def BuildUnit(self): randtemp = random.randint(0,len(self.UnlockedUnits)-1) unit = Unit(UnitLoader.units[self.UnlockedUnits[randtemp]]) self.cooldown = self.cooldown + 1 if (self.mooncrystals - unit.unitcost) >= 0: self.RemoveMoonCrystals(unit.unitcost) UnitSpawner.EnqueueUnit(unit)
def Attack(cls, Friendlies, Enemies, EnemyList, Rate, OGSpeed=0, EOGSpeed=0): if (Friendlies.speed != 0): OGSpeed = Friendlies.speed Friendlies.speed = 0 if ((Rate * (Friendlies.attackrate)) > 50): Enemies.DamageUnit(Friendlies.damage) if (Enemies.health < 1): CurrencyManagement.AddMoonCrystals((Enemies.unitcost) / 2) UnitSpawner.DeleteUnit(Enemies)
def ReachedEPlayer(cls, units, base, CurrentHealth=1000): x = 0 BaseHealth = CurrentHealth if(base == 1): basePos = 9 if(base == 0): basePos = 3531 while(x<len(units)): CurrentUnit = units[x] x = x+1 UnitRange = CurrentUnit.unitrange if abs(CurrentUnit.xpos-basePos)<10: Health = WinCon.AttackPlayer(BaseHealth, CurrentUnit.health) UnitSpawner.DeleteUnit(CurrentUnit) x = len(units) + 1 print Health return Health else: return BaseHealth
def CalculateDangerValue(self): count = 0 countai = 0 for unit in UnitLoader.GetCreatedUnits(): count = count + 1 for unit in UnitSpawner.GetCreatedUnits(): countai = countai + 1 val = count - countai if val <= 0: self.dangervalue = 0 elif val <= 5: self.dangervalue = 1 elif val <= 10: self.dangervalue = 2 elif val <= 20: self.dangervalue = 3 elif val <= 25: self.dangervalue = 4 else: self.dangervalue = 5
def Update(self): if self.movecamera != 0: if Camera.CheckCameraOffsets(self.offset, self.movecamera): self.offset += self.movecamera Camera.SetCameraOffset(self.offset, 0) self.cu = UnitLoader.GetCreatedUnits() self.ce = UnitSpawner.GetCreatedUnits() self.basehealth.SetFillPercentage(self.Health, 1000) self.ebasehealth.SetFillPercentage(self.EHealth, 1000) #Generate Money if (len(self.cu) > 0): self.Economy = True if (self.Economy == True): if (self.MoneyCounter == 60): self.MoneyCounter = 0 if UpgradeData.economy: CurrencyManagement.AddMoonCrystals(15) elif not UpgradeData.economy: CurrencyManagement.AddMoonCrystals(10) else: self.MoneyCounter += 1 if (len(self.cu) < 1): if (len(self.ce) < 1): if (self.Economy == True): self.Economy = False if (CurrencyManagement.GetMoonCrystals() < 100): CurrencyManagement.AddMoonCrystals( 100 - CurrencyManagement.GetMoonCrystals()) # Move all the units based on the current movement mode self.UnitMovement.MoveUnits() self.UnitMovement.MoveEnemyUnits() UnitLoader.BuildUnitsInQueue(self.buildqueue) # Call the AI self.AI.AIUpdate() # Move all spawned enemy units self.UnitMovement.MoveEnemyUnits() UnitSpawner.BuildUnitsInQueue() #You attack AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate, self.EAttackRate) if (self.AttackRate > 50): self.AttackRate = 0 else: self.AttackRate += 1 if (self.EAttackRate > 50): self.EAttackRate = 0 else: self.EAttackRate += 1 #Attack Base if (self.Health != 1000): if (self.Health != 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1000): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health <= 0): print "Congrats you have won" self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory") #Enemies Attack Base if (self.EHealth != 1000): if (self.EHealth != 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer( self.ce, 1, self.EHealth) if (self.EHealth == 1000): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1) if (self.EHealth == 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1, self.EHealth) if (self.EHealth <= 0): print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS" self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")
def Update(self): if self.movecamera != 0: if Camera.CheckCameraOffsets(self.offset, self.movecamera): self.offset += self.movecamera Camera.SetCameraOffset(self.offset, 0) self.cu = UnitLoader.GetCreatedUnits() self.ce = UnitSpawner.GetCreatedUnits() # Move all the units based on the current movement mode self.UnitMovement.MoveUnits() self.UnitMovement.MoveEnemyUnits() UnitLoader.BuildUnitsInQueue(self.buildqueue) # Move all spawned enemy units if (self.counter == 25): self.UnitMovement.MoveEnemyUnits() if (random.randint(0, 100) <= 5): #UnitSpawner.EnqueueUnit(UnitSpawner.units["RifleBlaster"]) pass self.counter = 0 else: self.counter = self.counter + 1 # Call the AI self.AI.AIUpdate() # Move all spawned enemy units self.UnitMovement.MoveEnemyUnits() UnitSpawner.BuildUnitsInQueue() #You attack AttackDefend.UnitsAttack(self.cu, self.ce, self.AttackRate, self.EAttackRate) if (self.AttackRate > 50): self.AttackRate = 0 else: self.AttackRate += 1 if (self.EAttackRate > 50): self.EAttackRate = 0 else: self.EAttackRate += 1 #Attack Base if (self.Health != 1000): if (self.Health != 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0, self.Health) if (self.Health == 1500): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health == 1000): if (len(self.cu) > 0): self.Health = WinCon.ReachedPlayer(self.cu, 0) if (self.Health <= 0): print "Congrats you have won" self.SwitchToScene("Scenes.Levels.Level6Victory.Level6Victory") #Enemies Attack Base if (self.EHealth != 1000): if (self.EHealth != 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer( self.ce, 1, self.EHealth) if (self.EHealth == 1000): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlayer(self.ce, 1) if (self.EHealth == 1500): if (len(self.ce) > 0): self.EHealth = WinCon.ReachedEPlaer(self.ce, 1) if (self.EHealth <= 0): print "YOU LOST YOU F*****G SUCK YOU LITTLE DUMBASS" self.SwitchToScene("Scenes.Levels.Level6Defeat.Level6Defeat")