def update_health(self): self.add(self.health_bar) for i in range(self.hp): h = Sprite(self.health_image) h.anchor = (0, 0) h.position = (i + 8, 480 - 8 - 7) self.add(h)
def add_lifebar(self): p_list = [ 'pic/life01.png', 'pic/life02.png', 'pic/life03.png', 'pic/life04.png' ] self.lifebar_list = [] for i in range(4): lifebar = Sprite(p_list[i]) lifebar.anchor = (0, 0) lifebar.scale_x = 3 lifebar.scale_y = 5 lifebar.y += 300 lifebar.do(Hide()) self.lifebar_list.append(lifebar) self.add(lifebar) self.lifebar_list[3 - self.durability].do(Show())
def performAttackOnUnit(board, target_unit, overheat=0): # perform an attack on the given target BattleUnit battle = board.battle turn_unit = battle.getTurnUnit() if turn_unit is None or target_unit is None\ or turn_unit.isDestroyed() or target_unit.isDestroyed(): # TODO: make sure it is a player unit's turn return 0 src_cell = turn_unit.col, turn_unit.row dest_cell = target_unit.col, target_unit.row # minimum travel time to target used to determine when to show the damage floater min_travel_time = 0 # maximum travel time to target used to determine when all animations are finished max_travel_time = 0 # cell distance used to determine which range of weapons will fire cell_distance = Battle.getCellDistance(src_cell, dest_cell) target_range = Battle.getDistanceRange(cell_distance) print(target_range + ": " + str(src_cell) + " -> " + str(dest_cell) + " = " + str(cell_distance)) # perform the attack and show the results attack_results = battle.performAttack(turn_unit, target_unit, overheat=overheat) attack_damage = attack_results.attack_damage critical_type = attack_results.critical_type # determine actual target point based on the target unit sprite size target_sprite = target_unit.getSprite() real_x = (dest_cell[0] * Board.TILE_SIZE) + Board.TILE_SIZE // 2 real_y = (dest_cell[1] * Board.TILE_SIZE) + (2 * target_sprite.get_height() // 3) # if missed, show a visible weapon miss if attack_damage == 0: real_x += random.choice([-1, 1]) * Board.TILE_SIZE real_y += random.choice([-1, 0, 1]) * Board.TILE_SIZE for weaponMap in turn_unit.mech.weapons: for weapon in weaponMap.iterkeys(): if not weapon.inRange(cell_distance): continue weapon_data = weaponMap[weapon] # get sound channel to use just for this weapon weapon_channel = pygame.mixer.find_channel() if weapon_channel is None: weapon_channel = pygame.mixer.Channel(0) weapon_channel.set_volume(Settings.get_volume_fx()) weapon_offset = weapon_data.get('offset', [0, 0]) weapon_x = turn_unit.sprite.x + weapon_offset[0] weapon_y = turn_unit.sprite.y - (Board.TILE_SIZE // 2) + weapon_offset[1] weapon_color = weapon.get_color() if weapon.isPPC(): # fire test ppcs ppc = Meteor() ppc.size = 10 ppc.speed = 20 ppc.gravity = Point2(0, 0) # TODO: offer decreased particle emission rate to improve performance ppc.emission_rate = 100 ppc.life = 0.5 ppc.life_var = 0.1 ppc.position = weapon_x, weapon_y board.add(ppc, z=1000) target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance ppc_speed = weapon.get_speed() # pixels per second distance = Point2(ppc.x, ppc.y).distance(Point2(target_x, target_y)) ppc_t = distance / ppc_speed ppc_sound = Resources.ppc_sound weapon_channel.play(ppc_sound) action = Delay(0.5) + MoveTo((target_x, target_y), duration=ppc_t) \ + CallFunc(impact_ppc, ppc) \ + Delay(0.5) + CallFunc(ppc.kill) \ + Delay(ppc_sound.get_length()) \ + CallFunc(weapon_channel.stop) ppc.do(action) travel_time = 0.5 + ppc_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isFlamer(): # fire test flamer flamer = Fire() flamer.size = 25 flamer.speed = 300 flamer.gravity = Point2(0, 0) # TODO: offer decreased particle emission rate to improve performance flamer.emission_rate = 100 dx = real_x - weapon_x dy = real_y - weapon_y rads = atan2(-dy, dx) rads %= 2 * pi angle = degrees(rads) + 90 flamer.rotation = angle flamer.angle_var = 5 flamer.pos_var = Point2(5, 5) flamer.position = weapon_x, weapon_y board.add(flamer, z=1000) target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance flamer_speed = weapon.get_speed() # pixels per second distance = Point2(flamer.x, flamer.y).distance(Point2(target_x, target_y)) flamer_t = 1 flamer.life = distance / flamer_speed flamer.life_var = 0 flamer_sound = Resources.flamer_sound weapon_channel.play(flamer_sound) action = Delay(flamer_t) \ + CallFunc(impact_flamer, flamer) \ + CallFunc(weapon_channel.fadeout, 750) \ + Delay(flamer_t) + CallFunc(flamer.kill) \ + CallFunc(weapon_channel.stop) flamer.do(action) travel_time = flamer_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isLaser(): # fire test laser las_life = 1.0 las_size = (1, 1, 1) if weapon.isShort(): las_size = (2, 1, 0.5) las_life = 0.5 elif weapon.isMedium(): las_size = (3, 2, 1) las_life = 0.75 elif weapon.isLong(): las_size = (6, 4, 2) las_life = 1.0 target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y las_outer = gl.SingleLine((weapon_x, weapon_y), (target_x, target_y), width=las_size[0], color=(weapon_color[0], weapon_color[1], weapon_color[2], 50)) las_middle = gl.SingleLine((weapon_x, weapon_y), (target_x, target_y), width=las_size[1], color=(weapon_color[0], weapon_color[1], weapon_color[2], 125)) las_inner = gl.SingleLine((weapon_x, weapon_y), (target_x, target_y), width=las_size[2], color=(weapon_color[0], weapon_color[1], weapon_color[2], 200)) las_outer.visible = False las_middle.visible = False las_inner.visible = False node = cocos.layer.Layer() node.add(las_outer, z=1) node.add(las_middle, z=2) node.add(las_inner, z=3) board.add(node, z=1000) # give lasers a small particle pre-fire effect laser_charge = Galaxy() laser_charge.angle = 270 laser_charge.angle_var = 180 laser_charge.position = weapon_x, weapon_y laser_charge.size = 10 laser_charge.size_var = 5 laser_charge.emission_rate = 15 laser_charge.life = 0.5 laser_charge.speed = 0 laser_charge.speed_var = 0 laser_charge.start_color = Color(weapon_color[0] / 255, weapon_color[1] / 255, weapon_color[2] / 255, 1.0) laser_charge.end_color = Color(weapon_color[0] / 255, weapon_color[1] / 255, weapon_color[2] / 255, 1.0) node.add(laser_charge, z=0) laser_drift = random.uniform(-15.0, 15.0), random.uniform(-15.0, 15.0) las_action = Delay(0.5) + ToggleVisibility() \ + CallFunc(create_laser_impact, board, target_pos, laser_drift, las_life) \ + gl.LineDriftBy(laser_drift, las_life) \ + CallFunc(laser_charge.stop_system) + CallFunc(node.kill) las_outer.do(las_action) las_middle.do(las_action) las_inner.do(las_action) las_sound = Resources.las_sound weapon_channel.play(las_sound) las_duration_ms = int(las_action.duration * 1000) weapon_channel.fadeout(las_duration_ms) travel_time = 0.5 if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isBallistic(): # fire test ballistic projectile num_ballistic = weapon.get_projectiles() if weapon.isGauss(): ballistic_img = Resources.gauss_img elif weapon.isLBX(): # LBX fires only one projectile, but will appear to have multiple random impacts num_ballistic = 1 ballistic_img = Resources.buckshot_img else: ballistic_img = Resources.ballistic_img # machine gun sound only plays once instead of per projectile cannon_sound = None if weapon.isMG(): cannon_sound = Resources.machinegun_sound elif weapon.isGauss(): cannon_sound = Resources.gauss_sound for i in range(num_ballistic): ballistic = Sprite(ballistic_img) ballistic.visible = False ballistic.position = weapon_x, weapon_y ballistic.scale = weapon.get_scale() ballistic.anchor = 0, 0 dx = real_x - weapon_x dy = real_y - weapon_y rads = atan2(-dy, dx) rads %= 2 * pi angle = degrees(rads) ballistic.rotation = angle target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance ballistic_speed = weapon.get_speed() # pixels per second distance = Point2(weapon_x, weapon_y).distance(Point2(target_x, target_y)) ballistic_t = distance / ballistic_speed # setup the firing sound if cannon_sound is None: cannon_sound = Resources.cannon_sound impact_func = create_ballistic_impact if weapon.isLBX(): impact_func = create_lbx_impact action = Delay(i * 0.1) + ToggleVisibility() \ + CallFunc(weapon_channel.play, cannon_sound) \ + MoveTo((target_x, target_y), ballistic_t) \ + CallFunc(impact_func, weapon, board, target_pos) \ + CallFunc(ballistic.kill) if weapon.isGauss(): # give gauss sound a bit more time to stop action += Delay(cannon_sound.get_length()) if i == num_ballistic - 1: # stop the sound channel after the last projectile only action += CallFunc(weapon_channel.stop) ballistic.do(action) board.add(ballistic, z=1000 + i) travel_time = (i * 0.1) + ballistic_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isMissile(): # get another sound channel to use just for the explosions explosion_channel = pygame.mixer.find_channel() if explosion_channel is None: explosion_channel = pygame.mixer.Channel(1) explosion_channel.set_volume(Settings.get_volume_fx()) # fire test missile projectile missile_img = Resources.missile_img num_missile = weapon_data.get('count', 1) num_per_row = 1 if weapon.isLRM(): num_per_row = 5 elif weapon.isSRM(): num_per_row = 2 for i in range(num_missile): tube_x = i % num_per_row tube_y = i // num_per_row missile = Sprite(missile_img) missile.visible = False missile.position = weapon_x + tube_x, weapon_y + tube_y missile.scale = weapon.get_scale() missile.anchor = 0, 0 dx = real_x - weapon_x dy = real_y - weapon_y rads = atan2(-dy, dx) rads %= 2 * pi angle = degrees(rads) missile.rotation = angle target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance missile_speed = weapon.get_speed() # pixels per second distance = Point2(weapon_x, weapon_y).distance(Point2(target_x, target_y)) missile_t = distance / missile_speed rand_missile_sound = random.randint(0, 7) missile_sound = Resources.missile_sounds[rand_missile_sound] explosion_sound = Resources.impact_sound action = Delay(i * 0.05) + ToggleVisibility() \ + CallFunc(weapon_channel.play, missile_sound) \ + MoveTo((target_x, target_y), missile_t) \ + CallFunc(create_missile_impact, board, target_pos) \ + CallFunc(missile.kill) \ + CallFunc(explosion_channel.play, explosion_sound) \ + Delay(0.5) if i == num_missile - 1: # stop the sound channels after the last missile only action += CallFunc(weapon_channel.stop) + CallFunc(explosion_channel.stop) missile.do(action) board.add(missile, z=1000 + i) travel_time = (i * 0.05) + missile_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time # scroll focus over to the target area halfway through the travel time target_area = Board.board_to_layer(target_unit.col, target_unit.row) # show damage floater after the travel time of the first projectile to hit floater_text = "%i" % attack_damage if attack_damage == 0: floater_text = "MISS" floater = floaters.TextFloater(floater_text) floater.visible = False floater.position = real_x, real_y + target_sprite.get_height() // 3 board.add(floater, z=2000) action = Delay(min_travel_time / 2) + CallFunc(board.scroller.set_focus, *target_area) \ + Delay(min_travel_time / 2) + ToggleVisibility() \ + Delay(0.25) + MoveBy((0, Board.TILE_SIZE), 1.0) \ + FadeOut(1.0) + CallFunc(floater.kill) floater.do(action) if critical_type is not None: crit_floater = floaters.TextFloater(critical_type) crit_floater.visible = False crit_floater.position = real_x, real_y + target_sprite.get_height() // 3 board.add(crit_floater, z=2000) action = Delay(min_travel_time) + Delay(1.0) + ToggleVisibility() \ + Delay(0.25) + MoveBy((0, Board.TILE_SIZE), 1.5) \ + FadeOut(1.5) + CallFunc(crit_floater.kill) crit_floater.do(action) if action.duration > max_travel_time: max_travel_time = action.duration stats_action = Delay(min_travel_time) + CallFunc(target_sprite.updateStatsIndicators) \ + CallFunc(Interface.UI.updateTargetUnitStats, target_unit) target_sprite.do(stats_action) if target_unit.structure > 0: print("Remaining %i/%i" % (target_unit.armor, target_unit.structure)) else: print("Target destroyed!") # show destroyed floater after the travel time of the first projectile to hit destroyed = floaters.TextFloater("DESTROYED") destroyed.visible = False destroyed.position = real_x, real_y + target_sprite.get_height() // 3 board.add(destroyed, z=5000) action = Delay(max_travel_time) + ToggleVisibility() \ + (MoveBy((0, Board.TILE_SIZE), 1.0) | CallFunc(create_destruction_explosions, board, target_unit)) \ + Delay(0.5) + CallFunc(target_sprite.destroy) + FadeOut(2.0) + CallFunc(destroyed.kill) destroyed.do(action) # give a bit of extra time to explode max_travel_time = action.duration return max_travel_time
def performAttackOnUnit(battle, target_unit): # perform an attack on the given target BattleUnit turn_unit = battle.getTurnUnit() if turn_unit is None or target_unit is None\ or turn_unit.isDestroyed() or target_unit.isDestroyed(): # TODO: make sure it is a player unit's turn return 0 src_cell = turn_unit.col, turn_unit.row dest_cell = target_unit.col, target_unit.row # minimum travel time to target used to determine when to show the damage floater min_travel_time = 0 # maximum travel time to target used to determine when all animations are finished max_travel_time = 0 # cell distance used to determine which range of weapons will fire cell_distance = Battle.getCellDistance(src_cell, dest_cell) target_range = Battle.getDistanceRange(cell_distance) print(target_range + ": " + str(src_cell) + " -> " + str(dest_cell) + " = " + str(cell_distance)) # TODO: introduce dynamic damage (optional?) attack_damage = int(getattr(turn_unit, target_range)) # apply damage to model before animating attack_remainder = target_unit.applyDamage(attack_damage) # determine actual target point based on the target unit sprite size target_sprite = target_unit.getSprite() real_x = (dest_cell[0] * Board.TILE_SIZE) + Board.TILE_SIZE // 2 real_y = (dest_cell[1] * Board.TILE_SIZE) + (2 * target_sprite.get_height() // 3) for weaponMap in turn_unit.mech.weapons: for weapon in weaponMap.iterkeys(): if not weapon.inRange(cell_distance): continue weapon_data = weaponMap[weapon] # get sound channel to use just for this weapon weapon_channel = pygame.mixer.find_channel() if weapon_channel is None: weapon_channel = pygame.mixer.Channel(0) weapon_offset = weapon_data.get('offset', [0, 0]) weapon_x = turn_unit.sprite.position[0] + weapon_offset[0] weapon_y = turn_unit.sprite.position[1] + weapon_offset[1] weapon_color = weapon.get_color() if weapon.isPPC(): # fire test ppcs ppc = Meteor() ppc.size = 10 ppc.speed = 20 ppc.gravity = Point2(0, 0) # TODO: offer decreased particle emission rate to improve performance ppc.emission_rate = 100 ppc.life = 0.5 ppc.life_var = 0.1 ppc.position = weapon_x, weapon_y battle.board.add(ppc, z=1000) target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance ppc_speed = weapon.get_speed() # pixels per second distance = Point2(ppc.x, ppc.y).distance(Point2(target_x, target_y)) ppc_t = distance / ppc_speed ppc_sound = Resources.ppc_sound weapon_channel.play(ppc_sound) action = Delay(0.5) + MoveTo((target_x, target_y), duration=ppc_t) \ + CallFunc(impact_ppc, ppc) \ + Delay(0.5) + CallFunc(ppc.kill) \ + Delay(ppc_sound.get_length()) \ + CallFunc(weapon_channel.stop) ppc.do(action) travel_time = 0.5 + ppc_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isFlamer(): # fire test flamer flamer = Fire() flamer.size = 25 flamer.speed = 300 flamer.gravity = Point2(0, 0) # TODO: offer decreased particle emission rate to improve performance flamer.emission_rate = 100 dx = real_x - weapon_x dy = real_y - weapon_y rads = atan2(-dy, dx) rads %= 2 * pi angle = degrees(rads) + 90 flamer.rotation = angle flamer.angle_var = 5 flamer.pos_var = Point2(5, 5) flamer.position = weapon_x, weapon_y battle.board.add(flamer, z=1000) target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance flamer_speed = weapon.get_speed() # pixels per second distance = Point2(flamer.x, flamer.y).distance( Point2(target_x, target_y)) flamer_t = 1 flamer.life = distance / flamer_speed flamer.life_var = 0 flamer_sound = Resources.flamer_sound weapon_channel.play(flamer_sound) action = Delay(flamer_t) \ + CallFunc(impact_flamer, flamer) \ + CallFunc(weapon_channel.fadeout, 750) \ + Delay(flamer_t) + CallFunc(flamer.kill) \ + CallFunc(weapon_channel.stop) flamer.do(action) travel_time = flamer_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isLaser(): # fire test laser las_life = 1.0 las_size = (1, 1, 1) if weapon.isShort(): las_size = (2, 1, 0.5) las_life = 0.5 elif weapon.isMedium(): las_size = (3, 2, 1) las_life = 0.75 elif weapon.isLong(): las_size = (6, 4, 2) las_life = 1.0 target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y las_outer = gl.SingleLine( (weapon_x, weapon_y), (target_x, target_y), width=las_size[0], color=(weapon_color[0], weapon_color[1], weapon_color[2], 50)) las_middle = gl.SingleLine( (weapon_x, weapon_y), (target_x, target_y), width=las_size[1], color=(weapon_color[0], weapon_color[1], weapon_color[2], 125)) las_inner = gl.SingleLine( (weapon_x, weapon_y), (target_x, target_y), width=las_size[2], color=(weapon_color[0], weapon_color[1], weapon_color[2], 200)) las_outer.visible = False las_middle.visible = False las_inner.visible = False node = cocos.layer.Layer() node.add(las_outer, z=1) node.add(las_middle, z=2) node.add(las_inner, z=3) battle.board.add(node, z=1000) # give lasers a small particle pre-fire effect laser_charge = Galaxy() laser_charge.angle = 270 laser_charge.angle_var = 180 laser_charge.position = weapon_x, weapon_y laser_charge.size = 10 laser_charge.size_var = 5 laser_charge.emission_rate = 15 laser_charge.life = 0.5 laser_charge.speed = 0 laser_charge.speed_var = 0 laser_charge.start_color = Color(weapon_color[0] / 255, weapon_color[1] / 255, weapon_color[2] / 255, 1.0) laser_charge.end_color = Color(weapon_color[0] / 255, weapon_color[1] / 255, weapon_color[2] / 255, 1.0) node.add(laser_charge, z=0) laser_drift = random.uniform(-15.0, 15.0), random.uniform( -15.0, 15.0) las_action = Delay(0.5) + ToggleVisibility() \ + CallFunc(create_laser_impact, battle.board, target_pos, laser_drift, las_life) \ + gl.LineDriftBy(laser_drift, las_life) \ + CallFunc(laser_charge.stop_system) + CallFunc(node.kill) las_outer.do(las_action) las_middle.do(las_action) las_inner.do(las_action) las_sound = Resources.las_sound weapon_channel.play(las_sound) las_duration_ms = int(las_action.duration * 1000) weapon_channel.fadeout(las_duration_ms) travel_time = 0.5 if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isBallistic(): # fire test ballistic projectile num_ballistic = weapon.get_projectiles() if weapon.isGauss(): ballistic_img = Resources.gauss_img elif weapon.isLBX(): # LBX fires only one projectile, but will appear to have multiple random impacts num_ballistic = 1 ballistic_img = Resources.buckshot_img else: ballistic_img = Resources.ballistic_img # machine gun sound only plays once instead of per projectile cannon_sound = None if weapon.isMG(): cannon_sound = Resources.machinegun_sound elif weapon.isGauss(): cannon_sound = Resources.gauss_sound for i in range(num_ballistic): ballistic = Sprite(ballistic_img) ballistic.visible = False ballistic.position = weapon_x, weapon_y ballistic.scale = weapon.get_scale() ballistic.anchor = 0, 0 dx = real_x - weapon_x dy = real_y - weapon_y rads = atan2(-dy, dx) rads %= 2 * pi angle = degrees(rads) ballistic.rotation = angle target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance ballistic_speed = weapon.get_speed() # pixels per second distance = Point2(weapon_x, weapon_y).distance( Point2(target_x, target_y)) ballistic_t = distance / ballistic_speed # setup the firing sound if cannon_sound is None: cannon_sound = Resources.cannon_sound impact_func = create_ballistic_impact if weapon.isLBX(): impact_func = create_lbx_impact action = Delay(i * 0.1) + ToggleVisibility() \ + CallFunc(weapon_channel.play, cannon_sound) \ + MoveTo((target_x, target_y), ballistic_t) \ + CallFunc(impact_func, weapon, battle.board, target_pos) \ + CallFunc(ballistic.kill) if weapon.isGauss(): # give gauss sound a bit more time to stop action += Delay(cannon_sound.get_length()) if i == num_ballistic - 1: # stop the sound channel after the last projectile only action += CallFunc(weapon_channel.stop) ballistic.do(action) battle.board.add(ballistic, z=1000 + i) travel_time = (i * 0.1) + ballistic_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time elif weapon.isMissile(): # get another sound channel to use just for the explosions explosion_channel = pygame.mixer.find_channel() if explosion_channel is None: explosion_channel = pygame.mixer.Channel(1) # fire test missile projectile missile_img = Resources.missile_img num_missile = weapon_data.get('count', 1) num_per_row = 1 if weapon.isLRM(): num_per_row = 5 elif weapon.isSRM(): num_per_row = 2 for i in range(num_missile): tube_x = i % num_per_row tube_y = i // num_per_row missile = Sprite(missile_img) missile.visible = False missile.position = weapon_x + tube_x, weapon_y + tube_y missile.scale = weapon.get_scale() missile.anchor = 0, 0 dx = real_x - weapon_x dy = real_y - weapon_y rads = atan2(-dy, dx) rads %= 2 * pi angle = degrees(rads) missile.rotation = angle target_x = real_x + random_offset() target_y = real_y + random_offset() target_pos = target_x, target_y # figure out the duration based on speed and distance missile_speed = weapon.get_speed() # pixels per second distance = Point2(weapon_x, weapon_y).distance( Point2(target_x, target_y)) missile_t = distance / missile_speed rand_missile_sound = random.randint(0, 7) missile_sound = Resources.missile_sounds[ rand_missile_sound] explosion_sound = Resources.explosion_sound action = Delay(i * 0.05) + ToggleVisibility() \ + CallFunc(weapon_channel.play, missile_sound) \ + MoveTo((target_x, target_y), missile_t) \ + CallFunc(create_missile_impact, battle.board, target_pos) \ + CallFunc(missile.kill) \ + CallFunc(explosion_channel.play, explosion_sound) \ + Delay(0.5) if i == num_missile - 1: # stop the sound channels after the last missile only action += CallFunc(weapon_channel.stop) + CallFunc( explosion_channel.stop) missile.do(action) battle.board.add(missile, z=1000 + i) travel_time = (i * 0.05) + missile_t if min_travel_time == 0 or min_travel_time > travel_time: min_travel_time = travel_time if travel_time > max_travel_time: max_travel_time = travel_time # scroll focus over to the target area halfway through the travel time target_area = Board.board_to_layer(target_unit.col, target_unit.row) # show damage floater after the travel time of the first projectile to hit floater = floaters.TextFloater("%i" % attack_damage) floater.visible = False floater.position = real_x, real_y + target_sprite.get_height() // 3 battle.board.add(floater, z=2000) action = Delay(min_travel_time / 2) + CallFunc(battle.scroller.set_focus, *target_area) \ + Delay(min_travel_time / 2) + ToggleVisibility() \ + Delay(0.25) + MoveBy((0, Board.TILE_SIZE), 1.0) \ + FadeOut(1.0) + CallFunc(floater.kill) floater.do(action) if action.duration > max_travel_time: max_travel_time = action.duration stats_action = Delay(min_travel_time) + CallFunc(target_sprite.updateStatsIndicators) \ + CallFunc(Interface.UI.updateTargetUnitStats, target_unit) target_sprite.do(stats_action) if attack_remainder > 0: print("Overkill by %i!" % attack_remainder) if target_unit.structure > 0: print("Remaining %i/%i" % (target_unit.armor, target_unit.structure)) else: print("Target destroyed!") # show destroyed floater after the travel time of the first projectile to hit destroyed = floaters.TextFloater("DESTROYED") destroyed.visible = False destroyed.position = real_x, real_y + target_sprite.get_height() // 3 battle.board.add(destroyed, z=5000) # get another sound channel to use just for the explosions explosion_channel = pygame.mixer.find_channel() if explosion_channel is None: explosion_channel = pygame.mixer.Channel(1) explosion_sound = Resources.explosion_multiple_sound action = Delay(max_travel_time) + ToggleVisibility() \ + CallFunc(explosion_channel.play, explosion_sound) \ + (MoveBy((0, Board.TILE_SIZE), 1.0) | CallFunc(create_destruction_explosions, battle.board, target_unit)) \ + Delay(0.5) + CallFunc(target_sprite.destroy) + FadeOut(2.0) + CallFunc(destroyed.kill) destroyed.do(action) # give a bit of extra time to explode max_travel_time = action.duration return max_travel_time
def add_image_sprite(self): print("ImageLayer.add_image_layer()") pil = PIL.Image.open(self.image_file) pyglet_img = pyglet.image.load(self.image_file) target_w = self.window_width target_h = self.window_height orig_w = pil.size[0] orig_h = pil.size[1] id = self.next_id print(pil) ( xscale, yscale, result_w, result_h, dx, dy ) = SizeFitting.scaleToSize( orig_w, orig_h, target_w, target_h, FitType.ScaleFitAspectFit) imgsprite = Sprite(pyglet_img) imgsprite.anchor = (0, 0) imgsprite.transform_anchor = (result_w/2, result_h/2) bg_w = int(float(target_w) / xscale) bg_h = int(float(target_h) / yscale) background = SolidColorImagePattern( color=self.color_black ).create_image(width=bg_w, height=bg_h) bgsprite = Sprite(background) bgsprite.add(imgsprite, z=id, name="image%d" % id) bgsprite.anchor = (0, 0) bgsprite.scale = xscale self.add(bgsprite, z=id, name="spritelayer%d" % id) self.animate(bgsprite, imgsprite) ## !!! CENTERING !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! self.position = (target_w/2, target_h/2) ## Remove the lign below to center on display (as oppposed to anchoing at (0,0) # imgsprite.position = (-(target_w-result_w)/2/xscale, -(target_h-result_h)/2/yscale ) ## !!!!!!!!!!!!!! ############## ########## DEBUG bg = bgsprite lists = [ "orig_w result_w bg_w target_w xscale".split(" "), "orig_h result_h bg_h target_h yscale".split(" "), "bg.width bg.height bg.anchor bg.transform_anchor".split(" "), "self.position self.get_local_transform() self.get_world_transform()".split(" ") ] debug = "id: %2d " %id for list in lists: debug += "\n" for key in list: debug += "{k:>5}: {v:>4} ".format(k=key, v=eval(key)) print debug