コード例 #1
0
 def apply_wall_collision(self, game_state: GameState,
                          projectile: Projectile):
     game_state.game_world.visual_effects.append(
         VisualCircle(self._color,
                      projectile.world_entity.get_center_position(), 13, 26,
                      Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
コード例 #2
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 def apply_player_collision(self, game_state: GameState, projectile: Projectile):
     deal_damage_to_player(game_state, 1, DamageType.MAGIC, None)
     game_state.player_state.gain_buff_effect(get_buff_effect(BuffType.ENEMY_GOBLIN_WARLOCK_BURNT), Millis(5000))
     game_state.game_world.visual_effects.append(
         VisualCircle((180, 50, 50), game_state.game_world.player_entity.get_center_position(),
                      25, 50, Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
コード例 #3
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 def apply_player_collision(self, game_state: GameState, projectile: Projectile):
     damage = random.randint(self._min_damage, self._max_damage)
     deal_damage_to_player(game_state, damage, DamageType.MAGIC, None)
     game_state.game_world.visual_effects.append(
         VisualCircle(self._color, game_state.game_world.player_entity.get_center_position(),
                      25, 35, Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
コード例 #4
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 def apply_player_summon_collision(self, npc: NonPlayerCharacter,
                                   game_state: GameState,
                                   projectile: Projectile):
     damage = random.randint(self._min_damage, self._max_damage)
     deal_npc_damage_to_npc(game_state, npc, damage)
     game_state.game_world.visual_effects.append(
         VisualCircle(self._color, npc.world_entity.get_center_position(),
                      25, 35, Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
コード例 #5
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 def apply_player_summon_collision(self, npc: NonPlayerCharacter,
                                   game_state: GameState,
                                   projectile: Projectile):
     deal_npc_damage_to_npc(game_state, npc, 1)
     npc.gain_buff_effect(
         get_buff_effect(BuffType.ENEMY_GOBLIN_WARLOCK_BURNT), Millis(5000))
     game_state.visual_effects.append(
         VisualCircle((180, 50, 50), npc.world_entity.get_center_position(),
                      25, 50, Millis(100), 0))
     projectile.has_collided_and_should_be_removed = True
コード例 #6
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 def apply_middle_effect(self, game_state: GameState, buffed_entity: WorldEntity, buffed_npc: NonPlayerCharacter,
                         time_passed: Millis):
     if self.timer.update_and_check_if_ready(time_passed):
         player_center_position = game_state.player_entity.get_center_position()
         projectile_pos = get_position_from_center_position(player_center_position, PROJECTILE_SIZE)
         entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.PROJECTILE_PLAYER_ARCANE_FIRE,
                              game_state.player_entity.direction, PROJECTILE_SPEED)
         projectile = Projectile(entity, create_projectile_controller(ProjectileType.PLAYER_ARCANE_FIRE))
         game_state.projectile_entities.append(projectile)
         game_state.visual_effects.append(VisualRect((250, 0, 250), player_center_position, 45, 60, Millis(250), 1))
コード例 #7
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    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter,
                    player_entity: WorldEntity, _is_player_invisible: bool,
                    time_passed: Millis):
        if npc.stun_status.is_stunned():
            return

        self._summon_trait.update(npc, game_state, time_passed)
        self._random_walk_trait.update(npc, game_state, time_passed)

        self._time_since_healing += time_passed
        self._time_since_shoot += time_passed

        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            necro_center_pos = npc.world_entity.get_center_position()
            nearby_hurt_enemies = [
                e for e in game_state.game_world.non_player_characters
                if e.is_enemy and is_x_and_y_within_distance(
                    necro_center_pos, e.world_entity.get_center_position(),
                    200) and e != npc and not e.health_resource.is_at_max()
            ]
            if nearby_hurt_enemies:
                healing_target = nearby_hurt_enemies[0]
                healing_target.health_resource.gain(5)
                healing_target_pos = healing_target.world_entity.get_center_position(
                )
                visual_line = VisualLine((80, 200, 150), necro_center_pos,
                                         healing_target_pos, Millis(350), 3)
                game_state.game_world.visual_effects.append(visual_line)
                play_sound(SoundId.ENEMY_NECROMANCER_HEAL)

        if self._time_since_shoot > self._shoot_cooldown:
            self._time_since_shoot = 0
            self._shoot_cooldown = self._random_shoot_cooldown()
            npc.world_entity.direction = get_directions_to_position(
                npc.world_entity, player_entity.get_position())[0]
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position,
                                                  PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.2
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                                            Sprite.NONE,
                                            npc.world_entity.direction,
                                            projectile_speed)
            projectile = Projectile(
                projectile_entity,
                create_projectile_controller(PROJECTILE_TYPE))
            game_state.game_world.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_NECRO)
コード例 #8
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 def apply_enemy_collision(self, npc: NonPlayerCharacter, game_state: GameState, projectile: Projectile):
     damage_was_dealt = deal_player_damage_to_enemy(game_state, npc, 1, DamageType.MAGIC)
     if damage_was_dealt:
         npc.gain_buff_effect(get_buff_effect(BUFF_TYPE), DEBUFF_DURATION)
         victim_center_pos = npc.world_entity.get_center_position()
         visual_effect_pos = (victim_center_pos[0] - ENTANGLING_ROOTS_SIZE[0] // 2,
                              victim_center_pos[1] - ENTANGLING_ROOTS_SIZE[1] // 2)
         debuff_visual_effect = VisualSprite(Sprite.DECORATION_ENTANGLING_ROOTS_EFFECT, visual_effect_pos,
                                             DEBUFF_DURATION, npc.world_entity)
         game_state.game_world.visual_effects.append(debuff_visual_effect)
         play_sound(SoundId.ABILITY_ENTANGLING_ROOTS_HIT)
     projectile.has_collided_and_should_be_removed = True
コード例 #9
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    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        self._time_since_attack += time_passed
        self._time_since_updated_path += time_passed
        self._time_since_reevaluated += time_passed

        enemy_entity = npc.world_entity
        target: EnemyTarget = get_target(enemy_entity, game_state)

        if self._time_since_updated_path > self._update_path_interval:
            self._time_since_updated_path = 0
            if not is_player_invisible:
                self.pathfinder.update_path_towards_target(enemy_entity, game_state, target.entity)

        new_next_waypoint = self.pathfinder.get_next_waypoint_along_path(enemy_entity)

        should_update_waypoint = self.next_waypoint != new_next_waypoint
        if self._time_since_reevaluated > self._reevaluate_next_waypoint_direction_interval:
            self._time_since_reevaluated = 0
            should_update_waypoint = True

        if should_update_waypoint:
            self.next_waypoint = new_next_waypoint
            if self.next_waypoint:
                direction = self.pathfinder.get_dir_towards_considering_collisions(
                    game_state, enemy_entity, self.next_waypoint)
                if random.random() < 0.5 and direction:
                    direction = random.choice(get_perpendicular_directions(direction))
                _move_in_dir(enemy_entity, direction)
            else:
                enemy_entity.set_not_moving()

        if self._time_since_attack > self._attack_interval:
            self._time_since_attack = 0
            self._update_attack_interval()
            directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position())
            new_direction = directions_to_player[0]
            if random.random() < 0.3 and directions_to_player[1] is not None:
                new_direction = directions_to_player[1]
            npc.world_entity.direction = new_direction
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position, PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.11
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE,
                                            npc.world_entity.direction, projectile_speed)
            projectile = Projectile(projectile_entity, create_projectile_controller(PROJECTILE_TYPE))
            game_state.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_GOBLIN_WARLOCK)
コード例 #10
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    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter,
                    player_entity: WorldEntity, _is_player_invisible: bool,
                    time_passed: Millis):
        self._time_since_decision += time_passed
        self._time_since_healing += time_passed
        self._time_since_shoot += time_passed
        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            if not npc.health_resource.is_at_max():
                healing_amount = random.randint(10, 20)
                npc.health_resource.gain(healing_amount)
                circle_effect = VisualCircle(
                    (80, 200, 150), npc.world_entity.get_center_position(), 30,
                    50, Millis(350), 3)
                game_state.visual_effects.append(circle_effect)
                number_effect = create_visual_healing_text(
                    npc.world_entity, healing_amount)
                game_state.visual_effects.append(number_effect)
                play_sound(SoundId.ENEMY_SKELETON_MAGE_HEAL)

        if self._time_since_shoot > self._shoot_cooldown:
            self._time_since_shoot = 0
            self._shoot_cooldown = self._random_shoot_cooldown()
            npc.world_entity.direction = get_directions_to_position(
                npc.world_entity, player_entity.get_position())[0]
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position,
                                                  PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.2
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                                            Sprite.NONE,
                                            npc.world_entity.direction,
                                            projectile_speed)
            projectile = Projectile(
                projectile_entity,
                create_projectile_controller(PROJECTILE_TYPE))
            game_state.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_SKELETON_MAGE)

        if self._time_since_decision > self._decision_interval:
            self._time_since_decision = 0
            if random.random() < 0.2:
                direction = random_direction()
                npc.world_entity.set_moving_in_dir(direction)
            else:
                npc.world_entity.set_not_moving()
コード例 #11
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 def apply_enemy_collision(self, npc: NonPlayerCharacter,
                           game_state: GameState, projectile: Projectile):
     damage_amount: float = MIN_DMG + random.random() * (MAX_DMG - MIN_DMG)
     deal_player_damage_to_enemy(game_state, npc, damage_amount,
                                 DamageType.MAGIC)
     _create_visual_splash(npc.world_entity.get_center_position(),
                           game_state)
     has_burn_upgrade = game_state.player_state.has_upgrade(
         HeroUpgradeId.ABILITY_FIREBALL_BURN)
     if has_burn_upgrade:
         npc.gain_buff_effect(get_buff_effect(BUFF_TYPE),
                              FIREBALL_TALENT_BURN_DURATION)
     play_sound(SoundId.ABILITY_FIREBALL_HIT)
     projectile.has_collided_and_should_be_removed = True
コード例 #12
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def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    distance_from_player = 35
    projectile_pos = translate_in_direction(
        get_position_from_center_position(player_entity.get_center_position(), PROJECTILE_SIZE),
        player_entity.direction,
        distance_from_player)
    projectile_speed = 0.2
    entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE, player_entity.direction,
                         projectile_speed)
    projectile = Projectile(entity, create_projectile_controller(PROJECTILE_TYPE))
    game_state.game_world.projectile_entities.append(projectile)
    effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2,
                       projectile_pos[1] + PROJECTILE_SIZE[1] // 2)
    game_state.game_world.visual_effects.append(VisualCircle((250, 150, 50), effect_position, 9, 18, Millis(80), 0))
    return AbilityWasUsedSuccessfully()
コード例 #13
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def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.game_world.player_entity
    aoe_center_pos = translate_in_direction(
        player_entity.get_center_position(), player_entity.direction, 60)
    aoe_pos = get_position_from_center_position(aoe_center_pos,
                                                PROJECTILE_SIZE)
    projectile_speed = 0.1
    entity = WorldEntity(aoe_pos, PROJECTILE_SIZE, PROJECTILE_SPRITE,
                         player_entity.direction, projectile_speed)
    projectile = Projectile(entity,
                            create_projectile_controller(PROJECTILE_TYPE))
    game_state.game_world.projectile_entities.append(projectile)
    has_lightfooted_upgrade = game_state.player_state.has_upgrade(
        HeroUpgradeId.MAGE_LIGHT_FOOTED)
    if not has_lightfooted_upgrade:
        game_state.player_state.gain_buff_effect(
            get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
    return AbilityWasUsedSuccessfully()
コード例 #14
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    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    is_player_invisible: bool, time_passed: Millis):
        if npc.stun_status.is_stunned():
            return
        super().control_npc(game_state, npc, player_entity, is_player_invisible, time_passed)

        self._time_since_state_change += time_passed

        if self._state == State.BASE:
            if self._time_since_state_change > NpcMind.STATE_DURATION_BASE:
                self._time_since_state_change -= NpcMind.STATE_DURATION_BASE
                self._state = State.FIRING

                npc.gain_buff_effect(get_buff_effect(BUFF_STUNNED),
                                     Millis(NpcMind.STATE_DURATION_FIRING))
                return
        elif self._state == State.FIRING:
            if self._time_since_state_change > NpcMind.STATE_DURATION_FIRING:
                self._time_since_state_change -= NpcMind.STATE_DURATION_FIRING
                self._state = State.BASE
                return
            self._time_since_fired += time_passed
            if self._time_since_fired > NpcMind.FIRE_COOLDOWN:
                self._time_since_fired -= NpcMind.FIRE_COOLDOWN
                directions_to_player = get_directions_to_position(npc.world_entity, player_entity.get_position())
                new_direction = directions_to_player[0]
                if random.random() < 0.1 and directions_to_player[1] is not None:
                    new_direction = directions_to_player[1]
                npc.world_entity.direction = new_direction
                npc.world_entity.set_not_moving()
                center_position = npc.world_entity.get_center_position()
                distance_from_enemy = 35
                projectile_pos = translate_in_direction(
                    get_position_from_center_position(center_position, PROJECTILE_SIZE),
                    npc.world_entity.direction, distance_from_enemy)
                projectile_speed = 0.3
                projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.NONE,
                                                npc.world_entity.direction, projectile_speed)
                projectile = Projectile(projectile_entity, create_projectile_controller(PROJECTILE_TYPE))
                game_state.game_world.projectile_entities.append(projectile)
                play_sound(SoundId.ENEMY_MAGIC_SKELETON_BOSS)
コード例 #15
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def _apply_ability(game_state: GameState) -> AbilityResult:
    player_entity = game_state.player_entity
    distance_from_player = 35
    projectile_pos = translate_in_direction(
        get_position_from_center_position(player_entity.get_center_position(),
                                          PROJECTILE_SIZE),
        player_entity.direction, distance_from_player)
    projectile_speed = 0.3
    entity = WorldEntity(projectile_pos, PROJECTILE_SIZE,
                         Sprite.PROJECTILE_PLAYER_FIREBALL,
                         player_entity.direction, projectile_speed)
    projectile = Projectile(
        entity, create_projectile_controller(ProjectileType.PLAYER_FIREBALL))
    game_state.projectile_entities.append(projectile)
    effect_position = (projectile_pos[0] + PROJECTILE_SIZE[0] // 2,
                       projectile_pos[1] + PROJECTILE_SIZE[1] // 2)
    game_state.visual_effects.append(
        VisualCircle((250, 150, 50), effect_position, 15, 5, Millis(300), 0))
    has_lightfooted_upgrade = game_state.player_state.has_upgrade(
        HeroUpgradeId.MAGE_LIGHT_FOOTED)
    if not has_lightfooted_upgrade:
        game_state.player_state.gain_buff_effect(
            get_buff_effect(BuffType.RECOVERING_AFTER_ABILITY), Millis(300))
    return AbilityWasUsedSuccessfully()
コード例 #16
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    def control_npc(self, game_state: GameState, npc: NonPlayerCharacter, player_entity: WorldEntity,
                    _is_player_invisible: bool, time_passed: Millis):
        self._time_since_decision += time_passed
        self._time_since_summoning += time_passed
        self._time_since_healing += time_passed
        self._time_since_shoot += time_passed
        if self._time_since_summoning > self._summoning_cooldown:
            necro_center_pos = npc.world_entity.get_center_position()
            self._time_since_summoning = 0
            self._alive_summons = [summon for summon in self._alive_summons
                                   if summon in game_state.non_player_characters]
            if len(self._alive_summons) < 3:
                relative_pos_from_summoner = (random.randint(-150, 150), random.randint(-150, 150))
                summon_center_pos = sum_of_vectors(necro_center_pos, relative_pos_from_summoner)
                summon_type = random.choice([NpcType.ZOMBIE, NpcType.MUMMY])
                summon_size = NON_PLAYER_CHARACTERS[summon_type].size
                summon_pos = game_state.get_within_world(
                    get_position_from_center_position(summon_center_pos, summon_size), summon_size)
                summon_enemy = create_npc(summon_type, summon_pos)
                is_wall_blocking = game_state.walls_state.does_rect_intersect_with_wall(
                    rect_from_corners(necro_center_pos, summon_center_pos))
                is_position_blocked = game_state.would_entity_collide_if_new_pos(summon_enemy.world_entity, summon_pos)
                if not is_wall_blocking and not is_position_blocked:
                    self._summoning_cooldown = self._random_summoning_cooldown()
                    game_state.add_non_player_character(summon_enemy)
                    self._alive_summons.append(summon_enemy)
                    game_state.visual_effects.append(
                        VisualCircle((80, 150, 100), necro_center_pos, 40, 70, Millis(120), 3))
                    game_state.visual_effects.append(
                        VisualCircle((80, 150, 100), summon_center_pos, 40, 70, Millis(120), 3))
                    play_sound(SoundId.ENEMY_NECROMANCER_SUMMON)
                else:
                    # Failed to summon, so try again without waiting full duration
                    self._summoning_cooldown = 500
            else:
                self._summoning_cooldown = self._random_summoning_cooldown()

        if self._time_since_healing > self._healing_cooldown:
            self._time_since_healing = 0
            self._healing_cooldown = self._random_healing_cooldown()
            necro_center_pos = npc.world_entity.get_center_position()
            nearby_hurt_enemies = [
                e for e in game_state.non_player_characters
                if e.is_enemy
                   and is_x_and_y_within_distance(necro_center_pos, e.world_entity.get_center_position(), 200)
                   and e != npc and not e.health_resource.is_at_max()
            ]
            if nearby_hurt_enemies:
                healing_target = nearby_hurt_enemies[0]
                healing_target.health_resource.gain(5)
                healing_target_pos = healing_target.world_entity.get_center_position()
                visual_line = VisualLine((80, 200, 150), necro_center_pos, healing_target_pos, Millis(350), 3)
                game_state.visual_effects.append(visual_line)
                play_sound(SoundId.ENEMY_NECROMANCER_HEAL)

        if self._time_since_shoot > self._shoot_cooldown:
            self._time_since_shoot = 0
            self._shoot_cooldown = self._random_shoot_cooldown()
            npc.world_entity.direction = get_directions_to_position(npc.world_entity, player_entity.get_position())[0]
            npc.world_entity.set_not_moving()
            center_position = npc.world_entity.get_center_position()
            distance_from_enemy = 35
            projectile_pos = translate_in_direction(
                get_position_from_center_position(center_position, PROJECTILE_SIZE),
                npc.world_entity.direction, distance_from_enemy)
            projectile_speed = 0.2
            projectile_entity = WorldEntity(projectile_pos, PROJECTILE_SIZE, Sprite.NONE, npc.world_entity.direction,
                                            projectile_speed)
            projectile = Projectile(projectile_entity, create_projectile_controller(PROJECTILE_TYPE))
            game_state.projectile_entities.append(projectile)
            play_sound(SoundId.ENEMY_ATTACK_NECRO)

        if self._time_since_decision > self._decision_interval:
            self._time_since_decision = 0
            if random.random() < 0.2:
                direction = random_direction()
                npc.world_entity.set_moving_in_dir(direction)
            else:
                npc.world_entity.set_not_moving()
コード例 #17
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 def notify_time_passed(self, _game_state: GameState,
                        projectile: Projectile, time_passed: Millis):
     self._age += time_passed
     if self._age > self._max_age:
         projectile.has_expired = True
コード例 #18
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def create_projectile(pos: Tuple[int, int], direction: Direction):
    world_entity = WorldEntity(pos, PROJECTILE_SIZE, Sprite.NONE, direction,
                               0.2)
    return Projectile(world_entity,
                      create_projectile_controller(PROJECTILE_TYPE))
コード例 #19
0
 def apply_wall_collision(self, game_state: GameState,
                          projectile: Projectile):
     _create_visual_splash(projectile.world_entity.get_center_position(),
                           game_state)
     play_sound(SoundId.ABILITY_FIREBALL_HIT)
     projectile.has_collided_and_should_be_removed = True