/
Level3_Hero.py
929 lines (801 loc) · 36.6 KB
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Level3_Hero.py
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import cocos
from cocos.actions import *
import pyglet
from cocos.director import director
from collections import defaultdict
from pyglet.window import key
from cocos.layer import ScrollableLayer
from pyglet import image
from cocos.actions import Move
from cocos.sprite import Sprite
import Level3_Background
from cocos.scene import Scene
from cocos.scenes.transitions import *
from Level3_Monsters import *
from Level2_Monsters import *
from Level1_Monsters import *
import animations
import random
from Hearts import Hearts
director.window.pop_handlers()
keyboard = key.KeyStateHandler()
director.window.push_handlers(keyboard)
class Level3_Hero(ScrollableLayer):
is_event_handler = True
def __init__(self):
super().__init__()
#Hearts---------------------------------------------------------------
self.is_dead = False
self.heart1 = Hearts()
self.heart2 = Hearts()
self.heart3 = Hearts()
self.heart1.scale = 0.5
self.heart2.scale = 0.5
self.heart3.scale = 0.5
self.heart1.visible = False
self.heart2.visible = False
self.heart3.visible = False
#FirstStack
self.axe_skeleton_1 = AxeSkeleton()
self.axe_skeleton_1.sprite.position = (500, 225)
self.axe_skeleton_1.sprite.scale = 3
self.axe_skeleton_1.sprite.scale_x = -1
self.add(self.axe_skeleton_1)
self.ghost_1 = Ghost()
self.ghost_1.sprite.position = (700, 220)
self.axe_skeleton_2 = AxeSkeleton()
self.axe_skeleton_2.sprite.position = (900, 225)
self.axe_skeleton_2.sprite.scale = 3
self.axe_skeleton_2.sprite.scale_x = -1
self.add(self.axe_skeleton_2)
#SecondStack
self.hell_hound = HellHound()
self.hell_hound.sprite.position = (1300,210)
self.hell_hound.sprite.color = (0,204,204)
self.blue_hell_beast = HellBeast()
self.blue_hell_beast.sprite.position = (1500,230)
self.blue_hell_beast.sprite.color = (0, 204, 204)
self.blue_hell_ball = self.blue_hell_beast.fire_ball
self.blue_hell_ball.visible = False
self.blue_hell_ball.color = (0, 204, 204)
self.nightmare = Nightmare()
self.nightmare.sprite.position = (1800,220)
self.nightmare.sprite.color = (0,204,204)
#ThirdStack
self.axe_skeleton_3 = AxeSkeleton()
self.axe_skeleton_3.sprite.position = (2100, 225)
self.axe_skeleton_3.sprite.scale = 3
self.axe_skeleton_3.sprite.scale_x = -1
self.add(self.axe_skeleton_3)
self.ghost_2 = Ghost()
self.ghost_2.sprite.position = (2300, 220)
self.axe_skeleton_4 = AxeSkeleton()
self.axe_skeleton_4.sprite.position = (2450, 225)
self.axe_skeleton_4.sprite.scale = 3
self.axe_skeleton_4.sprite.scale_x = -1
self.add(self.axe_skeleton_4)
#FourthStack
self.boss = DemonBoss()
self.boss.sprite.position = (2950, 225)
# boss monsters --------------------------------
self.axe_skeleton_b = AxeSkeleton()
self.axe_skeleton_b.sprite.visible = False
self.axe_skeleton_b .sprite.scale = 3
self.add(self.axe_skeleton_b )
self.ghost_b = Ghost()
self.ghost_b.sprite.visible = False
self.add(self.ghost_b)
self.blue_wolf_b = MiddleWolf()
self.blue_wolf_b.sprite.visible = False
self.add(self.blue_wolf_b)
self.hell_hound_b = HellHound()
self.hell_hound_b.sprite.visible = False
self.add(self.hell_hound_b)
self.green_hound_b = HellHound()
self.green_hound_b.sprite.color = (0,255,0)
self.green_hound_b.lifes = 3
self.green_hound_b.l = 3
self.green_hound_b.sprite.visible = False
self.add(self.green_hound_b)
self.red_hound_b = HellHound()
self.red_hound_b.sprite.color = (255,0,0)
self.red_hound_b.lifes = 3
self.red_hound_b.l = 3
self.red_hound_b.sprite.visible = False
self.add(self.red_hound_b)
self.nightmare_b = Nightmare()
self.nightmare_b.sprite.visible = False
self.add(self.nightmare_b)
self.red_nightmare_b = Nightmare()
self.red_nightmare_b.sprite.color = (255,0,0)
self.red_nightmare_b.lifes = 4
self.red_nightmare_b.l = 4
self.red_nightmare_b.sprite.visible = False
self.add(self.red_nightmare_b)
self.green_nightmare_b = Nightmare()
self.green_nightmare_b.sprite.color = (0, 255, 0)
self.green_nightmare_b.lifes = 4
self.green_nightmare_b.l = 4
self.green_nightmare_b.sprite.visible = False
self.add(self.green_nightmare_b)
self.hell_beast_b = HellBeast()
self.hell_beast_b.sprite.visible = False
self.hell_ball_b = self.hell_beast_b.fire_ball
self.hell_ball_b.visible = False
self.add(self.hell_beast_b)
self.add(self.hell_ball_b)
self.green_hell_beast_b = HellBeast()
self.green_hell_beast_b.sprite.color = (0, 255, 0)
self.green_hell_beast_b.sprite.visible = False
self.green_hell_beast_b.lifes = 3
self.green_hell_ball_b = self.green_hell_beast_b.fire_ball
self.green_hell_ball_b.color = (0, 255, 0)
self.green_hell_ball_b.visible = False
self.add(self.green_hell_beast_b)
self.add(self.green_hell_ball_b)
# --------------------------------------------------------------
#Hearts
self.add(self.heart1)
self.add(self.heart2)
self.add(self.heart3)
#-------------------------------------
self.list_of_monsters = [
self.axe_skeleton_b,
self.blue_wolf_b,
self.hell_hound_b,
self.hell_beast_b,
self.red_hound_b,
self.green_hound_b,
self.nightmare_b,
self.red_nightmare_b,
self.green_nightmare_b,
self.green_hell_beast_b,
self.ghost_b,
]
self.run_r = False
self.run_l = False
self.idle = False
self.life = 3
self.sprite = Sprite(animations.anim_i)
self.can_attack = True
self.sprite.position = (100, 215)
self.sprite.scale = 2
self.sprite.scale_x = 1
self.sprite.velocity = (0,0)
self.attack = False
self.flag = False
self.x_y = 0
self.mirror_sprite = Sprite(animations.anim_i)
self.mirror_sprite.position = (100, 125)
self.mirror_sprite.scale = -2
self.mirror_sprite.scale_x = -1
self.mirror_sprite.velocity = (0,0)
#FirstStack
self.add(self.axe_skeleton_1)
self.add(self.ghost_1)
self.add(self.axe_skeleton_2)
#SecondStack
self.add(self.hell_hound)
self.add(self.blue_hell_beast)
self.add(self.blue_hell_ball)
self.add(self.nightmare)
#ThirdStack
self.add(self.axe_skeleton_3)
self.add(self.ghost_2)
self.add(self.axe_skeleton_4)
#FourthStack
self.add(self.boss)
#-------------------------------------
self.add(self.sprite)
self.add(self.mirror_sprite)
self.boss_flag = False
self.pressed = defaultdict(int)
self.schedule(self.update)
def get_skeleton_flag(self, enemy, hp):
if not enemy.first_death:
if enemy.flag:
if enemy.lifes >= 0:
enemy.lifes -= hp
print('Enemy lifes: ', enemy.lifes)
else:
self.skeleton_is_alive = False
self.remove(enemy)
enemy.sprite.position = (10000, -1000)
enemy.visible = False
print('emeny`s dead')
def get_fire(self, enemy,hp):
if enemy.flag:
if enemy.lifes >= 0:
enemy.lifes -= hp
print('beast lifes: ',enemy.lifes)
else:
enemy.sprite.position = (10000, -1000)
print('emeny`s dead')
self.flag = False
def get_flag(self, enemy, hp):
if enemy.flag:
if enemy.lifes >= 0:
enemy.lifes -= hp
print('Enemy lifes: ', enemy.lifes)
else:
enemy.sprite.position = (10000, -1000)
print('emeny`s dead')
'''
we can`t attack or block and run in the same time
'''
def on_key_press(self, k, m):
if k == 65361:
if not self.is_dead:
self.run_l = True
self.sprite.scale_x = -1
self.sprite.image = animations.anim_r
self.mirror_sprite.scale_x = 1
self.mirror_sprite.image = animations.anim_r
if k == 65363:
if not self.is_dead:
self.run_r = True
self.sprite.scale_x = 1
self.sprite.image = animations.anim_r
self.mirror_sprite.scale_x = -1
self.mirror_sprite.image = animations.anim_r
if k == key.B:
if not self.is_dead:
self.sprite.image = animations.anim_b
self.mirror_sprite.image = animations.anim_b
if k == key.Z:
if not self.is_dead:
#FirstStack
self.get_skeleton_flag(self.axe_skeleton_1,1)
self.get_flag(self.ghost_1,1)
self.get_skeleton_flag(self.axe_skeleton_2,1)
#SecondStack
self.get_flag(self.hell_hound,1)
self.get_fire(self.blue_hell_beast,1)
self.get_flag(self.nightmare,1)
#ThirdStack
self.get_skeleton_flag(self.axe_skeleton_3,1)
self.get_flag(self.ghost_2,1)
self.get_skeleton_flag(self.axe_skeleton_4,1)
#FourthStack
self.get_flag(self.boss,1)
#BOSS
self.get_skeleton_flag(self.axe_skeleton_b,1)
self.get_flag(self.ghost_b,1)
self.get_flag(self.blue_wolf_b,1)
self.get_fire(self.hell_beast_b,1)
self.get_flag(self.hell_hound_b,1)
self.get_flag(self.red_hound_b,1)
self.get_flag(self.green_hound_b,1)
self.get_flag(self.nightmare_b,1)
self.get_flag(self.red_nightmare_b,1)
self.get_flag(self.green_nightmare_b,1)
self.get_fire(self.green_hell_beast_b,1)
'''
get flag add logic for our hero`s hit, when our hero attacks enemy
enemy lost his 1 or more lifes
if enemy has 0 lifes his position equals (10000, -1000) and his visible = False
'''
if k == key.X:
if not self.is_dead:
#FirstStack
self.get_skeleton_flag(self.axe_skeleton_1,1.5)
self.get_flag(self.ghost_1,1.5)
self.get_skeleton_flag(self.axe_skeleton_2,1.5)
#SecondStack
self.get_flag(self.hell_hound,1)
self.get_fire(self.blue_hell_beast,1.5)
self.get_flag(self.nightmare,1.5)
#ThirdStack
self.get_skeleton_flag(self.axe_skeleton_3,1.5)
self.get_flag(self.ghost_2,1.5)
self.get_skeleton_flag(self.axe_skeleton_4,1.5)
#FourthStack
self.get_flag(self.boss,1.5)
#BOSS
self.get_flag(self.boss,1.5)
self.get_skeleton_flag(self.axe_skeleton_b,1.5)
self.get_flag(self.ghost_b,1.5)
self.get_flag(self.blue_wolf_b,1.5)
self.get_fire(self.hell_beast_b,1.5)
self.get_flag(self.hell_hound_b,1.5)
self.get_flag(self.red_hound_b,1.5)
self.get_flag(self.green_hound_b,1.5)
self.get_flag(self.nightmare_b,1.5)
self.get_flag(self.red_nightmare_b,1.5)
self.get_flag(self.green_nightmare_b,1.5)
self.get_fire(self.green_hell_beast_b,1.5)
if k == key.C:
if not self.is_dead:
#FirstStack
self.get_skeleton_flag(self.axe_skeleton_1,2)
self.get_flag(self.ghost_1,2)
self.get_skeleton_flag(self.axe_skeleton_2,2)
#SecondStack
self.get_flag(self.hell_hound,2)
self.get_fire(self.blue_hell_beast,2)
self.get_flag(self.nightmare,2)
#ThirdStack
self.get_skeleton_flag(self.axe_skeleton_3,2)
self.get_flag(self.ghost_2,2)
self.get_skeleton_flag(self.axe_skeleton_4,2)
#FourthStack
self.get_flag(self.boss,2)
#BOSS
self.get_flag(self.boss,2)
self.get_skeleton_flag(self.axe_skeleton_b,2)
self.get_flag(self.ghost_b,2)
self.get_flag(self.blue_wolf_b,2)
self.get_fire(self.hell_beast_b,2)
self.get_flag(self.hell_hound_b,2)
self.get_flag(self.red_hound_b,2)
self.get_flag(self.green_hound_b,2)
self.get_flag(self.nightmare_b,2)
self.get_flag(self.red_nightmare_b,2)
self.get_flag(self.green_nightmare_b,2)
self.get_fire(self.green_hell_beast_b,2)
def on_key_release(self, k, m):
if k == key.B:
if not self.is_dead:
self.sprite.image = animations.anim_b
self.mirror_sprite.image = animations.anim_b
self.run_l = False
self.run_r = False
if k == key.Z:
if not self.is_dead:
self.run_l = False
self.run_r = False
self.sprite.image = animations.anim_a1
self.mirror_sprite.image = animations.anim_a1
elif k == key.X:
if not self.is_dead:
self.run_l = False
self.run_r = False
self.sprite.image = animations.anim_a2
self.mirror_sprite.image = animations.anim_a2
elif k == key.C:
if not self.is_dead:
self.run_l = False
self.run_r = False
self.sprite.image = animations.anim_a3
self.mirror_sprite.image = animations.anim_a3
else:
self.sprite.image = animations.anim_i
self.mirror_sprite.image = animations.anim_i
self.run_l = False
self.run_r = False
self.idle = True
def wolf_action(self, position, enemy, speed, r, l):
self.x_y = self.sprite.position[0]
x, y = self.sprite.position
w_x, w_y = enemy.sprite.position
'''
when our hero is in start of level then is dead = false
and he can be attack
'''
if self.sprite.position[0] < 120:
self.is_dead = False
self.can_attack = True
'''
if enemy`s visible is not false he can do his actions
and if our hero is not dead
enemy start move to our hero when he is in visible of enemy
and stop moving and attack when our hero die
'''
if not self.is_dead:
if (w_x-self.x_y) < position and (w_x-self.x_y) > 0:
enemy.sprite._animation = enemy.get_run_animation()
enemy.sprite.scale_x = l
enemy.sprite.position = (w_x - speed, w_y)
elif (w_x-self.x_y) <= 0:
enemy.sprite.scale_x = r
enemy.sprite.position = (w_x + speed, w_y)
'''
when our hero makes block, enemy move away from hero by 100px
'''
if self.sprite.image == animations.anim_b and (w_x - x) <= 40 and (w_x - x) >= 0:
enemy.sprite.position = (w_x+180, w_y)
if self.sprite.image == animations.anim_b and (w_x - x) <= 0 and (w_x - x) >= -40:
enemy.sprite.position = (w_x-180, w_y)
if (w_x - self.x_y) <= 80 and (w_x - self.x_y) >= -80:
enemy.flag = True
elif (w_x - self.x_y) > 80 or (w_x - self.x_y) < -80:
enemy.flag = False
'''
if our hero can be attack and if enemy is too close to our hero
then hero lost his 1 lifes and move to start level
'''
if (w_x - self.x_y) <= 10 and (w_x - self.x_y) >= 0 and self.can_attack:
enemy.sprite.image = enemy.anim
self.x_y = self.sprite.position[0]
print(self.sprite.position[0], enemy.sprite.position[0])
self.can_attack = False
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 215), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
print("dead 0")
self.is_dead = True
self.life -= 1
print(self.life)
def beast_action(self, position, enemy, fire_ball):
x, y = self.sprite.position
xm, ym = self.mirror_sprite.position
b_x, b_y = enemy.sprite.position
'''
when our hero is in start of level then is dead = false
and he can be attack
'''
if self.sprite.position[0] < 120:
fire_ball.position = (b_x, b_y)
self.is_dead = False
self.can_attack = True
# when fire ball is too far from enemy then he turn back to enemy
if fire_ball.position[0] < (b_x - 400):
fire_ball.position = (b_x, b_y)
fire_ball.visible = False
# if our hero is too far from enemy then flag = false
if (b_x - x) > position:
self.flag = False
'''
when our flag = true we start move back from enemy until flag = false
'''
if self.flag:
self.sprite.position = x - 5, y
self.mirror_sprite.position = xm-5, ym
if (b_x - x) < position:
if (fire_ball.position[0]-x) < 10:
if (self.sprite.image == animations.anim_a1 or self.sprite.image == animations.anim_a2) and self.sprite.scale_x == 1:
fire_ball.position = (b_x, b_y)
elif self.can_attack :
print(self.idle)
self.can_attack = False
# logic for visible heart
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 215), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
print("dead 0")
'''
when enemy attacks our hero, our hero lost his 1 lifes and flag is_dead = True
is_dead needs for logic when we dead our enemies stop they actions
'''
self.is_dead = True
self.life -= 1
print(self.life)
'''
when our hero is not in radius visible beast, beast`s ball is not visible
when enemy starts attack fire ball is visible
'''
fire_ball.visible = True
if fire_ball.position[0] == b_x:
enemy.ball_action = True
fire_ball.visible = False
else:
enemy.ball_action = False
'''
ball action is true when our hero is in visible of enemy
when ball action is true ball start move by 500 pixels in 1 seconds
'''
if enemy.ball_action:
enemy.sprite.scale = 1.5
enemy.sprite.image = enemy.get_attack_animation()
fire_ball.do(MoveBy((-1,0), 0.6) + MoveBy((-550, 0), 1))
fire_ball.visible = True
'''
when our hero is in visible of enemy and if our hero starts attack beast
beast start burn and our hero move out of enemy
self.flag means that we can attack our enemy
'''
if (b_x - x) < 300:
if self.sprite.image == animations.anim_a1 and (b_x - x) < 100:
enemy.flag = True
if self.sprite.image == animations.anim_a1 and (b_x - x) < 100:
self.flag = True
enemy.sprite.scale = 1.5
enemy.sprite.image = enemy.get_burn_animation()
else:
enemy.flag = False
else:
enemy.sprite.scale = 1.5
enemy.sprite.image = enemy.get_attack_animation()
self.flag = False
else:
enemy.sprite.scale = 1.5
enemy.sprite._animation = enemy.anim_i
def boss_action(self, position, enemy):
# get coords of hero and enemy
xm, ym = self.mirror_sprite.position
x, y = self.sprite.position
b_x, b_y = enemy.sprite.position
'''
if boss had breath he sumon some monster in random choice
'''
if (b_x - x) > position and self.boss_flag:
monster = random.choice(self.list_of_monsters)
monster.sprite.position = (b_x-200, b_y)
self.hell_ball_b.position = self.hell_beast_b.sprite.position
self.green_hell_ball_b.position = self.green_hell_beast_b.sprite.position
monster.lifes = monster.l
monster.sprite.visible = True
'''
if hero is too close to boss
boss start breath and hero start to move away from boss
while self.flag = true, and stops when self.flag = false
'''
if self.boss_flag:
enemy.sprite.scale = 1.5
enemy.sprite._animation = enemy.get_attack()
self.sprite.position = (x - 5, y)
self.mirror_sprite.position = (xm-5, ym)
elif not self.boss_flag:
enemy.sprite.scale = 1.5
enemy.sprite._animation = enemy.anim
#check if hero is in radius view of boss
if (b_x - x) < 80:
enemy.flag = True
if (b_x - x) > 120:
enemy.flag = False
if (b_x - x) < 80:
self.boss_flag = True
elif (b_x - x) > position:
self.boss_flag = False
def ghost_action(self, position, enemy, speed):
if enemy.lifes == 0:
enemy.sprite.position = (10000, -1000)
enemy.visible = False
if self.sprite.position[0] < 120:
self.is_dead = False
self.can_attack = True
g_x, g_y = enemy.sprite.position
x, y = self.sprite.position
'''
enemy start move when we are in radius of enemy vision front or behind us
'''
if not self.is_dead:
if (g_x - x) < position and (g_x - x) > 0:
if (g_x - x) < 40 and self.sprite.image == animations.anim_a1:
enemy.lifes -=1
print('Enemy lifes: ', enemy.lifes)
enemy.can_action = False
enemy.sprite._animation = enemy.get_vanish()
enemy.sprite.position = (g_x - 200, g_y)
enemy.flag = False
elif (g_x - x) < 20:
enemy.sprite._animation = enemy.get_shriek()
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 215), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
print("dead 0")
self.is_dead = True
self.life -= 1
print(self.life)
else:
enemy.sprite._animation = enemy.anim
enemy.sprite.scale_x = 1
enemy.sprite.position = (g_x - speed, g_y)
elif (g_x - x) <= 0 and (g_x - x) > -position:
if (g_x - x) > -40 and self.sprite.image == animations.anim_a1:
enemy.lifes -= 1
print('Enemy lifes: ', enemy.lifes)
enemy.sprite._animation = enemy.get_vanish()
enemy.sprite.position = (g_x + 200, g_y)
enemy.flag = False
elif (g_x - x) > -20:
enemy.sprite._animation = enemy.get_shriek()
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 215), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100,125), 2) + FadeIn(1))
print("dead 0")
self.is_dead = True
self.life -= 1
print(self.life)
else:
enemy.sprite._animation = enemy.anim
enemy.sprite.scale_x = -1
enemy.sprite.position = (g_x + speed, g_y)
def skeleton_action(self, position, enemy, speed, l, r):
x, y = self.sprite.position
w_x, w_y = enemy.sprite.position
if x < 120:
w_y = 225
self.is_dead = False
if self.sprite.image == animations.anim_b and (w_x - x) <= 40 and (w_x - x) >= 0:
enemy.sprite.position = (w_x+180, w_y)
w_x += 180
if self.sprite.image == animations.anim_b and (w_x - x) <= 0 and (w_x - x) >= -40:
enemy.sprite.position = (w_x-180, w_y)
w_x -= 180
if enemy.lifes < 4:
enemy.first_death = True
enemy.sprite._animation = enemy.get_death()
if (w_x - x) > 200 or (w_x - x) < -200:
enemy.can_reinc = True
if enemy.can_reinc:
enemy.first_death = False
enemy.sprite._animation = enemy.anim
if not enemy.first_death:
if w_y == 226 and enemy.lifes >= 0 and (w_x-x) < 50 and (w_x - x) >= -50 and not self.is_dead:
self.is_dead = True
if(self.life == 3):
self.sprite.do(FadeOut(2) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Delay(2) + Hide())
self.heart3.do(Show() + Blink(10,2))
elif(self.life == 2):
self.sprite.do(FadeOut(3) + MoveTo((100, 215), 2) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
self.heart1.sprite.visible = True
self.heart2.sprite.visible = True
self.heart3.sprite.visible = True
self.heart1.do(Show() + Delay(2) + Hide())
self.heart2.do(Show() + Blink(10,2))
elif(self.life == 1):
self.sprite.do(FadeOut(1) + MoveTo((100, 215), 1) + FadeIn(1))
self.mirror_sprite.do(FadeOut(2) + MoveTo((100, 125), 2) + FadeIn(1))
print("dead 0")
self.is_dead = True
self.life -= 1
print(self.life)
if not self.is_dead:
if (w_x - x) < position and (w_x - x) >= 0:
if (w_x-x) < 50 and (w_x - x) >= 0:
enemy.flag = True
enemy.sprite.scale = 2.7
enemy.sprite._animation = enemy.get_attack()
enemy.sprite.do(Delay(0.8) + MoveTo((w_x, w_y+1), 0))
else:
enemy.flag = False
enemy.sprite.scale_x = -1
enemy.sprite._animation = enemy.get_walk()
enemy.sprite.scale = 2.7
enemy.sprite.position = (w_x - speed, 225)
elif (w_x - x) <= 0 and (w_x - x) > -position:
if (w_x-x) > -50 and (w_x - x) <= 0:
enemy.flag = True
enemy.sprite.scale = 2.7
enemy.sprite._animation = enemy.get_attack()
enemy.sprite.do(Delay(0.8) + MoveTo((w_x, w_y+1), 0))
else:
enemy.sprite.scale_x = 1
enemy.sprite._animation = enemy.get_walk()
enemy.sprite.scale = 2.7
enemy.sprite.position = (w_x + speed, 225)
else:
enemy.flag = False
enemy.sprite.position = (w_x, 225)
enemy.sprite._animation = enemy.anim
def update(self, dt):
#BOSS
if self.axe_skeleton_b.sprite.visible:
self.skeleton_action(350, self.axe_skeleton_b, 1, -1, 1)
if self.blue_wolf_b.sprite.visible:
self.wolf_action(350, self.blue_wolf_b, 2, 1, -1)
if self.hell_hound_b.sprite.visible:
self.wolf_action(350, self.hell_hound_b, 2, 1, -1)
if self.hell_beast_b.sprite.visible:
self.beast_action(300, self.hell_beast_b, self.hell_ball_b)
if self.red_hound_b.sprite.visible:
self.wolf_action(350, self.red_hound_b, 3, -1, 1)
if self.green_hound_b.sprite.visible:
self.wolf_action(350, self.green_hound_b, 3, -1, 1)
if self.nightmare_b.sprite.visible:
self.wolf_action(350, self.nightmare_b, 3, -1, 1)
if self.red_nightmare_b.sprite.visible:
self.wolf_action(350, self.red_nightmare_b, 3, -1, 1)
if self.green_nightmare_b.sprite.visible:
self.wolf_action(350, self.green_nightmare_b, 3, -1, 1)
if self.green_hell_beast_b.sprite.visible:
self.beast_action(300, self.green_hell_beast_b, self.green_hell_ball_b)
if self.ghost_b.sprite.visible:
self.ghost_action(350,self.ghost_b, 2)
#first stack
self.skeleton_action(100, self.axe_skeleton_1, 2, -1, 1)
self.ghost_action(200,self.ghost_1, 3)
self.skeleton_action(100, self.axe_skeleton_2, 2, -1, 1)
#second stack
self.wolf_action(200, self.hell_hound, 3, -1,1)
self.beast_action(300, self.blue_hell_beast, self.blue_hell_ball)
self.wolf_action(350, self.nightmare, 3, -1, 1)
#third stack
self.skeleton_action(100, self.axe_skeleton_3, 2, -1, 1)
self.ghost_action(200,self.ghost_2, 3)
self.skeleton_action(100, self.axe_skeleton_4, 2, -1, 1)
#fourth stack
self.boss_action(350, self.boss)
x, y = self.sprite.position
xm, ym = self.mirror_sprite.position
if(x <=20 ):
self.run_l = False
self.run_r = False
self.sprite.position = (30,215)
self.mirror_sprite.position = (30,125)
self.heart1.position = (x-20, y + 40)
self.heart2.position = (x, y+40)
self.heart3.position = (x+20, y+40)
if self.run_l:
self.sprite.position = (x - 3, y)
self.mirror_sprite.position = (xm-3, ym)
elif self.run_r:
self.sprite.position = (x + 3, y)
self.mirror_sprite.position = (xm +3, ym)
Level3_Background.scroller_3.set_focus(self.sprite.position[0], self.sprite.position[1])
if self.life == 0:
import GameOver
self.life = 3
import GameOver
director.push(ZoomTransition(GameOver.get_gameover(3)))
self.kill()