Esempio n. 1
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def create(at, big=True):
    entity_id = entityid.create()
    image, frames = random.choice(big_explosions if big else small_explosions)
    render = explosion_entity['render']
    render['image_name'] = image
    render['frames'] = frames
    explosion_entity['spatial']['position'] = at
    manager.create_entity(entity_id, explosion_entity)
    return entity_id
Esempio n. 2
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def update(dt):
    for entity_id, state in spawners.iteritems():
        timeout = state.timeout
        timeout -= dt
        if timeout < 0:
            spawn_id = entityid.create()
            manager.create_entity(spawn_id, state.entity_data)
            spatial.copy_data(entity_id, spawn_id)
            state.count += 1
            timeout = state.cooldown
        state.timeout = timeout
Esempio n. 3
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def create():
    gui_id = entityid.create()
    manager.create_entity(gui_id, gui)

    cloud_id = _create_entity('clouds')
    cloud_id = _create_entity('clouds2')
    cloud_id = _create_entity('clouds3')

    score_label_id = entityid.create()
    manager.create_entity(score_label_id, score_label)

    global score_id
    score_id = entityid.create()
    manager.create_entity(score_id, score)

    global shield_id
    shield_label_id = _create_entity('shield_label')
    shield_id = _create_entity('shield')

    global weapon_id
    weapon_label_id = _create_entity('weapon_label')
    weapon_id = _create_entity('weapon')

    global progress_id
    progress_label_id = _create_entity('progress_label')
    progress_id = _create_entity('progress')
Esempio n. 4
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def create_missile(pos, angle, speed, image, owner, player_only):
    bullet_id = entityid.create()
    parameters = {
        'spatial': {
            'position': pos,
            'angle': angle,
        },
        'render': {
            'image_name': image
        },
        'missile_ai': {
            'speed': speed,
            'owner': owner,
        },
        'collider': {
            'radius': 4,
            'world': 'projectiles',
            'player_only': player_only,
        },
    }
    manager.create_entity(bullet_id, parameters)
    return bullet_id
Esempio n. 5
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def wave_01():
    armada = entityid.create()
    global level
    while True:

        level_spawner = spawners.generate_enemies(level)
        manager.create_entity(armada, level_spawner)

        yield lambda: spawner.spawn_count(armada) > level - 1

        manager.destroy_entity(armada)

        yield lambda: not counter.get_count()

        level_spawner = spawners.generate_kamikaze(level)
        manager.create_entity(armada, level_spawner)

        yield lambda: spawner.spawn_count(armada) > level - 1

        manager.destroy_entity(armada)

        yield lambda: not counter.get_count()

        level += 1
Esempio n. 6
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def spawn_missilesplash(position):
    splash_id = entityid.create()
    missile_splash['spatial']['position'] = position
    missile_splash['aoe']['data'] = position
    manager.create_entity(splash_id, missile_splash)
Esempio n. 7
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def _create_entity(dict_name):
    entity_id = entityid.create()
    data = globals()[dict_name]
    manager.create_entity(entity_id, data)
    return entity_id