Esempio n. 1
0
def gen_aquatic_shark_white(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(20), Position(x, y),
                              Attacker(attack=5, defense=1, hit_chance=90, evasion_chance=30),
                              Name("Great White Shark"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_AQUATIC_SHARK_WHITE"),
                              Energy(100),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=100),
                              Death(animation_key="S_FLESH_FISH")
                              )
Esempio n. 2
0
def gen_demon_buffla(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(100), Position(x, y),
                              Attacker(attack=12, defense=4, hit_chance=75, evasion_chance=1),
                              Name("Buffla"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_DEMON_BUFFLA"),
                              Energy(100),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=1000),
                              Death(animation_key="S_DEAD_DEMON")
                              )
Esempio n. 3
0
def gen_aquatic_frog_hypno(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(20), Position(x, y),
                              Attacker(attack=6, defense=3, hit_chance=80, evasion_chance=20),
                              Name("Hypno Frog"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_AQUATIC_FROG_HYPNO"),
                              Energy(100),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=100),
                              Death(animation_key="S_FLESH_FISH")
                              )
Esempio n. 4
0
def gen_boss_aquatic_kraken(level, coords):
    pos = level.world.component_for_player(Position)
    x, y = coords

    level.world.create_entity(Health(100), Position(x, y),
                              Attacker(attack=12, defense=4, hit_chance=75, evasion_chance=1),
                              Name("The KRAKEN"), AiChase(pos),
                              Renderable(depth=constants.DEPTH_CREATURE, animation_key="A_BOSS_AQUATIC_KRAKEN"),
                              Energy(60),
                              BlocksMovement(),
                              Alignment(CreatureAlignment.FOE),
                              Experience(on_death=10000),
                              Death(animation_key="S_FLESH_FISH")
                              )
Esempio n. 5
0
def gen_player(level, coords, player_name):
    x, y = coords
    level.world.add_components_to_player(Player(), Persistent(), Position(x, y),
                                         Name(player_name), Health(100),
                                         Stats(10, 10, 10),
                                         Energy(100),
                                         Renderable(animation_key="A_PLAYER", animation_speed=1.0),
                                         Attacker(attack=666, hit_chance=100, evasion_chance=10, defense=5),
                                         Stats(strength=10, dexterity=10, intelligence=10),
                                         BlocksMovement(),
                                         Alignment(CreatureAlignment.PLAYER),
                                         Experience(),
                                         Container(),
                                         Level(1),
                                         Death(animation_key="S_DEAD_DEMON", custom_death=_death.death_player)
                                         )