def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): buffed_npc.stun_status.add_one() buffed_entity.set_not_moving() game_state.game_world.visual_effects.append( create_visual_stun_text(buffed_entity))
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): if buffed_npc: buffed_npc.stun_status.add_one() else: game_state.player_state.stun_status.add_one() buffed_entity.set_not_moving()
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): buffed_npc.stun_status.add_one() buffed_entity.set_not_moving() effect_position = buffed_entity.get_center_position() game_state.game_world.visual_effects.append( VisualRect((250, 250, 50), effect_position, 30, 40, Millis(100), 1, buffed_entity)) game_state.game_world.visual_effects.append( create_visual_stun_text(buffed_entity))
def apply_start_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter): visual_effect = VisualCircle((220, 220, 50), buffed_entity.get_center_position(), 9, 16, Millis(250), 2) game_state.game_world.visual_effects.append(visual_effect) game_state.game_world.visual_effects.append( create_visual_stun_text(buffed_entity)) buffed_npc.stun_status.add_one() buffed_entity.set_not_moving()
def _move_in_dir(enemy_entity: WorldEntity, direction: Direction): if direction: enemy_entity.set_moving_in_dir(direction) else: enemy_entity.set_not_moving()