def __init__(self, battle_mech): super(MechSprite, self).__init__() self.battle_mech = battle_mech mech_img = pyglet.resource.image(self.battle_mech.getImagePath()) mech_img_grid = pyglet.image.ImageGrid(mech_img, 1, 6) self.static = True img_static = Sprite(mech_img_grid[0]) self.width = img_static.width self.height = img_static.height # TODO: setup the non square friendly/enemy indicators based on team of current player's turn if battle_mech.player.is_bot: indicator = Sprite(Resources.enemy_indicator_img) else: indicator = Sprite(Resources.friendly_indicator_img) indicator.visible = False indicator.position = 0, -img_static.height // 2 + indicator.height // 2 + 1 self.indicator = indicator self.add(indicator, z=0) shadow = Sprite(MechSprite.shadow_img_grid[battle_mech.getSize() - 1]) shadow_rect = shadow.get_rect() shadow_rect.bottomleft = (self.battle_mech.col * Board.TILE_SIZE), \ (self.battle_mech.row * Board.TILE_SIZE) shadow.position = shadow_rect.center self.shadow = shadow rect = img_static.get_rect() rect.bottomleft = (self.battle_mech.col * Board.TILE_SIZE) - (img_static.width//2 - shadow.width//2), \ (self.battle_mech.row * Board.TILE_SIZE) self.position = rect.center self.node = BatchNode() self.add(self.node, z=2) img_static.y = Board.TILE_SIZE//4 self.node.add(img_static) self.img_static = img_static img_ct = Sprite(mech_img_grid[1]) img_ct.y = Board.TILE_SIZE//4 self.img_ct = img_ct img_ll = Sprite(mech_img_grid[4]) img_ll.y = Board.TILE_SIZE//4 self.img_ll = img_ll img_rl = Sprite(mech_img_grid[5]) img_rl.y = Board.TILE_SIZE//4 self.img_rl = img_rl img_la = Sprite(mech_img_grid[2]) img_la.y = Board.TILE_SIZE//4 self.img_la = img_la img_ra = Sprite(mech_img_grid[3]) img_ra.y = Board.TILE_SIZE//4 self.img_ra = img_ra # testing the stats stuff self.stats = BatchNode() self.updateStatsIndicators()
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 __init__(self): super(RulersLayer, self).__init__() self._kCCBRulerWidth = 15 self._stageOrigin = [0,0] self._winSize = [0,0] self._zoom = 1.0 # TODO:@twenty0ne # CCScale9Sprite bgVertical = Sprite('images/ruler-bg-vertical.png') # TODO:@twenty0ne # notice image_anchor, anchor, transform_anchor difference bgVertical.image_anchor = 0,0 self.add(bgVertical) self._bgVertical = bgVertical bgHorizontal = Sprite('images/ruler-bg-horizontal.png') bgHorizontal.image_anchor = 0,0 self.add(bgHorizontal, z=2) self._bgHorizontal = bgHorizontal marksVertical = CocosNode() self.add(marksVertical, z=1) self._marksVertical = marksVertical marksHorizontal = CocosNode() self.add(marksHorizontal, z=3) self._marksHorizontal = marksHorizontal mouseMarkVertical = Sprite('images/ruler-guide.png') mouseMarkVertical.image_anchor = 0,0.5 mouseMarkVertical.visible = False self.add(mouseMarkVertical, z=4) self._mouseMarkVertical = mouseMarkVertical mouseMarkHorizontal = Sprite('images/ruler-guide.png') mouseMarkHorizontal.rotation = -90 mouseMarkHorizontal.image_anchor = 0,0.5 mouseMarkHorizontal.visible = False self.add(mouseMarkHorizontal, z=4) self._mouseMarkHorizontal = mouseMarkHorizontal xyBg = Sprite('images/ruler-xy.png') xyBg.image_anchor = 0,0 xyBg.position = 0,0 self.add(xyBg, z=5) lblX = Label("0", position=(40,3), color=(0,0,0,255), font_size=8, anchor_x="right") #lblX.anchor = 1,0 #lblX.position = 47,3 lblX.visible = False self.add(lblX, z=6) self._lblX = lblX lblY = Label("0", position=(90,3), color=(0,0,0,255), font_size=8, anchor_x="right") #lblY.anchor = 1,0 #lblY.position = 97,3 lblY.visible = False self.add(lblY, z=6) self._lblY = lblY