Exemplo n.º 1
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def register_warrior_king_enemy():
    x = 9
    indices_by_dir = {
        Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)],
        Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)],
        Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)],
        Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)]
    }

    register_basic_enemy(
        npc_type=NpcType.WARRIOR_KING,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_WARRIOR_KING,
                               size=(32, 32),
                               max_health=240,
                               health_regen=0,
                               speed=0.13,
                               exp_reward=90,
                               enemy_loot_table=LootTableId.BOSS_WARRIOR_KING,
                               death_sound_id=SoundId.DEATH_BOSS,
                               is_boss=True),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet_3.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(54, 60),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-11, -23),
    )
Exemplo n.º 2
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def register_skeleton_mage_enemy():
    size = (
        32, 32
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_SKELETON_MAGE
    npc_type = NpcType.SKELETON_MAGE
    movement_speed = 0.05
    health = 50
    exp_reward = 25
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed,
                             exp_reward, LootTableId.LEVEL_4,
                             SoundId.DEATH_SKELETON_MAGE)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/monsters_spritesheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)

    sheet_x = 3
    indices_by_dir = {
        Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0),
                         (sheet_x + 1, 0)],
        Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1),
                         (sheet_x + 1, 1)],
        Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2),
                          (sheet_x + 1, 2)],
        Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3),
                       (sheet_x + 1, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
Exemplo n.º 3
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def register_skeleton_boss_enemy():
    x = 6
    y = 0
    indices_by_dir = {
        Direction.DOWN: [(x + i, y + 0) for i in range(3)],
        Direction.LEFT: [(x + i, y + 1) for i in range(3)],
        Direction.RIGHT: [(x + i, y + 2) for i in range(3)],
        Direction.UP: [(x + i, y + 3) for i in range(3)]
    }

    register_basic_enemy(
        npc_type=NpcType.SKELETON_BOSS,
        npc_data=NpcData.enemy(
            sprite=Sprite.ENEMY_SKELETON_BOSS,
            size=(32, 32),
            max_health=120,
            health_regen=3,
            speed=0.07,
            exp_reward=60,
            enemy_loot_table=LootTableId.BOSS_SKELETON,
            death_sound_id=SoundId.DEATH_BOSS,
            is_boss=True),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(52, 56),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-10, -24)
    )

    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
    register_buff_effect(BUFF_STUNNED, StunnedFromFiring)
Exemplo n.º 4
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def register_goblin_warrior_enemy():
    x = 3
    y = 4
    indices_by_dir = {
        Direction.DOWN: [(x + i, y + 0) for i in range(3)],
        Direction.LEFT: [(x + i, y + 1) for i in range(3)],
        Direction.RIGHT: [(x + i, y + 2) for i in range(3)],
        Direction.UP: [(x + i, y + 3) for i in range(3)]
    }

    register_basic_enemy(
        npc_type=NpcType.GOBLIN_WARRIOR,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_GOBLIN_WARRIOR,
                               size=(32, 32),
                               max_health=110,
                               health_regen=0,
                               speed=0.09,
                               exp_reward=50,
                               enemy_loot_table=LootTableId.BOSS_GOBLIN,
                               death_sound_id=SoundId.DEATH_BOSS,
                               is_boss=True),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(52, 52),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-10, -20))
Exemplo n.º 5
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def register_necromancer_enemy():
    indices_by_dir = {
        Direction.DOWN: [(x, 0) for x in range(9, 12)],
        Direction.LEFT: [(x, 1) for x in range(9, 12)],
        Direction.RIGHT: [(x, 2) for x in range(9, 12)],
        Direction.UP: [(x, 3) for x in range(9, 12)]
    }

    register_basic_enemy(
        npc_type=NpcType.NECROMANCER,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_NECROMANCER,
                               size=(36, 36),
                               max_health=60,
                               health_regen=0,
                               speed=0.02,
                               exp_reward=29,
                               enemy_loot_table=LootTableId.LEVEL_5,
                               death_sound_id=SoundId.DEATH_NECRO),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet_3.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 64),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-6, -28))

    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
Exemplo n.º 6
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def register_zombie_enemy():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_ZOMBIE
    npc_type = NpcType.ZOMBIE
    movement_speed = 0.03
    health = 15
    exp_reward = 10
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed,
                             exp_reward, LootTableId.LEVEL_3,
                             SoundId.DEATH_ZOMBIE)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    indices_by_dir = {
        Direction.DOWN: [(0, 0), (1, 0), (2, 0)],
        Direction.LEFT: [(0, 1), (1, 1), (2, 1)],
        Direction.RIGHT: [(0, 2), (1, 2), (2, 2)],
        Direction.UP: [(0, 3), (1, 3), (2, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-9, -18))
Exemplo n.º 7
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def register_zombie_fast_enemy():
    x = 6
    y = 4
    indices_by_dir = {
        Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)],
        Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)],
        Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)],
        Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)]
    }

    register_basic_enemy(
        npc_type=NpcType.ZOMBIE_FAST,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_ZOMBIE_FAST,
                               size=(30, 30),
                               max_health=20,
                               health_regen=0,
                               speed=0.11,
                               exp_reward=15,
                               enemy_loot_table=LootTableId.LEVEL_4,
                               death_sound_id=SoundId.DEATH_ZOMBIE),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-9, -18))
def register_goblin_warrior_enemy():
    size = (32, 32)  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_GOBLIN_WARRIOR
    npc_type = NpcType.GOBLIN_WARRIOR
    movement_speed = 0.09
    health = 100
    exp_reward = 50
    loot_table = LootTable(
        [
            LootGroup(2, [LootEntry.item(ItemType.FROG), LootEntry.consumable(ConsumableType.WARP_STONE)], 1),
            LootGroup(1, LOOT_ITEMS_3 + LOOT_ITEMS_4, 1),
            LootGroup(1, [LootEntry.money(2), LootEntry.money(3), LootEntry.money(5)], 0.7)
        ]
    )
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, loot_table, SoundId.DEATH_BOSS,
                             is_boss=True)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (52, 52)
    sprite_sheet_x = 3
    sprite_sheet_y = 4
    indices_by_dir = {
        Direction.DOWN: [(sprite_sheet_x + i, sprite_sheet_y + 0) for i in range(3)],
        Direction.LEFT: [(sprite_sheet_x + i, sprite_sheet_y + 1) for i in range(3)],
        Direction.RIGHT: [(sprite_sheet_x + i, sprite_sheet_y + 2) for i in range(3)],
        Direction.UP: [(sprite_sheet_x + i, sprite_sheet_y + 3) for i in range(3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir,
                               (-10, -20))
Exemplo n.º 9
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def register_rat_2_enemy():
    size = (
        40, 40
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_RAT_2
    npc_type = NpcType.RAT_2
    movement_speed = 0.08
    health = 11
    exp_reward = 8
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed,
                             exp_reward, LootTableId.LEVEL_2,
                             SoundId.DEATH_RAT)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/gray_rat.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    indices_by_dir = {
        Direction.DOWN: [(0, 0), (1, 0), (2, 0)],
        Direction.LEFT: [(0, 1), (1, 1), (2, 1)],
        Direction.RIGHT: [(0, 2), (1, 2), (2, 2)],
        Direction.UP: [(0, 3), (1, 3), (2, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-5, -5))
def register_warpstone_merchant_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_WARPSTONE_MERCHANT
    npc_type = NpcType.NEUTRAL_WARPSTONE_MERCHANT
    ui_icon_sprite = PortraitIconSprite.WARPSTONE_MERCHANT
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    introduction = "Hah! I managed to infuse the statues' teleporting powers into these stones. " \
                   "You can carry them with you and use them any time you want to return to this place!"
    dialog_options = [
        buy_consumable_option(ConsumableType.WARP_STONE, 2),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_data = DialogData(ui_icon_sprite, introduction, dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/manga_spritesheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 0
    y = 0
    indices_by_dir = {
        Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)],
        Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)],
        Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)],
        Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        ui_icon_sprite,
        'resources/graphics/portrait_warpstone_merchant_npc.png')
Exemplo n.º 11
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def register_zombie_enemy():
    indices_by_dir = {
        Direction.DOWN: [(0, 0), (1, 0), (2, 0)],
        Direction.LEFT: [(0, 1), (1, 1), (2, 1)],
        Direction.RIGHT: [(0, 2), (1, 2), (2, 2)],
        Direction.UP: [(0, 3), (1, 3), (2, 3)]
    }

    register_basic_enemy(
        npc_type=NpcType.ZOMBIE,
        npc_data=NpcData.enemy(
            sprite=Sprite.ENEMY_ZOMBIE,
            size=(30, 30),
            max_health=15,
            health_regen=0,
            speed=0.03,
            exp_reward=10,
            enemy_loot_table=LootTableId.LEVEL_3,
            death_sound_id=SoundId.DEATH_ZOMBIE),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-9, -18)
    )
Exemplo n.º 12
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def register_warrior_king_enemy():
    size = (32, 32)  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_WARRIOR_KING
    npc_type = NpcType.WARRIOR_KING
    movement_speed = 0.13
    health = 190
    exp_reward = 75
    loot_table = LootTable(
        [
            LootGroup.single(LootEntry.consumable(ConsumableType.WARP_STONE), 1),
            LootGroup(1, LOOT_ITEMS_4, 1),
            LootGroup.single(LootEntry.item(ItemType.KEY), 1),
        ]
    )
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward, loot_table, SoundId.DEATH_BOSS)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (54, 60)
    x = 9
    indices_by_dir = {
        Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)],
        Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)],
        Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)],
        Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir,
                               (-11, -23))
Exemplo n.º 13
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def register_frog_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_FROG
    movement_speed = 0.03
    register_npc_data(NPC_TYPE, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(NPC_TYPE, NpcMind)
    _register_dialog()
    sprite_sheet = SpriteSheet(
        "resources/graphics/characters_midona_spritesheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 6
    y = 0
    indices_by_dir = {
        Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)],
        Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)],
        Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)],
        Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-9, -18))
    register_portrait_icon_sprite_path(
        UI_ICON_SPRITE, 'resources/graphics/portrait_frog_npc.png')
Exemplo n.º 14
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def register_warrior_king_enemy():
    size = (
        32, 32
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_WARRIOR_KING
    npc_type = NpcType.WARRIOR_KING
    movement_speed = 0.13
    health = 240
    exp_reward = 90

    npc_data = NpcData.enemy(sprite,
                             size,
                             health,
                             0,
                             movement_speed,
                             exp_reward,
                             LootTableId.BOSS_WARRIOR_KING,
                             SoundId.DEATH_BOSS,
                             is_boss=True)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (54, 60)
    x = 9
    indices_by_dir = {
        Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)],
        Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)],
        Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)],
        Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-11, -23))
Exemplo n.º 15
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def register_sorcerer_npc():
    size = (30, 30)  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_SORCERER
    portrait_icon_sprite = PortraitIconSprite.SORCERER
    npc_type = NpcType.NEUTRAL_SORCERER
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    dialog_options = [
        buy_consumable_option(ConsumableType.HEALTH, 5),
        buy_consumable_option(ConsumableType.MANA, 5),
        buy_consumable_option(ConsumableType.SPEED, 5),
        buy_consumable_option(ConsumableType.POWER, 10),
        DialogOptionData("\"Good bye\"", "cancel", None)]
    dialog_text_body = "Greetings. I am glad to see that you have made it this far! However, great danger lies ahead... " \
                       "Here, see if any of these potions are of interest to you."
    dialog_data = DialogData(portrait_icon_sprite, dialog_text_body, dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 3
    indices_by_dir = {
        Direction.DOWN: [(x, 4), (x + 1, 4), (x + 2, 4)],
        Direction.LEFT: [(x, 5), (x + 1, 5), (x + 2, 5)],
        Direction.RIGHT: [(x, 6), (x + 1, 6), (x + 2, 6)],
        Direction.UP: [(x, 7), (x + 1, 7), (x + 2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size, scaled_sprite_size, indices_by_dir,
                               (-8, -16))
    register_portrait_icon_sprite_path(portrait_icon_sprite, 'resources/graphics/portrait_sorcerer_npc.png')
Exemplo n.º 16
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def register_skeleton_mage_enemy():
    x = 3
    indices_by_dir = {
        Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0), (x + 1, 0)],
        Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1), (x + 1, 1)],
        Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2), (x + 1, 2)],
        Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3), (x + 1, 3)]
    }
    register_basic_enemy(
        npc_type=NpcType.SKELETON_MAGE,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_SKELETON_MAGE,
                               size=(32, 32),
                               max_health=50,
                               health_regen=0,
                               speed=0.05,
                               exp_reward=25,
                               enemy_loot_table=LootTableId.LEVEL_4,
                               death_sound_id=SoundId.DEATH_SKELETON_MAGE),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/monsters_spritesheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-8, -16))

    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
Exemplo n.º 17
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def register_goblin_spearman_enemy():
    x = 9
    y = 0
    indices_by_dir = {
        Direction.DOWN: [(x + i, y + 0) for i in range(3)],
        Direction.LEFT: [(x + i, y + 1) for i in range(3)],
        Direction.RIGHT: [(x + i, y + 2) for i in range(3)],
        Direction.UP: [(x + i, y + 3) for i in range(3)]
    }

    register_basic_enemy(
        npc_type=NpcType.GOBLIN_SPEARMAN,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_GOBLIN_SPEARMAN,
                               size=(24, 24),
                               max_health=21,
                               health_regen=0,
                               speed=0.08,
                               exp_reward=14,
                               enemy_loot_table=LootTableId.LEVEL_3,
                               death_sound_id=SoundId.DEATH_GOBLIN),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/enemy_sprite_sheet_2.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-12, -24))
Exemplo n.º 18
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def register_ninja_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_NINJA

    movement_speed = 0.03
    register_npc_data(NPC_TYPE, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(NPC_TYPE, NpcMind)

    _register_dialog()

    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    x = 6
    indices_by_dir = {
        Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0)],
        Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1)],
        Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2)],
        Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        PORTRAIT_ICON_SPRITE, 'resources/graphics/ninja_portrait.png')
Exemplo n.º 19
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def register_dwarf_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_DWARF
    npc_type = NpcType.NEUTRAL_DWARF
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    introduction = "Hello there. I'm always looking for treasure. If you find any, we might be able to strike a deal!"
    dialog_options = [
        sell_item_option(
            ItemType.GOLD_NUGGET, 20,
            "I'll give you good money for a nugget of pure gold!"),
        sell_item_option(ItemType.SAPHIRE, 30,
                         "If you find a saphire I can make you real rich!"),
        DialogOptionData("\"Good bye\"", "cancel", None)
    ]
    dialog_data = DialogData(PortraitIconSprite.VIKING, introduction,
                             dialog_options)
    register_npc_dialog_data(npc_type, dialog_data)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    indices_by_dir = {
        Direction.DOWN: [(0, 4), (1, 4), (2, 4)],
        Direction.LEFT: [(0, 5), (1, 5), (2, 5)],
        Direction.RIGHT: [(0, 6), (1, 6), (2, 6)],
        Direction.UP: [(0, 7), (1, 7), (2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_portrait_icon_sprite_path(
        PortraitIconSprite.VIKING, 'resources/graphics/viking_portrait.png')
Exemplo n.º 20
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def register_goblin_spearman_enemy():
    size = (
        24, 24
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_GOBLIN_SPEARMAN
    npc_type = NpcType.GOBLIN_SPEARMAN
    movement_speed = 0.08
    health = 21
    exp_reward = 14
    register_npc_data(
        npc_type,
        NpcData.enemy(sprite, size, health, 0, movement_speed, exp_reward,
                      LootTableId.LEVEL_3, SoundId.DEATH_GOBLIN))
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    sprite_sheet_x = 9
    sprite_sheet_y = 0
    indices_by_dir = {
        Direction.DOWN:
        [(sprite_sheet_x + i, sprite_sheet_y + 0) for i in range(3)],
        Direction.LEFT:
        [(sprite_sheet_x + i, sprite_sheet_y + 1) for i in range(3)],
        Direction.RIGHT: [(sprite_sheet_x + i, sprite_sheet_y + 2)
                          for i in range(3)],
        Direction.UP: [(sprite_sheet_x + i, sprite_sheet_y + 3)
                       for i in range(3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-12, -24))
Exemplo n.º 21
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def register_mummy_enemy():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_MUMMY
    npc_type = NpcType.MUMMY
    movement_speed = 0.06
    health = 20
    health_regen = 2
    exp_reward = 15
    npc_data = NpcData.enemy(sprite, size, health, health_regen,
                             movement_speed, exp_reward, LOOT_TABLE_3,
                             SoundId.DEATH_ZOMBIE)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_2.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    indices_by_dir = {
        Direction.DOWN: [(6, 4), (7, 4), (8, 4)],
        Direction.LEFT: [(6, 5), (7, 5), (8, 5)],
        Direction.RIGHT: [(6, 6), (7, 6), (8, 6)],
        Direction.UP: [(6, 7), (7, 7), (8, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-9, -18))
Exemplo n.º 22
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def register_fire_demon_enemy():
    x = 0
    y = 4
    indices_by_dir = {
        Direction.DOWN: [(x, y), (x + 1, y), (x + 2, y)],
        Direction.LEFT: [(x, y + 1), (x + 1, y + 1), (x + 2, y + 1)],
        Direction.RIGHT: [(x, y + 2), (x + 1, y + 2), (x + 2, y + 2)],
        Direction.UP: [(x, y + 3), (x + 1, y + 3), (x + 2, y + 3)]
    }

    register_basic_enemy(
        npc_type=NpcType.FIRE_DEMON,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_FIRE_DEMON,
                               size=(32, 32),
                               max_health=50,
                               health_regen=0,
                               speed=0.09,
                               exp_reward=42,
                               enemy_loot_table=LootTableId.LEVEL_5,
                               death_sound_id=SoundId.DEATH_HUMAN),  # TODO
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/monsters_spritesheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-8, -16))
Exemplo n.º 23
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def register_ice_witch_enemy():
    size = (
        32, 32
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_ICE_WITCH
    npc_type = NpcType.ICE_WITCH
    movement_speed = 0.07
    health = 50
    exp_reward = 40
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed,
                             exp_reward, LootTableId.LEVEL_6,
                             SoundId.DEATH_ICE_WITCH)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_ice_witch.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)

    sheet_x = 0
    indices_by_dir = {
        Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0),
                         (sheet_x + 1, 0)],
        Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1),
                         (sheet_x + 1, 1)],
        Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2),
                          (sheet_x + 1, 2)],
        Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3),
                       (sheet_x + 1, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
    register_buff_effect(SLOW_BUFF_TYPE, SlowedByIceWitch)
    register_buff_text(SLOW_BUFF_TYPE, "Frozen")
Exemplo n.º 24
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def register_dark_reaper_enemy():
    size = (
        50, 50
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_DARK_REAPER
    npc_type = NpcType.DARK_REAPER
    movement_speed = 0.04
    health = 80
    loot = LootTableId.LEVEL_1
    register_npc_data(
        npc_type,
        NpcData.enemy(sprite, size, health, 0, movement_speed, 40, loot))
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (50, 50)
    indices_by_dir = {
        Direction.DOWN: [(9, 0), (10, 0), (11, 0)],
        Direction.LEFT: [(9, 1), (10, 1), (11, 1)],
        Direction.RIGHT: [(9, 2), (10, 2), (11, 2)],
        Direction.UP: [(9, 3), (10, 3), (11, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (0, 0))
    register_buff_effect(BUFF_TYPE_INVULN, Invuln)
Exemplo n.º 25
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def register_veteran_enemy():
    size = (
        32, 32
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.ENEMY_VETERAN
    npc_type = NpcType.VETERAN
    movement_speed = 0.08
    health = 60
    exp_reward = 35
    npc_data = NpcData.enemy(sprite, size, health, 0, movement_speed,
                             exp_reward, LOOT_TABLE_4, SoundId.DEATH_HUMAN)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_veteran.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)

    sheet_x = 0
    indices_by_dir = {
        Direction.DOWN: [(sheet_x, 0), (sheet_x + 1, 0), (sheet_x + 2, 0),
                         (sheet_x + 1, 0)],
        Direction.LEFT: [(sheet_x, 1), (sheet_x + 1, 1), (sheet_x + 2, 1),
                         (sheet_x + 1, 1)],
        Direction.RIGHT: [(sheet_x, 2), (sheet_x + 1, 2), (sheet_x + 2, 2),
                          (sheet_x + 1, 2)],
        Direction.UP: [(sheet_x, 3), (sheet_x + 1, 3), (sheet_x + 2, 3),
                       (sheet_x + 1, 3)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))
Exemplo n.º 26
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def register_human_summoner_enemy():
    x = 0
    indices_by_dir = {
        Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0), (x + 1, 0)],
        Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1), (x + 1, 1)],
        Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2), (x + 1, 2)],
        Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3), (x + 1, 3)]
    }

    register_basic_enemy(
        npc_type=NpcType.HUMAN_SUMMONER,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_HUMAN_SUMMONER,
                               size=(32, 32),
                               max_health=60,
                               health_regen=2,
                               speed=0.08,
                               exp_reward=52,
                               enemy_loot_table=LootTableId.LEVEL_6,
                               death_sound_id=SoundId.DEATH_ICE_WITCH),  # TODO
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/manga_characters_spritesheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-8, -16))
Exemplo n.º 27
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def register_warrior_enemy():
    x = 6
    indices_by_dir = {
        Direction.DOWN: [(x, 0), (x + 1, 0), (x + 2, 0), (x + 1, 0)],
        Direction.LEFT: [(x, 1), (x + 1, 1), (x + 2, 1), (x + 1, 1)],
        Direction.RIGHT: [(x, 2), (x + 1, 2), (x + 2, 2), (x + 1, 2)],
        Direction.UP: [(x, 3), (x + 1, 3), (x + 2, 3), (x + 1, 3)]
    }

    register_basic_enemy(
        npc_type=NpcType.WARRIOR,
        npc_data=NpcData.enemy(sprite=Sprite.ENEMY_WARRIOR,
                               size=(32, 32),
                               max_health=32,
                               health_regen=0,
                               speed=0.12,
                               exp_reward=25,
                               enemy_loot_table=LootTableId.LEVEL_5,
                               death_sound_id=SoundId.DEATH_HUMAN),
        mind_constructor=NpcMind,
        spritesheet_path="resources/graphics/human_spritesheet.png",
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        spritesheet_indices=indices_by_dir,
        sprite_position_relative_to_entity=(-8, -16))
Exemplo n.º 28
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def register_dwarf_npc():
    size = (
        30, 30
    )  # Must not align perfectly with grid cell size (pathfinding issues)
    sprite = Sprite.NEUTRAL_NPC_DWARF
    npc_type = NpcType.NEUTRAL_DWARF
    movement_speed = 0.03
    register_npc_data(npc_type, NpcData.neutral(sprite, size, movement_speed))
    register_npc_behavior(npc_type, NpcMind)
    sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet.png")
    original_sprite_size = (32, 32)
    scaled_sprite_size = (48, 48)
    indices_by_dir = {
        Direction.DOWN: [(0, 4), (1, 4), (2, 4)],
        Direction.LEFT: [(0, 5), (1, 5), (2, 5)],
        Direction.RIGHT: [(0, 6), (1, 6), (2, 6)],
        Direction.UP: [(0, 7), (1, 7), (2, 7)]
    }
    register_entity_sprite_map(sprite, sprite_sheet, original_sprite_size,
                               scaled_sprite_size, indices_by_dir, (-8, -16))

    register_quest_giver_dialog(
        npc_name="Gimli",
        npc_type=npc_type,
        icon_sprite=UI_ICON_SPRITE,
        icon_sprite_file_path='resources/graphics/viking_portrait.png',
        quest=Quest(QUEST_ID, "Corrupted orb",
                    "Defeat the skeleton king and retrieve the magic orb."),
        quest_min_level=QUEST_MIN_LEVEL,
        quest_intro=
        "I've heard tales of a powerful skeleton mage that possesses a very rare magic orb. I think it's "
        "time that it finds itself a new owner!",
        boss_npc_type=NpcType.SKELETON_BOSS,
        quest_item_type=QUEST_ITEM_TYPE,
        custom_options=[
            sell_item_option(
                plain_item_id(ItemType.GOLD_NUGGET), 20,
                "I'll give you good money for a nugget of pure gold!"),
            sell_item_option(
                plain_item_id(ItemType.SAPPHIRE), 30,
                "If you find a sapphire I can make you real rich!")
        ],
        dialog_before_quest=
        "Hello there. I'm always looking for treasure. If you find any, we might be able to strike a "
        "deal!",
        dialog_give_quest=
        "Hello there. I'm always looking for treasure. If you find any, we might be able to strike a "
        "deal!",
        dialog_during_quest="Hey! Any luck with the orb?",
        dialog_after_completed="Hi old friend! Got any more good stuff?",
        reward_item_id=lambda _: random_item_two_affixes(5))
Exemplo n.º 29
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def register_nomad_npc():
    sprite = Sprite.NEUTRAL_NPC_NOMAD
    npc_type = NpcType.NEUTRAL_NOMAD
    register_npc_data(
        npc_type, NpcData.neutral(sprite=sprite, size=(30, 30), speed=0.03))
    register_npc_behavior(npc_type, NpcMind)
    register_entity_sprite_map(
        sprite=sprite,
        sprite_sheet=SpriteSheet(
            "resources/graphics/enemy_sprite_sheet_3.png"),
        original_sprite_size=(32, 32),
        scaled_sprite_size=(48, 48),
        indices_by_dir={
            Direction.DOWN: [(3, 0), (4, 0), (5, 0)],
            Direction.LEFT: [(3, 1), (4, 1), (5, 1)],
            Direction.RIGHT: [(3, 2), (4, 2), (5, 2)],
            Direction.UP: [(3, 3), (4, 3), (5, 3)]
        },
        position_relative_to_entity=(-8, -16))

    register_quest_giver_dialog(
        npc_name="Nomad",
        npc_type=NpcType.NEUTRAL_NOMAD,
        icon_sprite=PortraitIconSprite.NOMAD,
        icon_sprite_file_path='resources/graphics/nomad_portrait.png',
        quest=QUEST,
        quest_min_level=QUEST_MIN_LEVEL,
        quest_intro=
        "The red baron has caused us great trouble. Get rid of him and I'll be forever "
        "grateful! Oh, and please bring back anything interesting that he's carrying.",
        boss_npc_type=NpcType.WARRIOR_KING,
        quest_item_type=QUEST_ITEM_TYPE,
        custom_options=[
            DialogOptionData("Receive blessing", "gain full health",
                             HealAction()),
            DialogOptionData("Ask for advice", "see random hint", HintAction())
        ],
        dialog_before_quest=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        dialog_give_quest=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        dialog_during_quest=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        dialog_after_completed=
        "Greetings. I am here only to serve. Seek me out when you are wounded or need guidance!",
        reward_item_id=lambda _: plain_item_id(ItemType.PORTAL_KEY))
Exemplo n.º 30
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def register_goblin_warlock_enemy():
    enemy_size = (24, 24)
    enemy_sprite = Sprite.ENEMY_GOBLIN_WARLOCK
    npc_type = NpcType.GOBLIN_WARLOCK
    health = 21
    exp_reward = 14
    npc_data = NpcData.enemy(enemy_sprite, enemy_size, health, 0, 0.032,
                             exp_reward, LootTableId.LEVEL_4,
                             SoundId.DEATH_GOBLIN)
    register_npc_data(npc_type, npc_data)
    register_npc_behavior(npc_type, NpcMind)

    enemy_sprite_sheet = SpriteSheet(
        "resources/graphics/enemy_sprite_sheet_2.png")
    enemy_original_sprite_size = (32, 32)
    enemy_scaled_sprite_size = (48, 48)
    enemy_indices_by_dir = {
        Direction.DOWN: [(0, 4), (1, 4), (2, 4)],
        Direction.LEFT: [(0, 5), (1, 5), (2, 5)],
        Direction.RIGHT: [(0, 6), (1, 6), (2, 6)],
        Direction.UP: [(0, 7), (1, 7), (2, 7)]
    }
    register_entity_sprite_map(enemy_sprite, enemy_sprite_sheet,
                               enemy_original_sprite_size,
                               enemy_scaled_sprite_size, enemy_indices_by_dir,
                               (-12, -24))

    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)

    projectile_sprite_sheet = SpriteSheet(
        "resources/graphics/goblin_fireball_entity.png")
    projectile_original_sprite_size = (132, 156)
    projectile_scaled_sprite_size = (20, 20)
    projectile_indices_by_dir = {
        Direction.DOWN: [(0, 0), (1, 0), (2, 0), (3, 0)]
    }
    projectile_sprite = Sprite.PROJECTILE_ENEMY_GOBLIN_WARLOCK
    register_entity_sprite_map(projectile_sprite, projectile_sprite_sheet,
                               projectile_original_sprite_size,
                               projectile_scaled_sprite_size,
                               projectile_indices_by_dir, (0, 0))

    register_buff_effect(BUFF_TYPE, Burnt)
    register_buff_text(BUFF_TYPE, "Burnt")