Exemple #1
0
    def update(self, inputs, t, dt, collision_detector):
        self.first_spawn_delay = max(self.first_spawn_delay - dt, 0)

        direction = Vector(0.0, 0.0)
        if self.target:
            # Adjusting position, preparing to charge.
            target_vector = self.target.position - self.position
            direction = self.target.position - self.position
            if abs(direction.x) > abs(direction.y):
                direction.x = 0
            else:
                direction.y = 0
            if self.charging or (direction.magnitude() < 30.0
                                 and self.first_spawn_delay == 0.0):
                # Currently charging OR beginning a charge.
                direction *= 0
                if not self.charging:
                    self.charging = t
                elif t - (self.charge_delay + self.charge_length +
                          self.charge_rest) > self.charging:
                    # Done resting.
                    self.charging = None
                    self.charge_direction = None
                    self.speed = self.normal_speed
                elif t - (self.charge_delay +
                          self.charge_length) > self.charging:
                    # Resting from a charge.
                    pass
                elif t - self.charge_delay > self.charging:
                    # Waited a full second, charging now.
                    if not self.charge_direction:
                        if abs(target_vector.x) > abs(target_vector.y):
                            direction.x = math.copysign(1, target_vector.x)
                        else:
                            direction.y = math.copysign(1, target_vector.y)
                        self.charge_direction = direction.normalized()
                    else:
                        direction = self.charge_direction.normalized()
                    self.speed = self.charge_speed
                else:
                    direction = kidgine.math.vector.constant_zero

            direction = direction.normalized()
            direction *= self.speed * self.slow_factor

        collision_info = collision_detector.collides(
            token=self.token, filters=self.player_filter)
        if collision_info is not None:
            self.do_damage(t, collision_info)

        super(MeleeEnemy, self).update(inputs, t, dt, direction,
                                       collision_detector)

        self.reset_slow(t)
Exemple #2
0
    def update(self, inputs, t, dt, collision_detector):
        # move to new position
        direction = Vector(inputs.leftright, inputs.updown)
        self._set_move_dir(inputs.leftright, inputs.updown)
        direction = direction.normalized() * 140.0
        super(GirlCharacter, self).update(inputs, t, dt, direction,
                                          collision_detector)

        # activate abilities
        new_objs = list()
        if self.ability_one and inputs.one:
            self.ability_one.activate(t, dt, collision_detector, self,
                                      new_objs)
        if self.ability_two and inputs.two:
            self.ability_two.activate(t, dt, collision_detector, self,
                                      new_objs)
        if self.ability_three and inputs.three:
            self.ability_three.activate(t, dt, collision_detector, self,
                                        new_objs)
        if self.ability_four and inputs.four:
            self.ability_four.activate(t, dt, collision_detector, self,
                                       new_objs)

        # regen health
        if t - self.last_hit > self.regen_delay:
            self.health += self.regen_rate * dt
            self.health = min(self.max_health, self.health)

        return new_objs
Exemple #3
0
 def apply(self, t, dt, c):
     p1 = c.shape1.owner.position
     p2 = c.shape2.owner.position
     start_vector = Vector(p2.x - p1.x, p2.y - p1.y)
     eject_mag = self.force  / (start_vector.magnitude() / self.size )
     eject_vector = start_vector.normalized().rotate((random.random() - 0.5) * self.spread)
     eject_vector *= (eject_mag * dt)
     c.shape2.owner.apply_force(eject_vector)
     try:
         c.shape2.owner.slow(t, self.slow, self)
     except AttributeError:
         pass
Exemple #4
0
 def apply(self, t, dt, c):
     p1 = c.shape1.owner.position
     p2 = c.shape2.owner.position
     start_vector = Vector(p2.x - p1.x, p2.y - p1.y)
     eject_mag = self.force / (start_vector.magnitude() / self.size)
     eject_vector = start_vector.normalized().rotate(
         (random.random() - 0.5) * self.spread)
     eject_vector *= (eject_mag * dt)
     c.shape2.owner.apply_force(eject_vector)
     try:
         c.shape2.owner.slow(t, self.slow, self)
     except AttributeError:
         pass
Exemple #5
0
 def apply(self, t, dt, c):
     self.last_trigger_time = t
     try:
         # Pull is at a 45 degree slant, getting straighter and weaker toward the middle.
         # Slow is weak, getting stronger toward the middle.
         p1 = c.shape1.owner.position
         p2 = c.shape2.owner.position
         start_vector = Vector(p1.x - p2.x, p1.y - p2.y)
         svmag = start_vector.magnitude()
         pull_mag = svmag * self.force_mult * self.pulse_rate
         pull_vector = start_vector.normalized().rotate(math.radians(-(45*(1-(self.size / (self.size + svmag))))))
         pull_vector *= pull_mag**0.5
         c.shape2.owner.apply_force(pull_vector)
         c.shape2.owner.slow(t, min(self.min_slow, self.min_slow / (pull_mag * self.slow_scale)), self)
     except AttributeError:
         pass
Exemple #6
0
 def apply(self, t, dt, c):
     self.last_trigger_time = t
     try:
         # Pull is at a 45 degree slant, getting straighter and weaker toward the middle.
         # Slow is weak, getting stronger toward the middle.
         p1 = c.shape1.owner.position
         p2 = c.shape2.owner.position
         start_vector = Vector(p1.x - p2.x, p1.y - p2.y)
         svmag = start_vector.magnitude()
         pull_mag = svmag * self.force_mult * self.pulse_rate
         pull_vector = start_vector.normalized().rotate(
             math.radians(-(45 * (1 - (self.size / (self.size + svmag))))))
         pull_vector *= pull_mag**0.5
         c.shape2.owner.apply_force(pull_vector)
         c.shape2.owner.slow(
             t,
             min(self.min_slow,
                 self.min_slow / (pull_mag * self.slow_scale)), self)
     except AttributeError:
         pass