def is_near_player(self): player = main_game.get_player() distance = (player.x - self.x)**2 + (player.y - self.y)**2 if distance < self.detect_range: return BehaviorTree.SUCCESS else: return BehaviorTree.FAIL
def get_damaged(self, damage): self.HP -= damage self.hp_bar.change_hp() if self.HP < 0: player = main_game.get_player() player.give_resource(self.max_HP) main_game.add_delete_list(self) pass
def enter(): global font, player, space_station main_game.clear_enemys() player = main_game.get_player() space_station = main_game.get_SS() space_station.resource_amount += player.carrying_resource player.carrying_resource = 0 font = load_font('resources\\text\\kongtext.ttf') pass
def attack(self): if self.shoot_count > self.shoot_delay: player = main_game.get_player() self.shoot_count = 0 main_game.add_bullet(self.x, self.y, player.x - self.x, player.y - self.y, self, 200, self.damage_amount) return BehaviorTree.SUCCESS pass
def do(screen): player = main_game.get_player() middle_screen_y = (screen.y + game_value.middle[1]) middle_screen_x = (screen.x + game_value.middle[0]) direc = math.atan2(player.y - middle_screen_y, player.x - middle_screen_x) screen.x += SCREEN_MOVE_SPEED * math.cos(direc) * framework.frame_time screen.y += SCREEN_MOVE_SPEED * math.sin(direc) * framework.frame_time distance = (player.y - middle_screen_y)**2 + (player.x - middle_screen_x)**2 if distance < (PIXEL_PER_KILOMETER * (SCREEN_MOVE_SPEED / 100))**2: screen.event_que.append(UNLOCK)
def get_resource(self): player = main_game.get_player() self.resource_amount += player.carrying_resource self.boss_counter += player.carrying_resource player.carrying_resource = 0 player.calcul_speed(player.kmps) if self.fix_counter > 3: self.fix_counter = 0 player.HP = player.max_HP if self.resource_amount > 30: self.resource_amount -= 30 main_game.add_upgrade(self.x, self.y) if self.boss_counter > 1000: self.boss_counter -= 1000 main_game.spawner.spawn_boss()
def __init__(self): self.load_image() self.player = main_game.get_player() self.ss = main_game.get_SS() self.dir = 0 pass
def find_player(self): player = main_game.get_player() self.dir = rounds_pi(math.atan2(player.x - self.x, player.y - self.y)) return BehaviorTree.SUCCESS
def do(screen): player = main_game.get_player() player.x = clamp(left, player.x, right) player.y = clamp(down, player.y, top) pass
def find_player(self): player = main_game.get_player() self.dir = math.atan2(player.x - self.x, player.y - self.y) + self.ran_dir return BehaviorTree.SUCCESS
def check_command(): if cheat_command == CM: player = main_game.get_player() player.carrying_resource += 1000