Exemplo n.º 1
0
def create_enemy_tank():
    tank = EnemyTank(sf.Texture.from_file("res/EnemyTankDetailed.png"))
    tank.position = sf.Vector2(100, 100)
    tank.rotation = 180
    turret = EnemyTankTurret(sf.Texture.from_file("res/EnemyTankTurret.png"))
    turret.set_body(tank)
    return tank
Exemplo n.º 2
0
def create_enemy_tank():
    tank = EnemyTank(sf.Texture.from_file("res/EnemyTankDetailed.png"))
    tank.position = sf.Vector2(100, 100)
    tank.rotation = 180
    turret = EnemyTankTurret(sf.Texture.from_file("res/EnemyTankTurret.png"))
    turret.set_body(tank)
    return tank
Exemplo n.º 3
0
 def __init__(self,
              texture=sf.Texture.from_file("res/EnemyTankDetailed.png")):
     TankBody.__init__(self, texture)
     self.turret = EnemyTankTurret(
         sf.Texture.from_file("res/EnemyTankTurret.png"))
     self.turret.set_body(self)
     self.target = None
     self.path = None
Exemplo n.º 4
0
class EnemyTank(TankBody):
    def __init__(self,
                 texture=sf.Texture.from_file("res/EnemyTankDetailed.png")):
        TankBody.__init__(self, texture)
        self.turret = EnemyTankTurret(
            sf.Texture.from_file("res/EnemyTankTurret.png"))
        self.turret.set_body(self)
        self.target = None
        self.path = None

    def check_shells(self, objects):
        for ob in objects:
            if isinstance(ob, Shell):
                if intersects(ob.global_bounds, self.global_bounds):
                    self.health -= ob.damage
                    objects.remove(ob)

    def check_sight_to_target(self, objects):
        blockers = []
        for ob in objects:
            if ob.blocks_sight:
                blockers.append(ob)
        ret = True
        for blocker in blockers:
            if not check_sight(self.position, self.target.position, blocker):
                ret = False
                print "Sight blocked"
        return ret

    def move(self):
        dx = self.path[1].position.x - self.position.x
        dy = self.path[1].position.y - self.position.y
        angle = math.degrees(math.atan2(dy, dx)) + 90
        if abs(angle - self.rotation) < 3:
            self.rotation = angle
        else:
            if calc_shortest_direction(self.rotation, angle) >= 0:
                self.rotate(3)
            else:
                self.rotate(-3)

        if abs(angle - self.rotation) < 10:
            self.forward()
            # elif 170 < abs(angle - self.rotation) < 190:
            #     self.backward()

    def range(self):
        ret = False
        dx = abs(self.position.x - self.target.position.x)
        dy = abs(self.position.y - self.target.position.y)
        dist = math.sqrt(dx**2 + dy**2)
        if dist < 300:
            ret = True
        return ret

    def update(self, objects):
        for ob in objects:
            if isinstance(ob, PlayerTank) or isinstance(ob, PlayerGun):
                self.target = ob

        if self.target:
            sight = self.check_sight_to_target(objects)
            range_to_target = self.range()
            if not sight or not range_to_target:
                self.path = Path(self.position, self.target.position)
                sight_blockers = []
                for ob in objects:
                    if ob.blocks_sight:
                        sight_blockers.append(ob)
                self.path.update(sight_blockers)
                self.move()
            else:
                self.slow_down()
            self.calc_position()
        self.check_collisions(objects)

        self.turret.update(objects)

        self.check_shells(objects)
Exemplo n.º 5
0
 def __init__(self, texture=sf.Texture.from_file("res/EnemyTankDetailed.png")):
     TankBody.__init__(self, texture)
     self.turret = EnemyTankTurret(sf.Texture.from_file("res/EnemyTankTurret.png"))
     self.turret.set_body(self)
     self.target = None
     self.path = None
Exemplo n.º 6
0
class EnemyTank(TankBody):
    def __init__(self, texture=sf.Texture.from_file("res/EnemyTankDetailed.png")):
        TankBody.__init__(self, texture)
        self.turret = EnemyTankTurret(sf.Texture.from_file("res/EnemyTankTurret.png"))
        self.turret.set_body(self)
        self.target = None
        self.path = None

    def check_shells(self, objects):
        for ob in objects:
            if isinstance(ob, Shell):
                if intersects(ob.global_bounds, self.global_bounds):
                    self.health -= ob.damage
                    objects.remove(ob)

    def check_sight_to_target(self, objects):
        blockers = []
        for ob in objects:
            if ob.blocks_sight:
                blockers.append(ob)
        ret = True
        for blocker in blockers:
            if not check_sight(self.position, self.target.position, blocker):
                ret = False
                print "Sight blocked"
        return ret

    def move(self):
        dx = self.path[1].position.x - self.position.x
        dy = self.path[1].position.y - self.position.y
        angle = math.degrees(math.atan2(dy, dx)) + 90
        if abs(angle - self.rotation) < 3:
            self.rotation = angle
        else:
            if calc_shortest_direction(self.rotation, angle) >= 0:
                self.rotate(3)
            else:
                self.rotate(-3)

        if abs(angle - self.rotation) < 10:
            self.forward()
            # elif 170 < abs(angle - self.rotation) < 190:
            #     self.backward()

    def range(self):
        ret = False
        dx = abs(self.position.x - self.target.position.x)
        dy = abs(self.position.y - self.target.position.y)
        dist = math.sqrt(dx ** 2 + dy ** 2)
        if dist < 300:
            ret = True
        return ret

    def update(self, objects):
        for ob in objects:
            if isinstance(ob, PlayerTank) or isinstance(ob, PlayerGun):
                self.target = ob

        if self.target:
            sight = self.check_sight_to_target(objects)
            range_to_target = self.range()
            if not sight or not range_to_target:
                self.path = Path(self.position, self.target.position)
                sight_blockers = []
                for ob in objects:
                    if ob.blocks_sight:
                        sight_blockers.append(ob)
                self.path.update(sight_blockers)
                self.move()
            else:
                self.slow_down()
            self.calc_position()
        self.check_collisions(objects)

        self.turret.update(objects)

        self.check_shells(objects)