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bullet.py
208 lines (165 loc) · 8.88 KB
/
bullet.py
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import movement
import entities
import numbers
import sprites
import effects
import shapes
import events
import ai
import random
def create(x, y, direction, speed, sprite_name, owner_id, damage=3, life=30, turn_rate=.15, radius=50):
_entity = entities.create_entity()
movement.register_entity(_entity, x=x, y=y, direction=direction, speed=speed, turn_rate=turn_rate)
sprites.register_entity(_entity, 'effects_foreground', sprite_name)
entities.create_event(_entity, 'hit')
entities.create_event(_entity, 'destroy')
entities.register_event(_entity, 'tick', tick)
entities.register_event(_entity, 'tick', tick_bullet)
entities.register_event(_entity, 'destroy', destroy)
entities.register_event(_entity, 'hit_edge', lambda entity: entities.trigger_event(entity, 'destroy'))
entities.trigger_event(_entity, 'set_friction', friction=0)
entities.trigger_event(_entity, 'thrust')
entities.add_entity_to_group('bullets', _entity)
_entity['life'] = life
_entity['owner_id'] = owner_id
_entity['damage'] = damage
_entity['damage_radius'] = radius
_entity['enemy_sprite_groups'] = [name for name in entities.GROUPS if not name in entities.get_entity(_entity['owner_id'])['_groups'] and not name in entities.IGNORE_ENTITY_GROUPS]
return _entity
def create_bullet(x, y, direction, speed, sprite_name, owner_id, damage=3, life=3000, scale=.2, radius=50):
_bullet = create(x, y, direction, speed, sprite_name, owner_id, damage=damage, life=life)
_owner = entities.get_entity(_bullet['owner_id'])
_bullet['sprite'].anchor_x = 0
_bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2
entities.trigger_event(_bullet, 'set_scale', scale=scale)
entities.trigger_event(_bullet, 'set_rotation', degrees=_bullet['direction'])
return _bullet
def create_missile(x, y, direction, speed, sprite_name, owner_id, life=3000, scale=.2, turn_rate=.15, tracking=True, drunk=True, radius=50):
_bullet = create(x, y, direction, speed, sprite_name, owner_id, life=life, turn_rate=turn_rate, radius=radius)
_owner = entities.get_entity(_bullet['owner_id'])
_bullet['sprite'].anchor_x = 0
_bullet['sprite'].anchor_y = sprites.get_size(_bullet['sprite'])[1]/2
entities.trigger_event(_bullet, 'set_scale', scale=scale)
entities.register_event(_bullet, 'tick', tick_missile)
entities.register_event(_bullet, 'hit', hit_missile)
if drunk:
entities.register_event(_bullet, 'tick', tick_drunk)
if tracking:
_bullet['target_id'] = ai.find_target(_owner, max_distance=1600)
if _bullet['target_id']:
_target = entities.get_entity(_bullet['target_id'])
entities.register_event(_bullet, 'tick', tick_track)
entities.register_event(_target,
'delete',
lambda target: _bullet['_id'] in entities.ENTITIES and entities.unregister_event(_bullet,
'tick',
tick_track))
if 'player' in _owner and _owner['player']:
effects.create_particle(_target['position'][0],
_target['position'][1],
'crosshair.png',
background=False,
scale_rate=.95,
fade_rate=.98,
spin=random.choice([-3, -6, 3, 6]))
else:
_bullet['target_id'] = None
_bullet['engine_power'] = 100
return _bullet
def create_laser(x, y, direction, owner_id, damage=12, length=20):
_vel = numbers.velocity(direction, length)
for i in range(length):
_vel = numbers.velocity(direction, 3*(length*i))
_bullet = create(x+_vel[0], y+_vel[1], direction, 0, 'laser.png', owner_id, damage=damage, life=10)
entities.trigger_event(_bullet, 'set_rotation', degrees=direction)
entities.register_event(_bullet, 'hit', hit_laser)
def destroy(bullet):
for i in range(random.randint(2, 3)):
_effect = effects.create_particle(bullet['position'][0]+random.randint(-2, 2),
bullet['position'][1]+random.randint(-2, 2),
'explosion.png',
background=False,
scale=random.uniform(.4, .8),
flashes=random.randint(5, 7),
flash_chance=0.7,
direction=bullet['direction']+random.randint(-45, 45),
speed=bullet['current_speed']*.5)
return entities.delete_entity(bullet)
def tick_missile(bullet):
if not random.randint(0, 3):
_displace = (random.randint(-2, 2),
random.randint(-2, 2))
effects.create_particle(bullet['position'][0]+_displace[0],
bullet['position'][1]+_displace[1],
'explosion.png',
scale=0.2,
scale_rate=.95,
fade_rate=.7)
bullet['engine_power'] -= 1
if not bullet['engine_power']:
entities.trigger_event(bullet, 'destroy')
entities.trigger_event(bullet, 'set_rotation', degrees=bullet['direction'])
def tick_drunk(bullet):
bullet['direction'] += random.randint(-6, 6)
bullet['velocity'] = numbers.velocity(bullet['direction']+random.randint(-12, 12), bullet['speed'])
def tick_track(bullet):
if bullet['target_id']:
_target = entities.get_entity(bullet['target_id'])
_current_direction = bullet['direction']
_direction_to = numbers.direction_to(bullet['position'], _target['position'])
_degrees_to = _current_direction-_direction_to
if (_degrees_to > 0 and abs(_degrees_to) <= 180) or (_degrees_to < 0 and abs(_degrees_to) > 180):
bullet['direction'] -= 12
elif (_degrees_to > 0 and abs(_degrees_to) > 180) or (_degrees_to < 0 and abs(_degrees_to) <= 180):
bullet['direction'] += 12
entities.trigger_event(bullet, 'thrust')
def hit_missile(bullet, target_id):
for i in range(random.randint(2, 3)):
_effect = effects.create_particle(bullet['position'][0]+random.randint(-6, 6),
bullet['position'][1]+random.randint(-6, 6),
'explosion.png',
background=False,
scale=random.uniform(.4, .8),
flashes=random.randint(15, 25),
flash_chance=0.7)
_effect['velocity'] = numbers.interp_velocity(bullet['velocity'], entities.get_entity(target_id)['velocity'], .1)
_effect['velocity'][0] = numbers.clip(_effect['velocity'][0], -6, 6)
_effect['velocity'][1] = numbers.clip(_effect['velocity'][1], -6, 6)
entities.trigger_event(entities.get_entity(target_id), 'accelerate', velocity=numbers.interp_velocity(entities.get_entity(target_id)['velocity'], bullet['velocity'], .4))
def hit_laser(bullet, target_id):
for i in range(random.randint(2, 3)):
_effect = effects.create_particle(bullet['position'][0]+random.randint(-6, 6),
bullet['position'][1]+random.randint(-6, 6),
'explosion.png',
background=False,
scale=random.uniform(.4, .8),
flashes=random.randint(15, 25),
flash_chance=0.7)
_effect['velocity'] = numbers.interp_velocity(bullet['velocity'], entities.get_entity(target_id)['velocity'], .1)
_effect['velocity'][0] = numbers.clip(_effect['velocity'][0], -6, 6)
_effect['velocity'][1] = numbers.clip(_effect['velocity'][1], -6, 6)
entities.trigger_event(entities.get_entity(target_id), 'accelerate', velocity=numbers.interp_velocity(entities.get_entity(target_id)['velocity'], bullet['velocity'], .4))
def tick_bullet(bullet):
if bullet['life']>0:
bullet['life'] -= 1
else:
entities.delete_entity(bullet)
def tick(bullet):
for soldier_id in entities.get_sprite_groups(bullet['enemy_sprite_groups']):
if bullet['owner_id'] == soldier_id:
continue
_entity = entities.get_entity(soldier_id)
if numbers.distance(bullet['position'], _entity['position'], old=True)-_entity['collision_radius']>bullet['damage_radius']:
continue
if bullet['owner_id'] in entities.ENTITIES and 'player' in entities.get_entity(bullet['owner_id']):
effects.create_particle(bullet['position'][0],
bullet['position'][1],
'hitmarker.png',
direction=random.randint(0, 359),
speed=random.randint(25, 30),
background=False,
fade_rate=0.8,
scale_rate=1.02)
entities.trigger_event(bullet, 'hit', target_id=soldier_id)
entities.trigger_event(_entity, 'hit', damage=bullet['damage'], target_id=bullet['owner_id'])
entities.delete_entity(bullet)