def register_warrior_king_enemy(): x = 9 indices_by_dir = { Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)], Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)], Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)], Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)] } register_basic_enemy( npc_type=NpcType.WARRIOR_KING, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_WARRIOR_KING, size=(32, 32), max_health=240, health_regen=0, speed=0.13, exp_reward=90, enemy_loot_table=LootTableId.BOSS_WARRIOR_KING, death_sound_id=SoundId.DEATH_BOSS, is_boss=True), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_3.png", original_sprite_size=(32, 32), scaled_sprite_size=(54, 60), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-11, -23), )
def register_skeleton_mage_enemy(): size = ( 32, 32 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_SKELETON_MAGE npc_type = NpcType.SKELETON_MAGE movement_speed = 0.05 health = 50 exp_reward = 25 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.LEVEL_4, SoundId.DEATH_SKELETON_MAGE) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/monsters_spritesheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) sheet_x = 3 indices_by_dir = { Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0), (sheet_x + 1, 0)], Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1), (sheet_x + 1, 1)], Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2), (sheet_x + 1, 2)], Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3), (sheet_x + 1, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
def register_skeleton_boss_enemy(): x = 6 y = 0 indices_by_dir = { Direction.DOWN: [(x + i, y + 0) for i in range(3)], Direction.LEFT: [(x + i, y + 1) for i in range(3)], Direction.RIGHT: [(x + i, y + 2) for i in range(3)], Direction.UP: [(x + i, y + 3) for i in range(3)] } register_basic_enemy( npc_type=NpcType.SKELETON_BOSS, npc_data=NpcData.enemy( sprite=Sprite.ENEMY_SKELETON_BOSS, size=(32, 32), max_health=120, health_regen=3, speed=0.07, exp_reward=60, enemy_loot_table=LootTableId.BOSS_SKELETON, death_sound_id=SoundId.DEATH_BOSS, is_boss=True), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet.png", original_sprite_size=(32, 32), scaled_sprite_size=(52, 56), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-10, -24) ) register_projectile_controller(PROJECTILE_TYPE, ProjectileController) register_buff_effect(BUFF_STUNNED, StunnedFromFiring)
def register_goblin_warrior_enemy(): x = 3 y = 4 indices_by_dir = { Direction.DOWN: [(x + i, y + 0) for i in range(3)], Direction.LEFT: [(x + i, y + 1) for i in range(3)], Direction.RIGHT: [(x + i, y + 2) for i in range(3)], Direction.UP: [(x + i, y + 3) for i in range(3)] } register_basic_enemy( npc_type=NpcType.GOBLIN_WARRIOR, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_GOBLIN_WARRIOR, size=(32, 32), max_health=110, health_regen=0, speed=0.09, exp_reward=50, enemy_loot_table=LootTableId.BOSS_GOBLIN, death_sound_id=SoundId.DEATH_BOSS, is_boss=True), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png", original_sprite_size=(32, 32), scaled_sprite_size=(52, 52), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-10, -20))
def register_necromancer_enemy(): indices_by_dir = { Direction.DOWN: [(x, 0) for x in range(9, 12)], Direction.LEFT: [(x, 1) for x in range(9, 12)], Direction.RIGHT: [(x, 2) for x in range(9, 12)], Direction.UP: [(x, 3) for x in range(9, 12)] } register_basic_enemy( npc_type=NpcType.NECROMANCER, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_NECROMANCER, size=(36, 36), max_health=60, health_regen=0, speed=0.02, exp_reward=29, enemy_loot_table=LootTableId.LEVEL_5, death_sound_id=SoundId.DEATH_NECRO), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_3.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 64), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-6, -28)) register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
def register_rat_2_enemy(): size = ( 40, 40 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_RAT_2 npc_type = NpcType.RAT_2 movement_speed = 0.08 health = 11 exp_reward = 8 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.LEVEL_2, SoundId.DEATH_RAT) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/gray_rat.png") original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-5, -5))
def register_zombie_fast_enemy(): x = 6 y = 4 indices_by_dir = { Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)], Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)], Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)], Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)] } register_basic_enemy( npc_type=NpcType.ZOMBIE_FAST, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_ZOMBIE_FAST, size=(30, 30), max_health=20, health_regen=0, speed=0.11, exp_reward=15, enemy_loot_table=LootTableId.LEVEL_4, death_sound_id=SoundId.DEATH_ZOMBIE), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-9, -18))
def register_warrior_enemy(): x = 6 indices_by_dir = { Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0), (x + 1, 0)], Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1), (x + 1, 1)], Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2), (x + 1, 2)], Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3), (x + 1, 3)] } register_basic_enemy( npc_type=NpcType.WARRIOR, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_WARRIOR, size=(32, 32), max_health=32, health_regen=0, speed=0.12, exp_reward=25, enemy_loot_table=LootTableId.LEVEL_5, death_sound_id=SoundId.DEATH_HUMAN), mind_constructor=NpcMind, spritesheet_path="resources/graphics/human_spritesheet.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-8, -16))
def register_human_summoner_enemy(): x = 0 indices_by_dir = { Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0), (x + 1, 0)], Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1), (x + 1, 1)], Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2), (x + 1, 2)], Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3), (x + 1, 3)] } register_basic_enemy( npc_type=NpcType.HUMAN_SUMMONER, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_HUMAN_SUMMONER, size=(32, 32), max_health=60, health_regen=2, speed=0.08, exp_reward=52, enemy_loot_table=LootTableId.LEVEL_6, death_sound_id=SoundId.DEATH_ICE_WITCH), # TODO mind_constructor=NpcMind, spritesheet_path="resources/graphics/manga_characters_spritesheet.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-8, -16))
def register_dark_reaper_enemy(): size = ( 50, 50 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_DARK_REAPER npc_type = NpcType.DARK_REAPER movement_speed = 0.04 health = 80 loot = LootTableId.LEVEL_1 register_npc_data( npc_type, NpcData.enemy(sprite, size, health, 0, movement_speed, 40, loot)) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (50, 50) indices_by_dir = { Direction.DOWN: [(9, 0), (10, 0), (11, 0)], Direction.LEFT: [(9, 1), (10, 1), (11, 1)], Direction.RIGHT: [(9, 2), (10, 2), (11, 2)], Direction.UP: [(9, 3), (10, 3), (11, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (0, 0)) register_buff_effect(BUFF_TYPE_INVULN, Invuln)
def register_goblin_spearman_enemy(): x = 9 y = 0 indices_by_dir = { Direction.DOWN: [(x + i, y + 0) for i in range(3)], Direction.LEFT: [(x + i, y + 1) for i in range(3)], Direction.RIGHT: [(x + i, y + 2) for i in range(3)], Direction.UP: [(x + i, y + 3) for i in range(3)] } register_basic_enemy( npc_type=NpcType.GOBLIN_SPEARMAN, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_GOBLIN_SPEARMAN, size=(24, 24), max_health=21, health_regen=0, speed=0.08, exp_reward=14, enemy_loot_table=LootTableId.LEVEL_3, death_sound_id=SoundId.DEATH_GOBLIN), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-12, -24))
def register_zombie_enemy(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_ZOMBIE npc_type = NpcType.ZOMBIE movement_speed = 0.03 health = 15 exp_reward = 10 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.LEVEL_3, SoundId.DEATH_ZOMBIE) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-9, -18))
def register_goblin_warrior_enemy(): size = (32, 32) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_GOBLIN_WARRIOR npc_type = NpcType.GOBLIN_WARRIOR movement_speed = 0.09 health = 100 exp_reward = 50 loot_table = LootTable( [ LootGroup(2, [LootEntry.item(ItemType.FROG), LootEntry.consumable(ConsumableType.WARP_STONE)], 1), LootGroup(1, LOOT_ITEMS_3 + LOOT_ITEMS_4, 1), LootGroup(1, [LootEntry.money(2), LootEntry.money(3), LootEntry.money(5)], 0.7) ] ) npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, loot_table, SoundId.DEATH_BOSS, is_boss=True) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png") original_sprite_size = (32, 32) scaled_sprite_size = (52, 52) sprite_sheet_x = 3 sprite_sheet_y = 4 indices_by_dir = { Direction.DOWN: [(sprite_sheet_x + i, sprite_sheet_y + 0) for i in range(3)], Direction.LEFT: [(sprite_sheet_x + i, sprite_sheet_y + 1) for i in range(3)], Direction.RIGHT: [(sprite_sheet_x + i, sprite_sheet_y + 2) for i in range(3)], Direction.UP: [(sprite_sheet_x + i, sprite_sheet_y + 3) for i in range(3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-10, -20))
def register_warrior_king_enemy(): size = (32, 32) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_WARRIOR_KING npc_type = NpcType.WARRIOR_KING movement_speed = 0.13 health = 190 exp_reward = 75 loot_table = LootTable( [ LootGroup.single(LootEntry.consumable(ConsumableType.WARP_STONE), 1), LootGroup(1, LOOT_ITEMS_4, 1), LootGroup.single(LootEntry.item(ItemType.KEY), 1), ] ) npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, loot_table, SoundId.DEATH_BOSS) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (54, 60) x = 9 indices_by_dir = { Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)], Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)], Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)], Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-11, -23))
def register_fire_demon_enemy(): x = 0 y = 4 indices_by_dir = { Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)], Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)], Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)], Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)] } register_basic_enemy( npc_type=NpcType.FIRE_DEMON, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_FIRE_DEMON, size=(32, 32), max_health=50, health_regen=0, speed=0.09, exp_reward=42, enemy_loot_table=LootTableId.LEVEL_5, death_sound_id=SoundId.DEATH_HUMAN), # TODO mind_constructor=NpcMind, spritesheet_path="resources/graphics/monsters_spritesheet.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-8, -16))
def register_ice_witch_enemy(): size = ( 32, 32 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_ICE_WITCH npc_type = NpcType.ICE_WITCH movement_speed = 0.07 health = 50 exp_reward = 40 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.LEVEL_6, SoundId.DEATH_ICE_WITCH) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_ice_witch.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) sheet_x = 0 indices_by_dir = { Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0), (sheet_x + 1, 0)], Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1), (sheet_x + 1, 1)], Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2), (sheet_x + 1, 2)], Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3), (sheet_x + 1, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16)) register_buff_effect(SLOW_BUFF_TYPE, SlowedByIceWitch) register_buff_text(SLOW_BUFF_TYPE, "Frozen")
def register_zombie_enemy(): indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3)] } register_basic_enemy( npc_type=NpcType.ZOMBIE, npc_data=NpcData.enemy( sprite=Sprite.ENEMY_ZOMBIE, size=(30, 30), max_health=15, health_regen=0, speed=0.03, exp_reward=10, enemy_loot_table=LootTableId.LEVEL_3, death_sound_id=SoundId.DEATH_ZOMBIE), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-9, -18) )
def register_warrior_king_enemy(): size = ( 32, 32 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_WARRIOR_KING npc_type = NpcType.WARRIOR_KING movement_speed = 0.13 health = 240 exp_reward = 90 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.BOSS_WARRIOR_KING, SoundId.DEATH_BOSS, is_boss=True) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") original_sprite_size = (32, 32) scaled_sprite_size = (54, 60) x = 9 indices_by_dir = { Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)], Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)], Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)], Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-11, -23))
def register_mummy_enemy(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_MUMMY npc_type = NpcType.MUMMY movement_speed = 0.06 health = 20 health_regen = 2 exp_reward = 15 npc_data = NpcData.enemy(sprite, size, health, health_regen, movement_speed, exp_reward, LOOT_TABLE_3, SoundId.DEATH_ZOMBIE) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) indices_by_dir = { Direction.DOWN: [(6, 4), (7, 4), (8, 4)], Direction.LEFT: [(6, 5), (7, 5), (8, 5)], Direction.RIGHT: [(6, 6), (7, 6), (8, 6)], Direction.UP: [(6, 7), (7, 7), (8, 7)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-9, -18))
def register_goblin_spearman_enemy(): size = ( 24, 24 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_GOBLIN_SPEARMAN npc_type = NpcType.GOBLIN_SPEARMAN movement_speed = 0.08 health = 21 exp_reward = 14 register_npc_data( npc_type, NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.LEVEL_3, SoundId.DEATH_GOBLIN)) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) sprite_sheet_x = 9 sprite_sheet_y = 0 indices_by_dir = { Direction.DOWN: [(sprite_sheet_x + i, sprite_sheet_y + 0) for i in range(3)], Direction.LEFT: [(sprite_sheet_x + i, sprite_sheet_y + 1) for i in range(3)], Direction.RIGHT: [(sprite_sheet_x + i, sprite_sheet_y + 2) for i in range(3)], Direction.UP: [(sprite_sheet_x + i, sprite_sheet_y + 3) for i in range(3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-12, -24))
def register_veteran_enemy(): size = ( 32, 32 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_VETERAN npc_type = NpcType.VETERAN movement_speed = 0.08 health = 60 exp_reward = 35 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LOOT_TABLE_4, SoundId.DEATH_HUMAN) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_veteran.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) sheet_x = 0 indices_by_dir = { Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0), (sheet_x + 1, 0)], Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1), (sheet_x + 1, 1)], Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2), (sheet_x + 1, 2)], Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3), (sheet_x + 1, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16))
def register_skeleton_mage_enemy(): x = 3 indices_by_dir = { Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0), (x + 1, 0)], Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1), (x + 1, 1)], Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2), (x + 1, 2)], Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3), (x + 1, 3)] } register_basic_enemy( npc_type=NpcType.SKELETON_MAGE, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_SKELETON_MAGE, size=(32, 32), max_health=50, health_regen=0, speed=0.05, exp_reward=25, enemy_loot_table=LootTableId.LEVEL_4, death_sound_id=SoundId.DEATH_SKELETON_MAGE), mind_constructor=NpcMind, spritesheet_path="resources/graphics/monsters_spritesheet.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-8, -16)) register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
def register_goblin_warlock_enemy(): enemy_size = (24, 24) enemy_sprite = Sprite.ENEMY_GOBLIN_WARLOCK npc_type = NpcType.GOBLIN_WARLOCK health = 21 exp_reward = 14 npc_data = NpcData.enemy(enemy_sprite, enemy_size, health, 0, 0.032, exp_reward, LootTableId.LEVEL_4, SoundId.DEATH_GOBLIN) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) enemy_sprite_sheet = SpriteSheet( "resources/graphics/enemy_sprite_sheet_2.png") enemy_original_sprite_size = (32, 32) enemy_scaled_sprite_size = (48, 48) enemy_indices_by_dir = { Direction.DOWN: [(0, 4), (1, 4), (2, 4)], Direction.LEFT: [(0, 5), (1, 5), (2, 5)], Direction.RIGHT: [(0, 6), (1, 6), (2, 6)], Direction.UP: [(0, 7), (1, 7), (2, 7)] } register_entity_sprite_map(enemy_sprite, enemy_sprite_sheet, enemy_original_sprite_size, enemy_scaled_sprite_size, enemy_indices_by_dir, (-12, -24)) register_projectile_controller(PROJECTILE_TYPE, ProjectileController) projectile_sprite_sheet = SpriteSheet( "resources/graphics/goblin_fireball_entity.png") projectile_original_sprite_size = (132, 156) projectile_scaled_sprite_size = (20, 20) projectile_indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0), (3, 0)] } projectile_sprite = Sprite.PROJECTILE_ENEMY_GOBLIN_WARLOCK register_entity_sprite_map(projectile_sprite, projectile_sprite_sheet, projectile_original_sprite_size, projectile_scaled_sprite_size, projectile_indices_by_dir, (0, 0)) register_buff_effect(BUFF_TYPE, Burnt) register_buff_text(BUFF_TYPE, "Burnt")
def register_necromancer_enemy(): size = (36, 36) health = 40 exp_reward = 29 npc_data = NpcData.enemy(SPRITE, size, health, 0, 0.02, exp_reward, LOOT_TABLE_4, SoundId.DEATH_NECRO) register_npc_data(ENEMY_TYPE, npc_data) register_npc_behavior(ENEMY_TYPE, NpcMind) enemy_sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png") enemy_original_sprite_size = (32, 32) enemy_scaled_sprite_size = (48, 64) enemy_indices_by_dir = { Direction.DOWN: [(x, 0) for x in range(9, 12)], Direction.LEFT: [(x, 1) for x in range(9, 12)], Direction.RIGHT: [(x, 2) for x in range(9, 12)], Direction.UP: [(x, 3) for x in range(9, 12)] } register_entity_sprite_map(SPRITE, enemy_sprite_sheet, enemy_original_sprite_size, enemy_scaled_sprite_size, enemy_indices_by_dir, (-6, -28)) register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
def register_goblin_warlock_enemy(): enemy_indices_by_dir = { Direction.DOWN: [(0, 4), (1, 4), (2, 4)], Direction.LEFT: [(0, 5), (1, 5), (2, 5)], Direction.RIGHT: [(0, 6), (1, 6), (2, 6)], Direction.UP: [(0, 7), (1, 7), (2, 7)] } register_basic_enemy( npc_type=NpcType.GOBLIN_WARLOCK, npc_data=NpcData.enemy( sprite=Sprite.ENEMY_GOBLIN_WARLOCK, size=(24, 24), max_health=21, health_regen=0, speed=0.032, exp_reward=14, enemy_loot_table=LootTableId.LEVEL_4, death_sound_id=SoundId.DEATH_GOBLIN), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=enemy_indices_by_dir, sprite_position_relative_to_entity=(-12, -24) ) register_projectile_controller(PROJECTILE_TYPE, ProjectileController) projectile_sprite_sheet = SpriteSheet("resources/graphics/goblin_fireball_entity.png") projectile_original_sprite_size = (132, 156) projectile_scaled_sprite_size = (20, 20) projectile_indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0), (3, 0)] } projectile_sprite = Sprite.PROJECTILE_ENEMY_GOBLIN_WARLOCK register_entity_sprite_map(projectile_sprite, projectile_sprite_sheet, projectile_original_sprite_size, projectile_scaled_sprite_size, projectile_indices_by_dir, (0, 0)) register_buff_effect(BUFF_TYPE, Burnt) register_buff_text(BUFF_TYPE, "Burnt")
def register_goblin_warrior_enemy(): size = ( 32, 32 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_GOBLIN_WARRIOR npc_type = NpcType.GOBLIN_WARRIOR movement_speed = 0.09 health = 110 exp_reward = 50 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.BOSS_GOBLIN, SoundId.DEATH_BOSS, is_boss=True) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png") original_sprite_size = (32, 32) scaled_sprite_size = (52, 52) sprite_sheet_x = 3 sprite_sheet_y = 4 indices_by_dir = { Direction.DOWN: [(sprite_sheet_x + i, sprite_sheet_y + 0) for i in range(3)], Direction.LEFT: [(sprite_sheet_x + i, sprite_sheet_y + 1) for i in range(3)], Direction.RIGHT: [(sprite_sheet_x + i, sprite_sheet_y + 2) for i in range(3)], Direction.UP: [(sprite_sheet_x + i, sprite_sheet_y + 3) for i in range(3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-10, -20))
def register_rat_1_enemy(): size = ( 30, 30 ) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_RAT_1 npc_type = NpcType.RAT_1 movement_speed = 0.05 health = 6 exp_reward = 4 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LOOT_TABLE_1, SoundId.DEATH_RAT) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/brown_rat.png") original_sprite_size = (32, 32) scaled_sprite_size = (44, 44) indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-5, -7))
def register_mummy_enemy(): indices_by_dir = { Direction.DOWN: [(6, 4), (7, 4), (8, 4)], Direction.LEFT: [(6, 5), (7, 5), (8, 5)], Direction.RIGHT: [(6, 6), (7, 6), (8, 6)], Direction.UP: [(6, 7), (7, 7), (8, 7)] } register_basic_enemy( npc_type=NpcType.MUMMY, npc_data=NpcData.enemy(sprite=Sprite.ENEMY_MUMMY, size=(30, 30), max_health=20, health_regen=2, speed=0.06, exp_reward=15, enemy_loot_table=LootTableId.LEVEL_4, death_sound_id=SoundId.DEATH_ZOMBIE), mind_constructor=NpcMind, spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png", original_sprite_size=(32, 32), scaled_sprite_size=(48, 48), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-9, -18))
def register_rat_2_enemy(): indices_by_dir = { Direction.DOWN: [(0, 0), (1, 0), (2, 0)], Direction.LEFT: [(0, 1), (1, 1), (2, 1)], Direction.RIGHT: [(0, 2), (1, 2), (2, 2)], Direction.UP: [(0, 3), (1, 3), (2, 3)] } register_basic_enemy(npc_type=NpcType.RAT_2, npc_data=NpcData.enemy( sprite=Sprite.ENEMY_RAT_2, size=(40, 40), max_health=11, health_regen=0, speed=0.08, exp_reward=8, enemy_loot_table=LootTableId.LEVEL_2, death_sound_id=SoundId.DEATH_RAT), mind_constructor=NpcMind, spritesheet_path="resources/graphics/gray_rat.png", original_sprite_size=(32, 32), scaled_sprite_size=(50, 50), spritesheet_indices=indices_by_dir, sprite_position_relative_to_entity=(-5, -5))
def register_warrior_enemy(): size = (32, 32) # Must not align perfectly with grid cell size (pathfinding issues) sprite = Sprite.ENEMY_WARRIOR npc_type = NpcType.WARRIOR movement_speed = 0.12 health = 32 exp_reward = 25 npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, LootTableId.LEVEL_5, SoundId.DEATH_HUMAN) register_npc_data(npc_type, npc_data) register_npc_behavior(npc_type, NpcMind) sprite_sheet = SpriteSheet("resources/graphics/human_spritesheet.png") original_sprite_size = (32, 32) scaled_sprite_size = (48, 48) sheet_x = 6 indices_by_dir = { Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0), (sheet_x + 1, 0)], Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1), (sheet_x + 1, 1)], Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2), (sheet_x + 1, 2)], Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3), (sheet_x + 1, 3)] } register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir, (-8, -16))