def tick_eyemine(entity): if 'max_explode_velocity' in entity and entity['current_speed']>=entity['max_explode_velocity']: entities.trigger_event(entity, 'kill') entities.trigger_event(entity, 'explode') return entities.delete_entity(entity) if entity['current_target'] and entity['current_target'] in entities.ENTITIES: _target_object = entities.get_entity(entity['current_target']) else: _target_object = None for soldier_id in entities.get_sprite_groups(['enemies', 'players']): if entity['_id'] == soldier_id: continue if numbers.distance(entity['position'], entities.get_entity(soldier_id)['position'], old=True)>50: continue if _target_object and not entity['current_target'] == soldier_id and 'player' in _target_object: entities.trigger_event(_target_object, 'score', target_id=entity['_id'], amount=10, text='Creative Escape') entities.trigger_event(entities.get_entity(soldier_id), 'hit', damage=6, target_id=entity['_id']) entities.trigger_event(entity, 'kill') entities.trigger_event(entity, 'explode') entities.delete_entity(entity) break
def tick(entity): entity['recoil_time'] -= 1 if not entity['owner_id'] in entities.ENTITIES: entities.unregister_event(entity, 'tick', tick) return False if entity['recoil_time']>0: return False elif not entity['rounds']: if entity['reload_time']: if entity['owner_id'] in entities.ENTITIES and 'player' in entities.get_entity(entity['owner_id']) and entity['reload_time'] == entity['reload_time_max']: display.print_text(0, 0, 'RELOADING', show_for=(entity['reload_time']/display.get_tps())*2, fade_out_speed=255) entity['reload_time'] -= 1 else: entity['reload_time'] = entity['reload_time_max'] entity['recoil_time'] = 1 entity['rounds'] = entity['max_rounds'] entity['firing'] = False entities.unregister_event(entity, 'tick', tick) return False _owner = entities.get_entity(entity['owner_id']) if 'shoot_direction' in entity: _direction = entity['shoot_direction'] elif 'shoot_direction' in _owner: _direction = _owner['shoot_direction'] else: _direction = _owner['direction'] if entity['kickback']: entities.trigger_event(entities.get_entity(entity['owner_id']), 'push', velocity=numbers.velocity(_direction+180, entity['kickback'])) if entity['missile']: bullet.create_missile(_owner['position'][0], _owner['position'][1], _direction, entity['speed'], 'bullet.png', entity['owner_id'], turn_rate=entity['turn_rate'], tracking=entity['tracking'], radius=entity['damage_radius']) if entity['bullet']: bullet.create_bullet(_owner['position'][0], _owner['position'][1], _direction+random.randint(-entity['spray'], entity['spray']), entity['speed'], 'bullet.png', entity['owner_id'], scale=.6, radius=entity['damage_radius']) entity['recoil_time'] = entity['recoil_time_max'] entity['rounds'] -= 1
def handle_camera(entity_id, min_zoom=3.5, max_zoom=14.5, max_enemy_distance=2400, center_distance=600.0): if not entity_id in entities.ENTITIES: display.CAMERA['zoom_speed'] = .005 display.CAMERA['next_zoom'] = 4.5 return False if not clock.is_ticking(): return False _player = entities.get_entity(entity_id) _center_pos = _player['position'].copy() _median_distance = [] if 'in_space' in _player and _player['in_space']: _distance_to_center = numbers.distance(_player['position'], (worlds.get_size()[0]/2, worlds.get_size()[1]/2)) _min_zoom = 2.0 _max_zoom = max_zoom display.CAMERA['next_zoom'] = numbers.clip(_max_zoom*((_distance_to_center/3000.0)-1), _min_zoom, _max_zoom) elif _player['death_timer'] == -1: for enemy_id in entities.get_sprite_groups(['enemies', 'hazards']): _enemy = entities.get_entity(enemy_id) if 'player' in _enemy: continue _dist = numbers.distance(_player['position'], _enemy['position']) if _dist>=max_enemy_distance: continue _median_distance.append(_dist) _center_pos = numbers.interp_velocity(_center_pos, _enemy['position'], 0.5) if not _median_distance: _median_distance = [0] _distance_to_nearest_enemy = sum(_median_distance)/len(_median_distance) _min_zoom = min_zoom _max_zoom = max_zoom display.CAMERA['next_zoom'] = numbers.clip(_max_zoom*(_distance_to_nearest_enemy/float(center_distance)), _min_zoom, _max_zoom) else: display.CAMERA['zoom_speed'] = .05 display.CAMERA['next_zoom'] = 1.5 if display.CAMERA['next_zoom'] < 5: display.CAMERA['next_center_on'] = _center_pos else: display.CAMERA['next_center_on'] = _player['position'].copy()
def hit_laser(bullet, target_id): for i in range(random.randint(2, 3)): _effect = effects.create_particle(bullet['position'][0]+random.randint(-6, 6), bullet['position'][1]+random.randint(-6, 6), 'explosion.png', background=False, scale=random.uniform(.4, .8), flashes=random.randint(15, 25), flash_chance=0.7) _effect['velocity'] = numbers.interp_velocity(bullet['velocity'], entities.get_entity(target_id)['velocity'], .1) _effect['velocity'][0] = numbers.clip(_effect['velocity'][0], -6, 6) _effect['velocity'][1] = numbers.clip(_effect['velocity'][1], -6, 6) entities.trigger_event(entities.get_entity(target_id), 'accelerate', velocity=numbers.interp_velocity(entities.get_entity(target_id)['velocity'], bullet['velocity'], .4))
def create_ping_checks_public_aliases(entity_id): """Create ping checks on all interfaces for an entity.""" e = get_entity(entity_id) for alias in e['ip_addresses']: if 'public' in alias: create_ping_check(e['id'], alias)
def tick_track(entity): #_target_id = find_target(entity) _target_id = entity['current_target'] if 'in_space' in entity and entity['in_space']: return False if entity['hp']<=0 or not _target_id in entities.ENTITIES: entity['current_target'] = None entities.unregister_event(entity, 'tick', tick_track) return False if not _target_id: entities.trigger_event(entity, 'accelerate', velocity=(0, 0)) return False _target = entities.get_entity(_target_id) _direction_to = numbers.direction_to(entity['position'], _target['position']) _degrees_to = abs(entity['direction']-_direction_to) if _degrees_to>=180: _direction_to += 360 _new_direction = numbers.interp(entity['direction'], _direction_to, entity['turn_rate']) _direction_difference = abs(entity['direction']-_new_direction) entity['direction'] = _new_direction entities.trigger_event(entity, 'thrust')
def create_flea(x=0, y=0, hazard=False): if hazard: _group = 'hazards' else: _group = 'enemies' _entity = create(sprite_name='diamond_body.png', group=_group, x=x, y=y, acceleration=.4, speed=30, max_velocity=30, turn_rate=0.8) _entity['current_target'] = None _entity['fire_rate'] = 0 _entity['fire_rate_max'] = 20 _entity['weapon_id'] = weapons.create(_entity['_id'], rounds=3, recoil_time=15, speed=30, tracking=False)['_id'] effects.create_image(_entity['position'][0], _entity['position'][1], 'diamond_turret.png', parent_entity=_entity) effects.create_image(_entity['position'][0], _entity['position'][1], 'diamond_drive.png', parent_entity=_entity, rotate_by=3) entities.register_event(_entity, 'moved', set_direction) entities.register_event(_entity, 'tick', tick_energy_ship) entities.register_event(_entity, 'tick', tick_flea) entities.register_event(_entity, 'tick', tick_turret) entities.register_event(_entity, 'shoot', lambda entity: entities.trigger_event(entities.get_entity(_entity['weapon_id']), 'shoot')) return _entity
def create(owner_id, rounds=1, recoil_time=16, reload_time=35, kickback=0, spray=8, turn_rate=.15, speed=30, bullet=False, missile=True, hitscan=False, tracking=False, damage_radius=50): _entity = entities.create_entity(group='weapons') _entity['owner_id'] = owner_id _entity['rounds'] = rounds _entity['max_rounds'] = rounds _entity['recoil_time'] = 1 _entity['recoil_time_max'] = recoil_time _entity['reload_time'] = reload_time _entity['reload_time_max'] = reload_time _entity['bullet'] = bullet _entity['missile'] = missile _entity['hitscan'] = hitscan _entity['tracking'] = tracking _entity['firing'] = False _entity['turn_rate'] = turn_rate _entity['speed'] = speed _entity['damage_radius'] = damage_radius _entity['kickback'] = kickback _entity['spray'] = spray entities.create_event(_entity, 'shoot') entities.register_event(_entity, 'shoot', shoot) entities.register_event(entities.get_entity(owner_id), 'delete', lambda owner_entity: entities.delete_entity(_entity)) return _entity
def tick_track(entity): #_target_id = find_target(entity) _target_id = entity['current_target'] if 'in_space' in entity and entity['in_space']: return False if entity['hp'] <= 0 or not _target_id in entities.ENTITIES: entity['current_target'] = None entities.unregister_event(entity, 'tick', tick_track) return False if not _target_id: entities.trigger_event(entity, 'accelerate', velocity=(0, 0)) return False _target = entities.get_entity(_target_id) _direction_to = numbers.direction_to(entity['position'], _target['position']) _degrees_to = abs(entity['direction'] - _direction_to) if _degrees_to >= 180: _direction_to += 360 _new_direction = numbers.interp(entity['direction'], _direction_to, entity['turn_rate']) _direction_difference = abs(entity['direction'] - _new_direction) entity['direction'] = _new_direction entities.trigger_event(entity, 'thrust')
def loop(): global CHANGE_WAVE_FIRE, TRANSITION_PAUSE, CHANGE_WAVE, WAVE_TIMER, LEVEL, WAVE if TRANSITION_PAUSE and CHANGE_WAVE: _player = entities.get_entity(entities.get_entity_group('players')[0]) if not CHANGE_WAVE_FIRE: entities.trigger_event(_player, 'create_timer', time=120, enter_callback=lambda entity: events.unregister_event('input', player.handle_input), callback=lambda entity: entities.trigger_event(entity, 'push', velocity=(6, 6)), exit_callback=lambda entity: display.camera_snap((-4000, -4000)) and entities.trigger_event(entity, 'set_position', x=-4000, y=-4000) and events.register_event('input', player.handle_input, _player['_id']) and create_planet()) LEVEL += 1 _player['NO_BOUNCE'] = True CHANGE_WAVE_FIRE = True if TRANSITION_PAUSE: TRANSITION_PAUSE -= 1 return False if CHANGE_WAVE: WAVE = 1 CHANGE_WAVE = False if not entities.get_entity_group('enemies') and not entities.get_entity_group('hazards') and WAVE_TIMER: WAVE_TIMER -= 4 if entities.get_entity_group('players') and WAVE_TIMER<=0 or (LEVEL == 2 and not entities.get_entity_group('enemies')): spawn_enemies() WAVE_TIMER = WAVE_TIMER_MAX+(60*WAVE)
def create_missile_turret(x=0, y=0): _entity = create(x=x, y=y, group='hazards', sprite_name='eyemine_body.png', speed=5, acceleration=1, max_velocity=5) _entity['weapon_id'] = weapons.create(_entity['_id'], rounds=3, recoil_time=20, tracking=True, turn_rate=.02)['_id'] entities.register_event(_entity, 'shoot', lambda entity: entities.trigger_event(entities.get_entity(_entity['weapon_id']), 'shoot')) entities.register_event(_entity, 'tick', tick_turret) return _entity
def tick_image(image): if image['parent_entity']: _parent_entity = entities.get_entity(image['parent_entity']) entities.trigger_event(image, 'set_position', x=_parent_entity['position'][0], y=_parent_entity['position'][1]) if image['rotate_with_parent']: entities.trigger_event(image, 'set_rotation', degrees=_parent_entity['direction']) elif image['rotate_by']: entities.trigger_event(image, 'rotate_by', degrees=image['rotate_by'])
def create_bullet(x, y, direction, speed, sprite_name, owner_id, damage=3, life=3000, scale=.2, radius=50): _bullet = create(x, y, direction, speed, sprite_name, owner_id, damage=damage, life=life) _owner = entities.get_entity(_bullet['owner_id']) _bullet['sprite'].anchor_x = 0 _bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2 entities.trigger_event(_bullet, 'set_scale', scale=scale) entities.trigger_event(_bullet, 'set_rotation', degrees=_bullet['direction']) return _bullet
def damage(entity, damage, target_id=None): entity['hp'] -= damage if entity['hp']<=0 and entity['death_timer'] == -1: entities.trigger_event(entity, 'set_friction', friction=0.05) if target_id in entities.ENTITIES: entities.trigger_event(entities.get_entity(target_id), 'score', target_id=entity['_id'], amount=5, text='Kill') elif entity['hp']<0: _text = 'Overkill' if target_id in entities.ENTITIES: entities.trigger_event(entities.get_entity(target_id), 'score', target_id=entity['_id'], amount=2*abs(entity['hp']), text=_text)
def create_missile(x, y, direction, speed, sprite_name, owner_id, life=3000, scale=.2, turn_rate=.15, tracking=True, drunk=True, radius=50): _bullet = create(x, y, direction, speed, sprite_name, owner_id, life=life, turn_rate=turn_rate, radius=radius) _owner = entities.get_entity(_bullet['owner_id']) _bullet['sprite'].anchor_x = 0 _bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2 entities.trigger_event(_bullet, 'set_scale', scale=scale) entities.register_event(_bullet, 'tick', tick_missile) entities.register_event(_bullet, 'hit', hit_missile) if drunk: entities.register_event(_bullet, 'tick', tick_drunk) if tracking: _bullet['target_id'] = ai.find_target(_owner, max_distance=1600) if _bullet['target_id']: _target = entities.get_entity(_bullet['target_id']) entities.register_event(_bullet, 'tick', tick_track) entities.register_event(_target, 'delete', lambda target: _bullet['_id'] in entities.ENTITIES and entities.unregister_event(_bullet, 'tick', tick_track)) if 'player' in _owner and _owner['player']: effects.create_particle(_target['position'][0], _target['position'][1], 'crosshair.png', background=False, scale_rate=.95, fade_rate=.98, spin=random.choice([-3, -6, 3, 6])) else: _bullet['target_id'] = None _bullet['engine_power'] = 100 return _bullet
def tick_track(bullet): if bullet['target_id']: _target = entities.get_entity(bullet['target_id']) _current_direction = bullet['direction'] _direction_to = numbers.direction_to(bullet['position'], _target['position']) _degrees_to = _current_direction-_direction_to if (_degrees_to > 0 and abs(_degrees_to) <= 180) or (_degrees_to < 0 and abs(_degrees_to) > 180): bullet['direction'] -= 12 elif (_degrees_to > 0 and abs(_degrees_to) > 180) or (_degrees_to < 0 and abs(_degrees_to) <= 180): bullet['direction'] += 12 entities.trigger_event(bullet, 'thrust')
def tick(bullet): for soldier_id in entities.get_sprite_groups(bullet['enemy_sprite_groups']): if bullet['owner_id'] == soldier_id: continue _entity = entities.get_entity(soldier_id) if numbers.distance(bullet['position'], _entity['position'], old=True)-_entity['collision_radius']>bullet['damage_radius']: continue if bullet['owner_id'] in entities.ENTITIES and 'player' in entities.get_entity(bullet['owner_id']): effects.create_particle(bullet['position'][0], bullet['position'][1], 'hitmarker.png', direction=random.randint(0, 359), speed=random.randint(25, 30), background=False, fade_rate=0.8, scale_rate=1.02) entities.trigger_event(bullet, 'hit', target_id=soldier_id) entities.trigger_event(_entity, 'hit', damage=bullet['damage'], target_id=bullet['owner_id']) entities.delete_entity(bullet)
def create_gun_turret(x=0, y=0): _entity = create(x=x, y=y, group='hazards', sprite_name='eyemine_body.png', speed=5, acceleration=1, max_velocity=5) _entity['weapon_id'] = weapons.create(_entity['_id'], rounds=10, recoil_time=2, reload_time=40, damage_radius=40, speed=140, missile=False, bullet=True)['_id'] entities.register_event(_entity, 'shoot', lambda entity: entities.trigger_event(entities.get_entity(_entity['weapon_id']), 'shoot')) entities.register_event(_entity, 'tick', tick_turret) return _entity
def _gravity_well(entity): _moving_groups = [name for name in entities.GROUPS if not name in entity['_groups'] and not name in entities.IGNORE_ENTITY_GROUPS] for entity_id in entities.get_sprite_groups(_moving_groups): _entity = entities.get_entity(entity_id) if numbers.distance(entity['position'], _entity['position'])<entity['min_distance']: _entity['in_space'] = False continue if entity['kill_engines']: _entity['in_space'] = True _velocity = numbers.velocity(numbers.direction_to(_entity['position'], entity['position']), entity['strength']) entities.trigger_event(_entity, 'push', velocity=_velocity)
def find_target(entity, max_distance=-1): _closest_target = {'enemy_id': None, 'distance': 0} _enemy_sprite_groups = [name for name in entities.GROUPS if not name in entity['_groups'] and not name in entities.IGNORE_ENTITY_GROUPS] for soldier_id in entities.get_sprite_groups(_enemy_sprite_groups): if entity['_id'] == soldier_id: continue _distance = numbers.distance(entity['position'], entities.get_entity(soldier_id)['position']) if max_distance>-1 and _distance>max_distance: continue if not _closest_target['enemy_id'] or _distance<_closest_target['distance']: _closest_target['distance'] = _distance _closest_target['enemy_id'] = soldier_id return _closest_target['enemy_id']
def on_mouse_press(x, y, button, modifiers): _x, _y = int(round(CURSOR['position'][0])), int(round(CURSOR['position'][1])) _chunk_key = get_chunk_key_at(int(round(CURSOR['position'][0])), int(round(CURSOR['position'][1]))) MOUSE_BUTTONS[button] = 1 if button == 1 and not MAP[_chunk_key]['solid']: _tile = entities.create_entity(group='tiles_foreground') sprites.register_entity(_tile, 'tiles_foreground', 'wall_full.png') movement.register_entity(_tile, x=(_x/100)*100, y=(_y/100)*100) _tile['sprite'].image.anchor_x = 0 _tile['sprite'].image.anchor_y = 0 MAP[_chunk_key]['solid'] = True MAP[_chunk_key]['tile'] = _tile['_id'] elif button == 4 and MAP[_chunk_key]['solid']: MAP[_chunk_key]['solid'] = False entities.delete_entity(entities.get_entity(MAP[_chunk_key]['tile'])) del MAP[_chunk_key]['tile']
def tick_guard(entity): if 'in_space' in entity and entity['in_space']: return False if entity['hp'] <= 0: entities.unregister_event(entity, 'tick', tick_guard) return False if not entity['current_target']: _target_id = find_target(entity, max_distance=350) if _target_id: entities.trigger_event( entity, 'set_direction', direction=numbers.direction_to( entity['position'], entities.get_entity(_target_id)['position'])) track_target(entity, _target_id)
def create_energy_ship(x=0, y=0): _entity = create(x=x, y=y, group='players', sprite_name='ball.png', speed=19, acceleration=.3, max_velocity=30, turn_rate=0.5, death_time=35, hp=60) _entity['weapon_id'] = weapons.create(_entity['_id'], rounds=35, recoil_time=0, reload_time=48, kickback=3, damage_radius=65, spray=3, speed=200, missile=False, bullet=True)['_id'] _entity['alt_weapon_id'] = weapons.create(_entity['_id'], rounds=6, recoil_time=5, reload_time=28, speed=60, tracking=True)['_id'] timers.register_entity(_entity) entities.register_event(_entity, 'tick', tick_energy_ship) entities.register_event(_entity, 'shoot', lambda entity, direction=0: entities.trigger_event(entities.get_entity(_entity['weapon_id']), 'shoot', direction=direction)) entities.register_event(_entity, 'shoot_alt', lambda entity: entities.trigger_event(entities.get_entity(_entity['alt_weapon_id']), 'shoot')) return _entity
def action_camera(): global CAMERA_TIME, CAMERA_MODE if CAMERA_MODE == 'hover': display.CAMERA['next_center_on'] = numpy.array([worlds.get_size()[0]/2, worlds.get_size()[1]/2]) display.CAMERA['next_zoom'] = 5.0 elif CAMERA_MODE == 'follow': _focus_on = entities.get_entity_group('enemies') if not _focus_on: _focus_on = entities.get_entity_group('hazards') display.CAMERA['next_center_on'] = entities.get_entity(_focus_on[0])['position'].copy() display.CAMERA['next_zoom'] = 2.5 CAMERA_TIME -= 1 if not CAMERA_TIME: CAMERA_MODE = random.choice(CAMERA_MODES) CAMERA_TIME = random.randint(120, 200)
def create(x, y, direction, speed, sprite_name, owner_id, damage=3, life=30, turn_rate=.15, radius=50): _entity = entities.create_entity() movement.register_entity(_entity, x=x, y=y, direction=direction, speed=speed, turn_rate=turn_rate) sprites.register_entity(_entity, 'effects_foreground', sprite_name) entities.create_event(_entity, 'hit') entities.create_event(_entity, 'destroy') entities.register_event(_entity, 'tick', tick) entities.register_event(_entity, 'tick', tick_bullet) entities.register_event(_entity, 'destroy', destroy) entities.register_event(_entity, 'hit_edge', lambda entity: entities.trigger_event(entity, 'destroy')) entities.trigger_event(_entity, 'set_friction', friction=0) entities.trigger_event(_entity, 'thrust') entities.add_entity_to_group('bullets', _entity) _entity['life'] = life _entity['owner_id'] = owner_id _entity['damage'] = damage _entity['damage_radius'] = radius _entity['enemy_sprite_groups'] = [name for name in entities.GROUPS if not name in entities.get_entity(_entity['owner_id'])['_groups'] and not name in entities.IGNORE_ENTITY_GROUPS] return _entity
def create_ivan(x=0, y=0): _entity = create(sprite_name='boss1.png', group='enemies', x=x, y=y, acceleration=.4, speed=3, max_velocity=3, turn_rate=0.8, death_time=40, hp=100) _entity['current_target'] = None _entity['fire_rate'] = 0 _entity['fire_rate_max'] = 20 _entity['weapon_id'] = weapons.create(_entity['_id'], rounds=25, recoil_time=1, reload_time=30, damage_radius=40, speed=140, missile=False, bullet=True)['_id'] entities.register_event(_entity, 'moved', set_direction) entities.register_event(_entity, 'tick', tick_energy_ship) entities.register_event(_entity, 'tick', tick_flea) entities.register_event(_entity, 'tick', tick_turret) entities.register_event(_entity, 'kill', boss_victory) entities.register_event(_entity, 'dying', boss_dying) entities.register_event(_entity, 'explode', boss_explode) entities.register_event(_entity, 'shoot', lambda entity: entities.trigger_event(entities.get_entity(_entity['weapon_id']), 'shoot')) return _entity
def find_target(entity, max_distance=-1): _closest_target = {'enemy_id': None, 'distance': 0} _enemy_sprite_groups = [ name for name in entities.GROUPS if not name in entity['_groups'] and not name in entities.IGNORE_ENTITY_GROUPS ] for soldier_id in entities.get_sprite_groups(_enemy_sprite_groups): if entity['_id'] == soldier_id: continue _distance = numbers.distance( entity['position'], entities.get_entity(soldier_id)['position']) if max_distance > -1 and _distance > max_distance: continue if not _closest_target[ 'enemy_id'] or _distance < _closest_target['distance']: _closest_target['distance'] = _distance _closest_target['enemy_id'] = soldier_id return _closest_target['enemy_id']
def score(entity, target_id, amount=0, text=''): display.print_text(0, 10+(len(display.LABELS)*15), '%s (<b>+%s</b>)' % (text, amount), color=(0, 240, 0, 255), show_for=1.5) if target_id in entities.ENTITIES and abs(entity['shoot_direction']-numbers.direction_to(entity['position'], entities.get_entity(target_id)['position']))<45: display.print_text(0, 10+(len(display.LABELS)*15), 'FRENZY!!!', color=(0, 240, 0, 255), show_for=1.5)
def tick_turret(entity): _target_id = ai.find_target(entity, max_distance=1600) if _target_id: entity['shoot_direction'] = numbers.direction_to(entity['position'], entities.get_entity(_target_id)['position']) entities.trigger_event(entity, 'shoot')
def create_eyemine(x=0, y=0, max_explode_velocity=40): _entity = create(x=x, y=y, group='hazards', sprite_name='eyemine_body.png', speed=35, acceleration=0.1, max_velocity=35) _entity['max_explode_velocity'] = max_explode_velocity effects.create_image(_entity['position'][0], _entity['position'][1], 'eyemine_subbody.png', parent_entity=_entity, rotate_by=3, background=True) effects.create_image(_entity['position'][0], _entity['position'][1], 'eyemine_eye1.png', parent_entity=_entity, background=False) effects.create_image(_entity['position'][0], _entity['position'][1], 'eyemine_eye2.png', parent_entity=_entity, rotate_with_parent=True, background=False) entities.register_event(_entity, 'tick', tick_eyemine) entities.register_event(_entity, 'hit', lambda _entity, target_id, **kwargs: target_id in entities.ENTITIES and entities.trigger_event(_entity, 'set_direction', direction=numbers.direction_to(_entity['position'], entities.get_entity(target_id)['position']))) entities.register_event(_entity, 'hit', lambda _entity, target_id, **kwargs: ai.track_target(_entity, target_id)) entities.register_event(_entity, 'hit_edge', lambda entity: entities.trigger_event(entity, 'kill')) ai.guard(_entity) return _entity
def handle_input(entity_id): if not entity_id in entities.ENTITIES or not 'player' in entities.ENTITIES[entity_id]: if controls.key_pressed(' '): battlefield.clean() battlefield.create_player() battlefield.spawn_enemies() return False if not clock.is_ticking() and controls.key_pressed(' '): clock.hang_for(0) _entity = entities.get_entity(entity_id) _move_speed = _entity['speed'] if controls.key_held('s'): #entities.trigger_event(_entity, 'accelerate', velocity=[0, _move_speed]) entities.trigger_event(_entity, 'set_direction', direction=270) entities.trigger_event(_entity, 'thrust') if controls.key_held('a'): #entities.trigger_event(_entity, 'accelerate', velocity=[-_move_speed, 0]) entities.trigger_event(_entity, 'set_direction', direction=180) entities.trigger_event(_entity, 'thrust') if controls.key_held('d'): #entities.trigger_event(_entity, 'accelerate', velocity=[_move_speed, 0]) entities.trigger_event(_entity, 'set_direction', direction=0) entities.trigger_event(_entity, 'thrust') if controls.key_held('w'): #entities.trigger_event(_entity, 'accelerate', velocity=[0, -_move_speed]) entities.trigger_event(_entity, 'set_direction', direction=90) entities.trigger_event(_entity, 'thrust') if controls.key_pressed('q'): entities.trigger_event(_entity, 'create_timer', time=120, enter_callback=lambda entity: entities.trigger_event(_entity, 'set_maximum_velocity', velocity=[80, 80]) and entities.trigger_event(_entity, 'set_speed', speed=80), exit_callback=lambda entity: entities.trigger_event(_entity, 'set_maximum_velocity', velocity=[30, 30])) if controls.key_pressed('v'): for entity_id in entities.get_sprite_groups(['hazards', 'enemies']): entities.delete_entity_via_id(entity_id) if controls.key_held_ord(controls.NUM_1): entities.trigger_event(_entity, 'shoot', direction=225) if controls.key_held_ord(controls.NUM_2): entities.trigger_event(_entity, 'shoot', direction=270) if controls.key_held_ord(controls.NUM_3): entities.trigger_event(_entity, 'shoot', direction=315) if controls.key_held_ord(controls.NUM_4): entities.trigger_event(_entity, 'shoot', direction=180) if controls.key_held_ord(controls.NUM_6): entities.trigger_event(_entity, 'shoot', direction=0) if controls.key_held_ord(controls.NUM_7): entities.trigger_event(_entity, 'shoot', direction=135) if controls.key_held_ord(controls.NUM_8): entities.trigger_event(_entity, 'shoot', direction=90) if controls.key_held_ord(controls.NUM_9): entities.trigger_event(_entity, 'shoot', direction=45) if controls.key_held_ord(controls.NUM_5): entities.trigger_event(_entity, 'shoot_alt') if controls.key_held('x'): battlefield.clean()
def tick_guard(entity): if 'in_space' in entity and entity['in_space']: return False if entity['hp']<=0: entities.unregister_event(entity, 'tick', tick_guard) return False if not entity['current_target']: _target_id = find_target(entity, max_distance=350) if _target_id: entities.trigger_event(entity, 'set_direction', direction=numbers.direction_to(entity['position'], entities.get_entity(_target_id)['position'])) track_target(entity, _target_id)