Esempio n. 1
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 def react_to_collision(self):
     if not self.should_die:
         if len(self.collision_rect.collided_shapes_this_frame) > 0:
             self.should_die = True
             for shape in self.collision_rect.collided_shapes_this_frame:
                 if shape.game_type == GameCollisionType.MONSTER:
                     shape.owner.take_damage(Damage(self.damage, DamageType.PHYSICAL))
Esempio n. 2
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    def __init__(self, start_pos, explosion_sheet, size, damage_amount,
                 damage_type):

        self.radius = size
        self.collide_radius = self.radius
        self.explosion_sheet = explosion_sheet
        self.explosion_frames = 16
        self.explosion_images = []
        random_explosion_int = random.randrange(0, 512, 64)
        for i in range(0, self.explosion_frames):
            x_start_index = (i * 64)
            explosion_frame = self.explosion_sheet.subsurface(
                pygame.Rect(x_start_index + 1, random_explosion_int + 1, 62,
                            62))
            explosion_frame = pygame.transform.scale(
                explosion_frame, (self.radius * 2, self.radius * 2))
            self.explosion_images.append(explosion_frame)
        self.sprite = pygame.sprite.Sprite()
        self.sprite.image = self.explosion_images[0]

        self.sprite.rect = self.explosion_images[0].get_rect()
        self.sprite.rect.center = start_pos

        self.position = [
            float(self.sprite.rect.center[0]),
            float(self.sprite.rect.center[1])
        ]

        self.should_die = False
        self.life_time = 0.45
        self.time = self.life_time
        self.frame_time = self.life_time / self.explosion_frames
        self.frame = 1

        self.damage = Damage(damage_amount, damage_type)
Esempio n. 3
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 def update_movement_and_collision(self, monsters, time_delta,
                                   new_explosions, explosions):
     if self.target is not None and not self.target.should_die:
         self.damage_acc += time_delta
         if self.damage_acc > self.time_to_tick:
             self.damage_acc = 0.0
             self.target.take_damage(
                 Damage(self.damage_per_tick, DamageType.LASER))
Esempio n. 4
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    def update_movement_and_collision(self, collideable_tiles, player,
                                      monsters, time_delta, tiled_level,
                                      new_explosions, explosions):
        for monster in monsters:
            if self.owner != monster:
                if monster.test_projectile_collision(self.sprite.rect):
                    monster.take_damage(Damage(self.damage, 'PHYSICAL'))
                    self.should_die = True

        if self.owner != player:
            if player.test_projectile_collision(self.sprite.rect):
                player.take_damage(Damage(self.damage, 'PHYSICAL'))
                self.should_die = True

        self.shot_range -= time_delta * self.bullet_speed
        self.world_position[0] += (self.current_vector[0] * time_delta *
                                   self.bullet_speed)
        self.world_position[1] += (self.current_vector[1] * time_delta *
                                   self.bullet_speed)

        self.position[
            0] = self.world_position[0] - tiled_level.position_offset[0]
        self.position[
            1] = self.world_position[1] - tiled_level.position_offset[1]
        self.sprite.rect.center = self.position

        if self.shot_range <= 0.0:
            self.should_die = True

        # calc facing angle
        direction_magnitude = math.sqrt(self.current_vector[0]**2 +
                                        self.current_vector[1]**2)
        unit_dir_vector = [0, 0]
        if direction_magnitude > 0.0:
            unit_dir_vector = [
                self.current_vector[0] / direction_magnitude,
                self.current_vector[1] / direction_magnitude
            ]
        facing_angle = math.atan2(-unit_dir_vector[0],
                                  -unit_dir_vector[1]) * 180 / math.pi

        bullet_centre_position = self.sprite.rect.center
        self.image = pygame.transform.rotate(self.original_image, facing_angle)
        self.sprite.rect = self.image.get_rect()
        self.sprite.rect.center = bullet_centre_position
Esempio n. 5
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    def __init__(self, start_pos, explosion_sheet, size, damage_amount,
                 damage_type, collision_grid, *groups):

        super().__init__(*groups)
        self.collision_grid = collision_grid
        self.radius = size
        self.collide_radius = self.radius
        self.explosion_sheet = explosion_sheet
        self.explosion_frames = 16
        self.explosion_images = []
        random_explosion_int = random.randrange(0, 512, 64)
        for i in range(0, self.explosion_frames):
            x_start_index = (i * 64)
            explosion_frame = self.explosion_sheet.subsurface(
                pygame.Rect(x_start_index + 1, random_explosion_int + 1, 62,
                            62))
            explosion_frame = pygame.transform.scale(
                explosion_frame, (self.radius * 2, self.radius * 2))
            self.explosion_images.append(explosion_frame)

        self.image = self.explosion_images[0]

        self.rect = self.explosion_images[0].get_rect()
        self.rect.center = start_pos

        self.position = [
            float(self.rect.center[0]),
            float(self.rect.center[1])
        ]

        # handle collision shape setup
        self.collision_grid = collision_grid
        handlers_by_type = {
            GameCollisionType.MONSTER: self.collision_grid.no_handler
        }
        self.collision_shape = CollisionCircle(self.position[0],
                                               self.position[1],
                                               self.collide_radius,
                                               handlers_by_type,
                                               GameCollisionType.EXPLOSION,
                                               [GameCollisionType.MONSTER])
        self.collision_shape.set_owner(self)
        self.collision_grid.add_new_shape_to_grid(self.collision_shape)

        self.should_die = False
        self.life_time = 0.45
        self.time = self.life_time
        self.frame_time = self.life_time / self.explosion_frames
        self.frame = 1

        self.damage = Damage(damage_amount, damage_type)

        self.should_kill_explosion_collision = False
        self.has_collision = True
Esempio n. 6
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    def fire(self, monsters: list):
        self.deduct_mana_cost()
        if len(monsters) > 0:
            for monster in monsters:
                # check if the closest monster is in range of our spell
                if monster.player_distance <= self.magic_range:
                    # if in range blast the monster with damage...
                    monster.take_damage(Damage(self.magic_damage, DamageType.MAGIC))

                    # ...then fling it away from the player.
                    x_dist = float(monster.position[0]) - float(self.player_position[0])
                    y_dist = float(monster.position[1]) - float(self.player_position[1])
                    away_from_player_dir = [(x_dist/monster.player_distance) * self.distance_to_fling_per_second,
                                            (y_dist/monster.player_distance) * self.distance_to_fling_per_second]
                    monster.fling_monster(away_from_player_dir, self.time_to_fling)