Exemplo n.º 1
0
	def update(self, data, common_data, dt):
		speed = 0.3
		# if doing something that can't be interrupted then countdown to end of it

		if self.coolDown(data, dt):
			pass
		else:
			if data.health <= 0:
				self.setState(data, common_data, px_entity.eStates.dead)
				return
			self.setState(data, common_data, px_entity.eStates.stationary)
			if rand_num(10)==0:
#				self.setState(data, common_data, eStates.stationary)
				data.vel = Vec3(0,0,0)
				data.cooldown = rand_num(10)/8.0+0.3
			else:
				# chase hero
				target = common_data.game.requestTarget(common_data.pos)
				if(target.x<common_data.pos.x):
#					self.setState(data, common_data, eStates.runLeft)
					data.vel = Vec3(-speed, 0, 0)
					data.facing = px_entity.eDirections.left
				else:
#					self.setState(data, common_data, eStates.runRight)
					data.vel = Vec3(speed, 0, 0)
					data.facing = px_entity.eDirections.right
				if(target.z<common_data.pos.z):
					data.vel.z = -speed
				else:
					data.vel.z = speed

				if common_data.pos.distSq(Vec3(target.x,target.y,common_data.pos.y))<800:
					data.vel.y = 0 # drop on target
				elif (common_data.pos.z<80) and (data.vel.z<3):
					data.vel.y += 2 # otherwise flap
					# common_data.entity.graphics.startAnim(data = common_data.entity.graphics_data)
					self.setState(data, common_data, px_entity.eStates.stationary, force_new_state=True)
					common_data.entity.sounds.playEvent(data, common_data, eEvents.flap)

				data.cooldown = 0.2

		if common_data.pos.y>0:
			px_controller.friction(data.vel, 0.01)
		else:
			px_controller.friction(data.vel, 0.1)

		px_controller.basic_gravity(data.vel)
		px_controller.basic_physics(common_data.pos, data.vel)

		background.restrictToArena(common_data.pos, data.vel)
Exemplo n.º 2
0
    def update(self, data, common_data, dt):
        speed = 0.3
        # if doing something that can't be interrupted then countdown to end of it

        if self.coolDown(data, dt):
            pass
        else:
            if data.health <= 0:
                self.setState(data, common_data, eStates.dead)
                return
            self.setState(data, common_data, eStates.stationary)
            if rand_num(10) == 0:
                #				self.setState(data, common_data, eStates.stationary)
                data.vel = Vec3(0, 0, 0)
                data.cooldown = rand_num(5) / 10.0 + 0.1
            else:
                # chase hero
                target = common_data.game.requestTarget(common_data.pos)
                if (target.x < common_data.pos.x):
                    #					self.setState(data, common_data, eStates.runLeft)
                    data.vel = Vec3(-speed, 0, 0)
                    data.facing = eDirections.left
                else:
                    #					self.setState(data, common_data, eStates.runRight)
                    data.vel = Vec3(speed, 0, 0)
                    data.facing = eDirections.right
                if (target.y < common_data.pos.y):
                    data.vel.y = -speed
                else:
                    data.vel.y = speed

                if common_data.pos.distSq(
                        Vec3(target.x, target.y, common_data.pos.z)) < 800:
                    data.vel.z = 0  # drop on target
                elif (common_data.pos.z < 80) and (data.vel.z < 3):
                    data.vel.z += 2  # otherwise flap
                    common_data.entity.graphics.startAnim(
                        data=common_data.entity.graphics_data)

                data.cooldown = 0.2

        if common_data.pos.z > 0:
            friction(data.vel, 0.01)
        else:
            friction(data.vel, 0.1)

        basic_gravity(data.vel)
        basic_physics(common_data.pos, data.vel)

        restrictToArena(common_data.pos, data.vel)
Exemplo n.º 3
0
    def update(self, data, common_data, dt):
        speed = 0.3
        # if doing something that can't be interrupted then countdown to end of it

        if self.coolDown(data, dt):
            pass
        else:
            if data.health <= 0:
                self.setState(data, common_data, eStates.dead)
                return
            self.setState(data, common_data, eStates.stationary)
            if rand_num(10) == 0:
                #				self.setState(data, common_data, eStates.stationary)
                data.vel = Vec3(0, 0, 0)
                data.cooldown = rand_num(5) / 8.0 + 0.3
            else:
                # chase hero
                if data.target_cool <= 0:
                    data.target = Vec3(rand_num(600), rand_num(200),
                                       rand_num(200))
                    data.target_cool = rand_num(20)
                else:
                    data.target_cool -= 1
                if (data.target.x < common_data.pos.x):
                    #					self.setState(data, common_data, eStates.runLeft)
                    data.vel = Vec3(-speed, 0, 0)
                    data.facing = eDirections.left
                else:
                    #					self.setState(data, common_data, eStates.runRight)
                    data.vel = Vec3(speed, 0, 0)
                    data.facing = eDirections.right
                if (data.target.z < common_data.pos.z):
                    data.vel.z = -speed
                else:
                    data.vel.z = speed

                if common_data.pos.distSq(
                        Vec3(data.target.x, data.target.y,
                             common_data.pos.z)) < 800:
                    data.vel.y = 0  # drop on target
                elif (common_data.pos.z < 80 + rand_num(200)) and (data.vel.z <
                                                                   3):
                    data.vel.y += 2 + rand_num(5)  # otherwise flap
                    self.setState(data,
                                  common_data,
                                  eStates.stationary,
                                  force_new_state=True)

                data.cooldown = 0.2

        if common_data.pos.y > 0:
            px_controller.friction(data.vel, 0.01)
        else:
            px_controller.friction(data.vel, 0.1)

        px_controller.basic_gravity(data.vel)
        px_controller.basic_physics(common_data.pos, data.vel)

        restrictToArena(common_data.pos, data.vel)
Exemplo n.º 4
0
 def advanceAnim(self, anim_instance, time):
     anim_instance.current_time += time
     while anim_instance.current_time > self.frames[
             anim_instance.current_frame].time:
         anim_instance.current_time -= self.frames[
             anim_instance.current_frame].time
         anim_instance.current_frame = rand_num(len(self.frames))
Exemplo n.º 5
0
 def receiveCollision(self, data, common_data, message):
     if message:
         if message.damage > 0:
             common_data.game.setGameMode(px_game.eGameModes.win)
             for num in range(0, 20):
                 bfly = common_data.game.requestNewEntity(
                     entity_template=self.butterfly_templates[rand_num(3)],
                     pos=common_data.pos,
                     parent=common_data.entity,
                     name=f"Butterfly {num}")
Exemplo n.º 6
0
    def update(self, data, common_data, dt):
        speed = 0.3
        # if doing something that can't be interrupted then countdown to end of it

        if self.coolDown(data, dt):
            pass
        else:
            if data.health <= 0:
                self.setState(data, common_data, eStates.dead)
                return
            if rand_num(10) == 0:
                self.setState(data, common_data, eStates.stationary)
                data.vel = Vec3(0, 0, 0)
                data.cooldown = rand_num(1) + 2
            else:
                # chase hero
                target = common_data.game.requestTarget(common_data.pos)
                if (target.x < common_data.pos.x):
                    self.setState(data, common_data, eStates.runLeft)
                    data.vel = Vec3(-speed, 0, 0)
                    data.facing = eDirections.left
                else:
                    self.setState(data, common_data, eStates.runRight)
                    data.vel = Vec3(speed, 0, 0)
                    data.facing = eDirections.right
                if (target.y < common_data.pos.y):
                    data.vel.y = -speed
                else:
                    data.vel.y = speed

                data.cooldown = 0.5

        basic_physics(common_data.pos, data.vel)

        restrictToArena(common_data.pos, data.vel)

        friction(data.vel)
Exemplo n.º 7
0
	def initEntity(self, entity, data=False):
			# values for each instance

			entity.cooldown = -1
			entity.pause = 7
			entity.vel = Vec3(0.0,0.0,0.0)
			entity.queued_vel = Vec3(0.0,0.0,0.0)
			entity.facing = False
			entity.queued_facing = 4
			entity.health = 3
			entity.state = PacBun.eStates.idle
			entity.queued_state = entity.state
			entity.AI_cooldown = 1 + px_vector.rand_num(15) / 5.
			entity.type = data['type']
			entity.fox_speed = 1
Exemplo n.º 8
0
    def update(self, data, common_data, dt):

        fire_cool = 1.4

        if self.coolDown(data, dt):
            if data.fired and (common_data.state not in [
                    px_entity.eStates.fallLeft, px_entity.eStates.fallRight,
                    px_entity.eStates.dead
            ]):
                if data.cooldown < 0.9:
                    self.shoot(data, common_data, data.facingleft)
                    data.fired = False
        else:
            if data.health <= 0:
                self.setState(data, common_data, px_entity.eStates.dead)
                return
            # fire at hero if in range
            target = common_data.game.requestTarget(common_data.pos)
            data.facingleft = (target.x < common_data.pos.x)
            if abs(target.x - common_data.pos.x) < 200 and abs(
                    target.z - common_data.pos.z) < 20:
                self.setState(
                    data, common_data, px_entity.eStates.attackSmallLeft
                    if data.facingleft else px_entity.eStates.attackSmallRight)
                data.fired = True
                data.cooldown = fire_cool
            else:
                self.setState(
                    data, common_data, px_entity.eStates.standLeft
                    if data.facingleft else px_entity.eStates.standRight)
                data.cooldown = rand_num(1) + 2

        px_controller.friction(data.vel)
        px_controller.basic_gravity(data.vel)
        px_controller.basic_physics(common_data.pos, data.vel)
        background.restrictToArena(common_data.pos, data.vel)
Exemplo n.º 9
0
    def KFEvents(self):
        return [
            # wait a bit
            Delay(2),
            # first wave
            SpawnEnemies([
                SpawnEntity(self.reaper_t, Vec3(300, 35, 0), False,
                            "Reaper 2"),
            ]),
            Delay(rand_num(1) + 0.5),
            # spawn second wave
            SpawnEnemies([
                SpawnEntity(self.reaper_t, Vec3(20, 35, 0), False, "Reaper 2"),
            ]),

            # wait until all monsters destroyed
            WaitForNoEnemies(),
            # wait a bit
            Delay(4),

            # second  wave
            SpawnEnemies([
                SpawnEntity(self.bat_t, Vec3(30, 35, 5), False, "Bat 1"),
            ]),
            Delay(rand_num(1) + 0.5),
            # spawn other half of wave
            SpawnEnemies([
                SpawnEntity(self.bat_t, Vec3(300, 35, 5), False, "Bat 1"),
            ]),
            Delay(rand_num(1) + 0.5),
            SpawnEnemies([
                SpawnEntity(self.bat_t, Vec3(155, 110, 5), False, "Bat 1"),
            ]),
            Delay(rand_num(1) + 0.5),
            # spawn other half of wave
            SpawnEnemies([
                SpawnEntity(self.bat_t, Vec3(300, 35, 5), False, "Bat 1"),
            ]),
            Delay(rand_num(1) + 0.5),
            SpawnEnemies([
                SpawnEntity(self.bat_t, Vec3(30, 35, 5), False, "Bat 1"),
            ]),
            Delay(rand_num(1) + 0.5),
            # spawn other half of wave
            SpawnEnemies([
                SpawnEntity(self.bat_t, Vec3(155, 110, 5), False, "Bat 1"),
            ]),

            # wait until all monsters destroyed
            WaitForNoEnemies(),

            # wait a bit
            Delay(2),

            # ...
            WaitForNoEnemies(),
            # wait a bit
            Delay(2),
            # signal game complete
            EndGame()
        ]
Exemplo n.º 10
0
    def update(self, dt):

        if self.game_mode == eGameModes.init:

            pass

##################################################
        elif self.game_mode == eGameModes.title:
            pass
##################################################
        elif self.game_mode == eGameModes.start:
            # set up new game and clean up anything from last game
            self.num_monsters = 0
            self.killPlayEntities()
            self.cleanUpDead()
            self.director = self.requestNewEntity(
                entity_template=self.director_t)
            self.director.controller_data.events = self.KFEvents()

            # make hero
            self.hero = self.requestNewEntity(entity_template=self.hero_t,
                                              pos=Vec3(160, 60, 0),
                                              parent=False,
                                              name="Hero")
            self.hero.setGamePad(self.input.getGamePad(0))

            # set up life indicator in top left
            for n in range(1, 6):
                heart = self.entity_manager.makeEntity(self.heart_t, "Heart")
                heart.setPos(Vec3(10 * n, 0, 190))
                self.drawables.append(heart)
                self.updatables.append(heart)
                heart.common_data.parent = self.hero
                heart.common_data.state = eStates.fade
                heart.controller_data.health_num = n

            self.rain_cooldown = 500
            self.setGameMode(eGameModes.play)
        ##################################################
        elif self.game_mode == eGameModes.play:
            # rain
            if self.raining:
                if (rand_num(10) == 0):
                    rain = self.entity_manager.makeEntity(self.rain_t)
                    rain.setState(RainController.state_fall)
                    rain.setPos(Vec3(rand_num(320), rand_num(64), 200))
                    self.drawables.append(rain)
                    self.updatables.append(rain)
            self.rain_cooldown -= 1
            if self.rain_cooldown <= 0:
                self.rain_cooldown = rand_num(500) + 500
                self.raining = not self.raining

            if self.hero.getState() == eStates.dead:
                self.setGameMode(eGameModes.game_over)
                self.restart_cooldown = 3

        ####################################################

        elif self.game_mode == eGameModes.game_over:
            self.director.setState(eStates.dead)
            self.restart_cooldown -= dt
            self.title.setState(eTitleStates.game_over)
            if self.restart_cooldown <= 0:
                self.setGameMode(eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == eGameModes.win:
            self.restart_cooldown -= dt
            self.title.setState(eTitleStates.win)
            if self.restart_cooldown <= 0:
                self.setGameMode(eGameModes.title)
                self.cleanUpDead()

        # Always do this, unless paused:
        if self.game_mode != eGameModes.paused:
            for index, updatable in reversed(list(enumerate(self.updatables))):
                updatable.update(dt)

            self.collision_manager.doCollisions(
            )  # collisions between monsters
            # clean up dead entities
            self.cleanUpDead()
        else:
            self.title.update(dt)
Exemplo n.º 11
0
    def update(self, dt):

        if self.game_mode == eGameModes.init:

            pass

##################################################
        elif self.game_mode == eGameModes.title:
            pass
##################################################
        elif self.game_mode == eGameModes.start:
            # set up new game and clean up anything from last game
            self.num_monsters = 0
            self.killPlayEntities()
            self.cleanUpDead()
            self.director = self.requestNewEntity(
                entity_template=self.director_t)
            self.director.controller_data.events = self.KFEvents()

            # make bunny
            self.bunny = self.requestNewEntity(entity_template=self.bunny_t,
                                               pos=Vec3(190, 60, 0),
                                               parent=False,
                                               name="Bunny")
            self.bunny.setGamePad(self.input.getGamePad(0))

            self.present = self.requestNewEntity(
                entity_template=self.present_t,
                pos=Vec3(400, 60, 0),
                parent=self,
                name="present")
            self.present.controller.setButterflyTemplates(self.bfly_templates)

            self.rain_cooldown = 500
            self.restart_cooldown = 60
            self.setGameMode(eGameModes.play)
        ##################################################
        elif self.game_mode == eGameModes.play:

            if (rand_num(10) == 0 and len(self.drawables) < 5):
                bfly = self.entity_manager.makeEntity(
                    self.bfly_templates[rand_num(3)])
                bfly.setPos(Vec3(rand_num(640), rand_num(270), 500))
                self.drawables.append(bfly)
                self.updatables.append(bfly)

            # rain
            if False:  #self.raining:
                if (rand_num(20) == 0):
                    rain = self.entity_manager.makeEntity(self.rain_t)
                    rain.setState(RainController.state_fall)
                    rain.setPos(Vec3(rand_num(1920), rand_num(270), 500))
                    self.drawables.append(rain)
                    self.updatables.append(rain)
            self.rain_cooldown -= 1
            if self.rain_cooldown <= 0:
                self.rain_cooldown = rand_num(500) + 500
                self.raining = not self.raining

            # if self.hero.getState()==eStates.dead:
            # 	self.setGameMode(eGameModes.game_over)
            # 	self.restart_cooldown=3

            ###############
            # scroll view #
            ###############
            if self.scroll:
                offset = self.renlayer.getOrigin(
                ) - self.bunny.common_data.pos + Vec3(self.res_x / 2,
                                                      self.res_y / 2, 0)
                if offset.magsq() > 100:
                    self.renlayer.origin -= offset / 40.0
                    self.renlayer.origin.z = 0  # make current ground level when can
                    if self.renlayer.origin.y < 0:
                        self.renlayer.origin.y = 0

        ####################################################

        elif self.game_mode == eGameModes.game_over:
            self.director.setState(eStates.dead)
            self.restart_cooldown -= dt
            self.title.setState(eTitleStates.game_over)
            if self.restart_cooldown <= 0:
                self.setGameMode(eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == eGameModes.win:
            self.restart_cooldown -= dt
            if self.restart_cooldown <= 0:
                self.setGameMode(eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == eGameModes.quit:
            self.quit_cooldown -= dt
            self.title.setState(eTitleStates.quit)
            if self.quit_cooldown <= 0:
                self.running = False
                return

        # Always do this, unless paused:
        if self.game_mode != eGameModes.paused:
            for index, updatable in reversed(list(enumerate(self.updatables))):
                updatable.update(dt)
            for audible in self.audibles:
                audible.sounds.play(audible.sounds_data, audible.common_data)

            self.collision_manager.doCollisions(
            )  # collisions between monsters
            # clean up dead entities
            self.cleanUpDead()

        else:
            self.title.update(dt)
Exemplo n.º 12
0
    def update(self, dt):

        if self.game_mode == eGameModes.init:

            pass

##################################################
        elif self.game_mode == eGameModes.title:
            pass
##################################################
        elif self.game_mode == eGameModes.start:
            # set up new game and clean up anything from last game
            self.num_monsters = 0
            self.killPlayEntities()
            self.cleanUpDead()
            self.director = self.requestNewEntity(
                entity_template=self.director_t)
            self.director.controller_data.events = KFdirector.KFEvents(self)

            # make hero
            self.hero = self.requestNewEntity(entity_template=self.hero_t,
                                              pos=Vec3(150, 0, 60),
                                              parent=False,
                                              name="Hero")
            self.hero.setGamePad(self.input.getGamePad(0))

            # make hero 2
            game_pad = self.input.getGamePad(1)
            if game_pad:
                self.hero2 = self.requestNewEntity(entity_template=self.hero_t,
                                                   pos=Vec3(170, 0, 60),
                                                   parent=False,
                                                   name="Hero 2")
                self.hero2.setGamePad(game_pad)

            # set up life indicator in top left
            for n in range(1, 6):
                heart = self.entity_manager.makeEntity(self.heart_t, "Heart")
                heart.setPos(Vec3(10 * n, 190, 0))
                self.drawables.append(heart)
                self.updatables.append(heart)
                heart.common_data.parent = self.hero
                heart.common_data.state = eStates.fade
                heart.controller_data.health_num = n

            self.rain_cooldown = 500
            self.setGameMode(eGameModes.play)
        ##################################################
        elif self.game_mode == eGameModes.play:
            # rain
            if self.raining:
                if (rand_num(10) == 0):
                    raindrop = self.entity_manager.makeEntity(self.rain_t)
                    raindrop.setState(rain.eRainStates.state_fall)
                    raindrop.setPos(Vec3(rand_num(320), 200, rand_num(64)))
                    self.drawables.append(raindrop)
                    self.updatables.append(raindrop)
            self.rain_cooldown -= 1
            if self.rain_cooldown <= 0:
                self.rain_cooldown = rand_num(500) + 500
                self.raining = not self.raining

            if self.hero.getState() == eStates.dead:
                self.setGameMode(eGameModes.game_over)
                self.restart_cooldown = 3

            ###############
            # scroll view #
            ###############
            if self.scroll:
                offset = self.renlayer.getOrigin(
                ) - self.hero.common_data.pos + Vec3(160, 64, 0)
                if offset.magsq() > 1000:
                    self.renlayer.origin -= offset / 40.0
                    self.renlayer.origin.z = 0  # make current ground level when can

        ####################################################

        elif self.game_mode == eGameModes.game_over:
            self.director.setState(eStates.dead)
            self.restart_cooldown -= dt
            self.title.setState(title.eTitleStates.game_over)
            if self.restart_cooldown <= 0:
                self.setGameMode(eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == eGameModes.win:
            self.restart_cooldown -= dt
            self.title.setState(title.eTitleStates.win)
            if self.restart_cooldown <= 0:
                self.setGameMode(eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == eGameModes.quit:
            self.quit_cooldown -= dt
            self.title.setState(title.eTitleStates.quit)
            if self.quit_cooldown <= 0:
                self.running = False
                return

        # Always do this, unless paused:
        if self.game_mode != eGameModes.paused:
            for index, updatable in reversed(list(enumerate(self.updatables))):
                updatable.update(dt)
            for audible in self.audibles:
                audible.sounds.play(audible.sounds_data, audible.common_data)

            self.collision_manager.doCollisions(
            )  # collisions between monsters
            # clean up dead entities
            self.cleanUpDead()

        else:
            self.title.update(dt)
Exemplo n.º 13
0
 def startAnim(self, entity, frame=0):
     entity.current_time = 0
     entity.current_frame = rand_num(len(self.frames))
Exemplo n.º 14
0
def KFEvents(game):
	return[
			# wait a bit
			Delay(2),
		SpawnEnemies([
			SpawnEntity(game.bat_t, Vec3(290, 5, 35), False, "Bat 1"),
		]),

		SpawnEnemies([
				SpawnEntity(game.goblin_archer_t, Vec3(292, 0, 35), False, "Goblin Archer"),
			]),
		SpawnEnemies([
				SpawnEntity(game.goblin_archer_t, Vec3(25, 0, 35), False, "Goblin Archer"),
			]),
		# wait a bit
			Delay(0.7),
			SpawnEnemies([
			SpawnEntity(game.reaper_t, Vec3(30, 0, 35), False, "Reaper"),
			]),
			Delay(rand_num(1)+0.5),

			# wait until all monsters destroyed
			WaitForNoEnemies(),
			# wait a bit
			Delay(4),

			# first wave
			SpawnEnemies([
				SpawnEntity(game.reaper_t, Vec3(300, 0, 35), False, "Reaper 2"),
			]),
			Delay(rand_num(1)+0.5),
			SpawnEnemies([
				SpawnEntity(game.reaper_t, Vec3(20, 0, 35), False, "Reaper 2"),
			]),

			# wait until all monsters destroyed
			WaitForNoEnemies(),
			# wait a bit
			Delay(4),

			# second  wave
			SpawnEnemies([
				SpawnEntity(game.bat_t, Vec3(30, 5, 35), False, "Bat 1"),
			]),
			Delay(rand_num(1)+0.5),
			# spawn other half of wave
			SpawnEnemies([
				SpawnEntity(game.bat_t, Vec3(300, 5, 35), False, "Bat 1"),
			]),
			Delay(rand_num(1)+0.5),
			SpawnEnemies([
				SpawnEntity(game.bat_t, Vec3(155, 5, 110), False, "Bat 1"),
			]),
			Delay(rand_num(1)+0.5),
			# spawn other half of wave
			SpawnEnemies([
				SpawnEntity(game.bat_t, Vec3(300, 5, 35), False, "Bat 1"),
			]),
			Delay(rand_num(1)+0.5),
			SpawnEnemies([
				SpawnEntity(game.bat_t, Vec3(30, 5, 35), False, "Bat 1"),
			]),
			Delay(rand_num(1)+0.5),
			# spawn other half of wave
			SpawnEnemies([
				SpawnEntity(game.bat_t, Vec3(155, 5, 110), False, "Bat 1"),
			]),

			# wait until all monsters destroyed
			WaitForNoEnemies(),

			# wait a bit
			Delay(2),

			# ...

			WaitForNoEnemies(),
			# wait a bit
			Delay(2),
			# signal game complete
			EndGame()
		]
Exemplo n.º 15
0
    def update(self, dt):

        if self.game_mode == px_game.eGameModes.init:

            pass

##################################################
        elif self.game_mode == px_game.eGameModes.title:
            pass
##################################################
        elif self.game_mode == px_game.eGameModes.start:
            # set up new game and clean up anything from last game
            self.num_monsters = 0
            self.killPlayEntities()
            self.cleanUpDead()
            self.director = self.requestNewEntity(
                entity_template=self.director_t)
            self.director.controller_data.events = self.KFEvents()

            self.back = self.requestNewEntity(entity_template=self.back_t,
                                              pos=Vec3(0, -500, 500),
                                              parent=self,
                                              name="back")
            for n in (0, 100, 200, 300, 400):
                for m in (0, 12, 24, 36, 48, 60):
                    self.platform = self.requestNewEntity(
                        entity_template=self.platform_t,
                        pos=Vec3(300 + n / 2, n / 5 - 5, 50 + m),
                        parent=self,
                        name="platform")

            # make bunnies
            self.oreo = self.requestNewEntity(entity_template=self.oreo_t,
                                              pos=Vec3(500, 0, 60),
                                              parent=False,
                                              name="Oreo")
            self.oreo.setGamePad(self.input.getGamePad(1))
            self.macaroon = self.requestNewEntity(
                entity_template=self.macaroon_t,
                pos=Vec3(190, 50, 60),
                parent=False,
                name="Macaroon")
            self.macaroon.setGamePad(self.input.getGamePad(0))
            self.control_macaroon = True

            self.rain_cooldown = 500
            self.restart_cooldown = 60
            self.setGameMode(px_game.eGameModes.play)
        ##################################################
        elif self.game_mode == px_game.eGameModes.play:

            if (rand_num(10) == 0 and len(self.drawables) < 55):
                bfly = self.entity_manager.makeEntity(
                    self.bfly_templates[rand_num(3)])
                bfly.setPos(
                    Vec3(rand_num(self.res_x), 500, rand_num(self.res_y)))
                self.drawables.append(bfly)
                self.updatables.append(bfly)

            # rain
            if self.raining:
                if (rand_num(20) == 0):
                    raindrop = self.entity_manager.makeEntity(self.rain_t)
                    raindrop.setState(rain.Controller.state_fall)
                    raindrop.setPos(Vec3(rand_num(1920), 500, rand_num(270)))
                    self.drawables.append(raindrop)
                    self.updatables.append(raindrop)
            self.rain_cooldown -= 1
            if self.rain_cooldown <= 0:
                self.rain_cooldown = rand_num(500) + 500
                self.raining = not self.raining

            # if self.hero.getState()==entity.eStates.dead:
            # 	self.setGameMode(game.eGameModes.game_over)
            # 	self.restart_cooldown=3

        ####################################################

        elif self.game_mode == px_game.eGameModes.game_over:
            self.director.setState(px_entity.eStates.dead)
            self.restart_cooldown -= dt
            self.title.setState(title.eTitlentity.eStates.game_over)
            if self.restart_cooldown <= 0:
                self.setGameMode(px_game.eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == px_game.eGameModes.win:
            self.restart_cooldown -= dt
            if self.restart_cooldown <= 0:
                self.setGameMode(px_game.eGameModes.title)
                self.cleanUpDead()

        ####################################################

        elif self.game_mode == px_game.eGameModes.quit:
            self.quit_cooldown -= dt
            self.title.setState(title.eTitleStates.quit)
            if self.quit_cooldown <= 0:
                self.running = False
                return

        # Always do this, unless paused:
        if self.game_mode != px_game.eGameModes.paused:
            for index, updatable in reversed(list(enumerate(self.updatables))):
                updatable.update(dt)
            for audible in self.audibles:
                audible.sounds.play(audible.sounds_data, audible.common_data)

            self.collision_manager.doCollisions(
            )  # collisions between monsters
            # clean up dead entities
            self.cleanUpDead()

        else:
            self.title.update(dt)
Exemplo n.º 16
0
	def update(self, entity, dt):
		if entity.state in [PacBun.eStates.caughtBlue,PacBun.eStates.caughtBowie,PacBun.eStates.caughtPacBun,PacBun.eStates.caughtPinkie]:
			return

		# pause foxes every so often
		# todo: foxes shouldn't pause if the bunny is in sight
		entity.AI_cooldown -= dt
		if entity.AI_cooldown<=0:
			entity.AI_cooldown= 10 + px_vector.rand_num(10)
			if entity.fox_speed==1:
				entity.fox_speed=0
				entity.AI_cooldown = entity.pause
				if entity.pause>0: entity.pause -=1
				self.setState(entity,
											[PacBun.eStates.idle, PacBun.eStates.idle, PacBun.eStates.idle, PacBun.eStates.idle, PacBun.eStates.idle, PacBun.eStates.cleanRight, PacBun.eStates.cleanLeft][px_vector.rand_num(7)]	# todo: find better way to make idle more likely
											)
			else:
				entity.fox_speed=1

		if entity.fox_speed==0:
			return
		fox_speed = entity.fox_speed

		map_controller = entity.parent.getComponent('controller')
		entity.bunny = map_controller.getNearestBunny(entity.parent, entity.pos)

		bunny_pos = copy.deepcopy(entity.bunny.getPos())

		if entity.type==eFoxTypes.ahead:
			# aim at a position ahead of the bunny
			if entity.bunny.facing:
				bunny_pos+= (
					Vec3(0,-96,0),
					Vec3(-96,0, 0),
					Vec3(0, 96, 0),
					Vec3(96, 0, 0),
				)[entity.bunny.facing]

		current_tile = map_controller.getTileFromPos(entity.parent, entity.pos)
		exits = current_tile.process('getExits')
		x_in_tile = entity.pos.x % 16
		y_in_tile = entity.pos.y % 16

		# work out preferred direction
		if bunny_pos.x>entity.pos.x:
			pref_dir=px_entity.eDirections.right
		else:
			pref_dir = px_entity.eDirections.left
		if bunny_pos.y > entity.pos.y:
			sec_dir = px_entity.eDirections.up
		else:
			sec_dir = px_entity.eDirections.down

		if (abs(bunny_pos.x-entity.pos.x)<abs(bunny_pos.y-entity.pos.y)):
			# choose most optimal axis
			pref_dir, sec_dir = sec_dir, pref_dir

		if entity.type==eFoxTypes.axis_swap:
			# swap to less optimal axis for this fox
			pref_dir, sec_dir = sec_dir, pref_dir
		elif entity.type==eFoxTypes.cowardly:
			# reverse directions so fox runs away
			pref_dir = (
				px_entity.eDirections.up,
				px_entity.eDirections.right,
				px_entity.eDirections.down,
				px_entity.eDirections.left,
			)[pref_dir]
			sec_dir = (
				px_entity.eDirections.up,
				px_entity.eDirections.right,
				px_entity.eDirections.down,
				px_entity.eDirections.left,
			)[sec_dir]


		# try to go that way
		if ((x_in_tile-8)%16==0) and ((y_in_tile-8)%16==0):
			if pref_dir in exits:
				entity.facing = pref_dir
			elif sec_dir in exits:
				entity.facing = sec_dir
			else:
				entity.facing = exits[0]

			entity.vel = (
				Vec3(0,-fox_speed,0),
				Vec3(-fox_speed,0, 0),
				Vec3(0, fox_speed, 0),
				Vec3(fox_speed,0, 0),
			)[entity.facing]

			self.setState(entity,(
				PacBun.eStates.runDown,
				PacBun.eStates.runLeft,
				PacBun.eStates.runUp,
				PacBun.eStates.runRight
			)[entity.facing])

		px_controller.basic_physics(entity.pos, entity.vel)