Example #1
0
 def apply_start_effect(self, game_state: GameState,
                        buffed_entity: WorldEntity,
                        buffed_npc: NonPlayerCharacter):
     buffed_npc.stun_status.add_one()
     buffed_entity.set_not_moving()
     game_state.game_world.visual_effects.append(
         create_visual_stun_text(buffed_entity))
Example #2
0
 def apply_start_effect(self, game_state: GameState,
                        buffed_entity: WorldEntity,
                        buffed_npc: NonPlayerCharacter):
     if buffed_npc:
         buffed_npc.stun_status.add_one()
     else:
         game_state.player_state.stun_status.add_one()
     buffed_entity.set_not_moving()
 def apply_start_effect(self, game_state: GameState,
                        buffed_entity: WorldEntity,
                        buffed_npc: NonPlayerCharacter):
     buffed_npc.stun_status.add_one()
     buffed_entity.set_not_moving()
     effect_position = buffed_entity.get_center_position()
     game_state.game_world.visual_effects.append(
         VisualRect((250, 250, 50), effect_position, 30, 40, Millis(100), 1,
                    buffed_entity))
     game_state.game_world.visual_effects.append(
         create_visual_stun_text(buffed_entity))
Example #4
0
 def apply_start_effect(self, game_state: GameState,
                        buffed_entity: WorldEntity,
                        buffed_npc: NonPlayerCharacter):
     visual_effect = VisualCircle((220, 220, 50),
                                  buffed_entity.get_center_position(), 9,
                                  16, Millis(250), 2)
     game_state.game_world.visual_effects.append(visual_effect)
     game_state.game_world.visual_effects.append(
         create_visual_stun_text(buffed_entity))
     buffed_npc.stun_status.add_one()
     buffed_entity.set_not_moving()
Example #5
0
def _move_in_dir(enemy_entity: WorldEntity, direction: Direction):
    if direction:
        enemy_entity.set_moving_in_dir(direction)
    else:
        enemy_entity.set_not_moving()