def on_start(self): import game game.start() player = entity.get_entity_type("player")() player.position.x, player.position.y = (10, 10) game.Game.spawn(player, force=True) game.Game.set_player(player.eid) player.controlled_by = player.eid bow = entity.get_entity_type("BasicMeleeWeapon")(player) player.weapon = bow
def on_host(self): import multiplayer import game game.start() game.Scene.add(multiplayer.host()) player = entity.get_entity_type("player")() player.position.x, player.position.y = (200, 200) game.Game.spawn(player) game.Game.set_player(player.eid) bow = entity.get_entity_type("BasicBow")(player) player.weapon = bow
def on_update(self, t): self.spawn_t += self.spawn_freq * t if random.random() < self.spawn_t * t: self.spawn_t = 0 e = entity.get_entity_type("basicenemy")() e.position.x = 5 e.position.y = 5 game.Game.spawn(e, force=True)
def on_update(self, t): g = game.game self.spawn_t += self.spawn_freq * t if random.random() < self.spawn_t * t: self.spawn_t = 0 e = entity.get_entity_type("basicenemy")() g.spawn(e)
def on_host(self): import multiplayer import game.game scene = cocos.scene.Scene() scene.add(game.game.start()) scene.add(multiplayer.host()) g = game.game.game player = entity.get_entity_type("player")() player.position.x, player.position.y = (200, 200) g.spawn(player) g.set_player(player.eid) sword = entity.get_entity_type("BasicMeleeWeapon")(player) player.weapon = sword director.push(scene)
def attack(self): wielder = self.get_wielder() e = entity.get_entity_type("Projectile")() e.controlled_by = wielder.controlled_by e.position = wielder.position.copy() e.duration = self.proj_life e.rotation = wielder.rotation e.move_dir = euclid.Vector2(*util.rot_to_vec(e.rotation)) game.spawn(e) if game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
def attack(self): real_wielder = self.get_wielder() # The real entity (not the eid) e = entity.get_entity_type("MeleeWeaponEntity")() 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.duration e.duration_left = e.duration e.offset = self.offset e.arc = self.arc e.rotation_off = -self.arc/2 game.spawn(e) if game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
def attack(self): real_wielder = self.get_wielder() e = entity.get_entity_type("Projectile")() e.damage = 20 e.friendly = real_wielder.friendly e.controlled_by = real_wielder.controlled_by e.position = real_wielder.position.copy() e.duration = self.proj_life e.rotation = real_wielder.rotation e.move_dir = util.rot_to_vec(e.rotation) game.Game.spawn(e) #e.body.linearVelocity = util.rot_to_vec(e.rotation) * self.proj_speed # TODO: This should be set in the projectille itself (currently cant because of physics body being created after the instance) if game.Game.is_controlled(e): events.dispatch("on_attack", self.get_wielder(), self, e)
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)