self.follow_direction = "right"
		my_x += 2
		if not self.blocked_direction == "nope":
		   my_x += 2
	if x-10 < self.rect.topleft[0]and not self.blocked_direction == "left":
		self.follow_direction = "left"
		my_x -= 2
		if not self.blocked_direction == "nope":
		   my_x -= 2
	if y+10 > self.rect.topleft[1]and not self.blocked_direction == "down":
		self.follow_direction = "down"
		my_y += 2
		if not self.blocked_direction == "nope":
		   my_y += 2
	if y-10 < self.rect.topleft[1]and not self.blocked_direction == "up":
		self.follow_direction = "up"
		my_y -= 2
		if not self.blocked_direction == "nope":
		   my_y -= 2
	"""
	also working right here to make the enemy move out of the straight chase line of chasing player
	"""

	self.rect.topleft = helpers.checkBoundry((my_x, my_y))
	self.position = self.rect.topleft      
Example #4
0
 def get_hit(self, direction, damage):
       self.health -= damage
       self.clock = 15
       knocked_position = (0,0)
       if direction == "right":
               knocked_position = self.position[0] + 40, self.position[1]
       elif direction == "left":
               knocked_position = self.position[0] - 40, self.position[1]
       elif direction == "down":
               knocked_position = self.position[0], self.position[1] +40
       elif direction == "up":
               knocked_position = self.position[0], self.position[1] -40
       if self.health <= 0:
               self.kill()
       self.rect.topleft = helpers.checkBoundry(knocked_position)
       self.position = self.rect.topleft
Example #5
0
    def update(self, player, rocks, enemyGroup):
    	if self.invul > 0:
    		self.invul -= 1
    	if self.health <= 0:
			self.kill()
			self.alive = False
			player.hasFreind = False
			self.dialogHandle.companionDeath(self.windowSurface, self)
    	
    	old_position = self.rect.topleft
    	if len(enemyGroup) > 0:
			if self.recall_timer == 0:
				if self.weapon == 1:
					if self.defensive == True:
						self.bowFightD(player, rocks, enemyGroup)
					else:
						self.bowFightA(player, rocks, enemyGroup)
				else:
					if self.defensive == True:
						self.swordFightD(player, rocks, enemyGroup)
					else:
						self.swordFightA(player, rocks, enemyGroup)
			else:
			     self.__chase(player.rect.topleft, rocks, player)
			     self.recall_timer -= 1
        else:
           # print helpers.distance(self.rect.topleft, player.rect.topleft)
            if helpers.distance(self.rect.topleft, player.rect.topleft) > 6                            :
			    self.__chase(player.rect.topleft, rocks, player)
			    if self.walking_timer <=0:
			     self.__walk(player)
			     self.walking_timer = 5
			    else:
			     self.walking_timer -= 1		
        if not self.__check_collision(rocks, player, old_position):
           self.blocked_direction = "nope" 
           self.collide = True
    	self.rect.topleft = helpers.checkBoundry(self.rect.topleft)
    	if old_position == self.rect.topleft and self.weapon ==0 and not self.defensive:
    	    self.stayed_still +=1
    	    if self.stayed_still > 25:
    	        self.stayed_still = 0
    	        self.__chase(player.rect.topleft, rocks, player)
    	        self.recall_timer = 60
Example #6
0
 def getHit(self, direction, damage):
 	helpers.shake(self.windowSurface, 40)
 	self.old_position = self.rect.topleft
 	self.position = self.rect.topleft
 	if self.weapon == 0:
 	    self.attack_group.empty()
 	if self.invul == 0:
        if direction == "right":
           self.old_position = self.position[0] + 40, self.position[1]
        elif direction == "left":
           self.old_position = self.position[0] - 40, self.position[1]
        elif direction == "down":
           self.old_position = self.position[0], self.position[1] +40
        elif direction == "up":
           self.old_position = self.position[0], self.position[1] -40
        self.rect.topleft = helpers.checkBoundry(self.old_position)
        self.health -= damage
        self.invul = 80
     self.position = self.rect.topleft
Example #7
0
 def get_hit(self, direction, damage):
    self.image = self.bubble_image
    if self.vulnerable == True:
       self.gel -= damage
       if self.wake:
          self.hit_rock_timer = 0
          self.breakRock(self.rocks)
       self.wake = True
    self.knocked_position = self.position
    if len(self.touched_rocks.sprites()) <= 1:
       if direction == "right":
          self.knocked_position = self.position[0] + 10, self.position[1]
       elif direction == "left":
          self.knocked_position = self.position[0] - 8, self.position[1]
       elif direction == "down":
          self.knocked_position = self.position[0], self.position[1] +8
       elif direction == "up":
          self.knocked_position = self.position[0], self.position[1] -8
    self.rect.topleft = helpers.checkBoundry(self.knocked_position)
    self.position = self.rect.topleft
Example #8
0
 def __chase(self, player):
    x = player.rect.topleft[0]
    y = player.rect.topleft[1]
    my_x = self.rect.topleft[0]
    my_y = self.rect.topleft[1]
    if abs(my_x - x) >= abs(my_y- y):
       if x+2 > self.rect.topleft[0]:
          self.follow_direction = "right"
          my_x += 2
       if x-2 < self.rect.topleft[0]:
          self.follow_direction = "left"
          my_x -= 2
    else:
       if y+2 > self.rect.topleft[1]:
          self.follow_direction = "down"
          my_y += 2
       if y-2 < self.rect.topleft[1]:
          self.follow_direction = "up"
          my_y -= 2
    self.rect.topleft = helpers.checkBoundry((my_x, my_y))
    self.position = self.rect.topleft 
Example #9
0
 def __move(self, player):
 	if self.walking_timer <= 0:
 		self.__walk()
 		self.walking_timer = 5
 	else:
 		self.walking_timer -= 1
 	
 	
 	x = player.rect.topleft[0]
	y = player.rect.topleft[1]
	my_x = self.rect.topleft[0]
	my_y = self.rect.topleft[1]
 	
 	if x+10 > self.rect.topleft[0]:
		my_x -= 1
	if x-10 < self.rect.topleft[0]:
		my_x += 1
	if y+10 > self.rect.topleft[1]:
		my_y -= 1
	if y-10 < self.rect.topleft[1]:
		my_y += 1
	self.rect.topleft = helpers.checkBoundry((my_x, my_y))
Example #10
0
 def __patrol(self):
       x = self.rect.topleft[0]
       y = self.rect.topleft[1]
       
       self.pat_counter += 1
       
       if self.pat_counter >= 41:
              self.pat_index = randint(0,3)
              self.pat_counter = 0
       
       direction = self.pat_directions[self.pat_index]
       
       patrol_position = (0,0)
       if direction == "right":
        patrol_position = x + 2, y
        if self.walking_timer <=0:
           self.walking_timer = 10
           if self.walking == 0:
              self.image = self.right_walk
              self.walking = 1
           elif self.walking == 2:
              self.image = self.right_walk2
              self.walking = -1
           else:
              self.image = self.right_still
              self.walking +=1
        else:
           self.walking_timer -= 1
              
       elif direction == "left":
        patrol_position = x - 2, y
        if self.walking_timer <=0:
           self.walking_timer = 10
           if self.walking == 0:
              self.image = self.left_walk
              self.walking = 1
           elif self.walking == 2:
              self.image = self.left_walk2
              self.walking = -1
           else:
              self.image = self.left_still
              self.walking +=1
        else:
           self.walking_timer -= 1
       elif direction == "up":
          patrol_position = x, y - 2
          if self.walking_timer <=0:
             self.walking_timer = 10
             if self.walking == 0:
                self.image = self.back_walk
                self.walking = 1
             elif self.walking == 2:
              self.image = self.back_walk2
              self.walking = -1
             else:
                self.image = self.back_still
                self.walking += 1
          else:
             self.walking_timer -= 1
       elif direction == "down":
          patrol_position = x, y + 2
          if self.walking_timer <=0:
             self.walking_timer = 10
             if self.walking == 0:
                self.image = self.front_walk
                self.walking = 1
             elif self.walking == 2:
              self.image = self.front_walk2
              self.walking = -1
             else:
                self.image = self.front_still
                self.walking +=1
          else:
             self.walking_timer -= 1
       self.rect.topleft = helpers.checkBoundry(patrol_position)