def die(self): ''' ''' super().die() self.animator.play('dead') sound_manager.play_effect('zombie_hurt')
def update(self, delta_time): ''' ''' super().update(delta_time) if random.random() < 0.0007: sound_manager.play_effect('zombie1') if not self.is_dead: speed = self.speed * (delta_time / 1000) self.transform.look_at(self.player.transform.position) # get distance between zombie and player dist = (self.transform.position - self.player.transform.position).length() # walk if dist >= 20 if dist >= 10: self.transform.position += self.transform.forward() * speed # attack if dist <= 80 if dist <= self.attack_range and not self.attack: self.attack = True self.animator.play('attack')
def reload(self): ''' ''' super().reload() sound_manager.play_effect('ak47_reload') self.owner.animator.play('ak47_reload')
def on_shooting(self): ''' ''' sound_manager.play_effect('ak47') self.owner.animator.play('ak47_shoot') super().on_shooting()
def reload(self): ''' ''' super().reload() sound_manager.play_effect('pump_shotgun_reload') self.owner.animator.play('pump_shotgun_reload')
def reload(self): ''' ''' super().reload() sound_manager.play_effect('shotgun_reload') self.owner.animator.play('death_bullet_reload')
def die(self): ''' ''' super().die() Screen.load_screen(DeathScreen(Screen.get_current_screen())) sound_manager.play_effect('player_death')
def on_new_wave(self, wave): ''' ''' sound_manager.play_effect('new_wave') self._wave_text_timer = 4500 self._current_wave = wave
def on_shooting(self): ''' ''' sound_manager.play_effect('shotgun') self.owner.animator.play('shotgun_shoot') # spawn bullets for i in range(35): Screen.get_current_screen().instantiate( Bullet(self, self.bullet_speed, self.bullet_max_distance)) super().on_shooting()
def take_damage(self, damage): ''' ''' super().take_damage(damage) sound_manager.play_effect('player_hurt')