def f(*args): pos = makePos2(*args) foe_id = kwargs.get('id') foe_info = vars.foes[foe_id] model = foe_info['model'] p = entity.Sprite(model=model, pos=pos) p.add_component( comp.SmartCollider(flag=vars.flags.foe, mask=vars.flags.player, tag=foe_info['tag'])) p.add_component( comp.Controller2D(mask_up=vars.flags.platform, mask_down=vars.flags.platform | vars.flags.platform_passthrough, max_climb_angle=80, max_descend_angle=80, size=foe_info['size'], debug=True)) p.add_component(comp.Dynamics2D(gravity=vars.gravity)) sm = comp.StateMachine(initial_state='walk') sm.states.append(states.SimpleState(uid='dead', anim='dead')) sm.states.append( platformer.states.FoeWalk( uid='walk', anim='walk', speed=foe_info['speed'], acceleration=0, flip_horizontal=foe_info['flip_h'], flip_when_platform_ends=foe_info['flip_when_platform_ends'], left=1)) p.add_component(sm) return p
def f(*args): model = kwargs.get('model') collision_tag = kwargs.get('tag') speed = kwargs.get('speed') pos = makePos(*args) a = entity.Sprite(model=model, pos=pos) a.add_component( comp.SmartCollider(flag=vars.flags.foe, mask=vars.flags.player, tag=collision_tag)) a.add_component( comp.Controller2D(mask_up=vars.flags.platform, mask_down=vars.flags.platform | vars.flags.platform_passthrough, size=(14, 16), shift=(0, 8), max_climb_angle=80, max_descend_angle=80, debug=True)) a.add_component(comp.Dynamics2D(gravity=vars.gravity)) sm = comp.StateMachine(initial_state='idle') sm.states.append(states.SimpleState(uid='idle', anim='walk')) sm.states.append( platformer.states.FoeWalk(uid='walk', anim='walk', speed=speed, acceleration=0, flip_horizontal=False, flip_when_platform_ends=False, left=1)) a.add_component(sm) return a
def f(*args): pos = (args[0] * vars.tile_size, args[1] * vars.tile_size, args[2]) current_state = vars.states[vars.state] model = current_state['model'] speed = current_state['speed'] p = entity.Sprite(model=model, pos=pos, tag='player') p.add_component( comp.SmartCollider(flag=vars.flags.player, mask=vars.flags.foe | vars.flags.foe_attack, tag=vars.tags.player)) p.add_component( comp.Controller2D(mask_up=vars.flags.platform, mask_down=vars.flags.platform | vars.flags.platform_passthrough, max_climb_angle=80, max_descend_angle=80, size=current_state['size'], debug=True)) p.add_component(comp.Dynamics2D(gravity=vars.gravity)) sm = comp.StateMachine(initial_state='walk') sm.states.append(states.SimpleState(uid='dead', anim='dead')) sm.states.append( platformer.states.WalkSide(uid='walk', speed=speed, acceleration=0.05, jump_speed=vars.jump_velocity, flip_horizontal=True)) # keys=[ # [90, states.StateCallback(func.fire)], # [264, states.StateCallback(func.enter_pipe)], # ])) sm.states.append( platformer.states.Jump(uid='jump', speed=speed, acceleration=0.10, flip_horizontal=True, anim_up='jump_up', anim_down='jump_down')) #keys=[ # [90, states.StateCallback(func.firej)], #])) sm.states.append( platformer.states.FoeWalk(uid='demo', anim='walk', speed=speed, acceleration=0.05, flip_horizontal=True, flip_when_platform_ends=False, left=1, flip_on_wall=False)) sm.states.append(states.SimpleState(uid='pipe', anim='pipe')) #sm.states.append(states.SimpleState(uid='slide', anim='slide')) p.add_component(sm) p.add_component(comp.KeyInput()) p.add_component(comp.Follow()) return p
def _fire(a: example.Wrap1, state: str): if vars.state >= 2: a.setState(state, {}) b = entity.Sprite(model='fire', pos=(a.x + (-2 if a.flipx else 2), a.y + 16, 0)) b.flipx = a.flipx b.add_component( comp.Controller2D(mask_up=vars.flags.platform, mask_down=vars.flags.platform | vars.flags.platform_passthrough, max_climb_angle=80, max_descend_angle=80)) b.add_component(comp.GarbageCollect(10)) b.add_component(comp.Dynamics2D(gravity=vars.gravity)) b.add_component( comp.SmartCollider(flag=vars.flags.player_attack, mask=vars.flags.foe | vars.flags.platform, tag=vars.tags.player_fire)) sm = comp.StateMachine(initial_state='jmp') sm.states.append( platformer.states.Bounce(uid='jmp', speed=300, a=0, b=200)) b.add_component(sm) example.get('main').add(b)
def f(*args): pos = (args[0], args[1], args[2]) scale = kwargs.get('scale', vars.player_scale) #char_info = vars. xcharactersgft```< speed = vars.player_speed model = vars.player_model width = 10 p = entity.Sprite(model=model, pos=pos, tag='player') # TODO shadow #shadow = entity.Entity() #shadow.add_component(comp.ShadowRenderer(angle=20.0)) #p.add(shadow) #p.layer = 2 #p.depth = 0x0207 #p.scale = scale * vars.scale p.scale = scale p.add_component( comp.Controller3D(size=[1, 1, 1], shift=[0, 0.5], debug=True, mask_up=vars.flags.platform, mask_down=vars.flags.platform | vars.flags.platform_passthrough, max_climb_angle=80, max_descend_angle=80)) p.add_component(comp.Dynamics2D(gravity=vars.gravity)) p.add_component( comp.SmartCollider(flag=vars.flags.player, mask=vars.flags.foe_attack, tag=vars.tags.player, cast_tag=vars.tags.player_attack, cast_mask=vars.flags.foe, debug=True)) sm = comp.StateMachine(initial_state='walk') sm.states.append( pstates.WalkSide3D( uid='walk', speed=speed, acceleration=0.05, jump_speed=vars.jump_velocity, animator=pstates.YAnimator(idle_up='idle_up', idle_down='idle', walk_up='walk_up', walk_down='walk'), keys=[ [90, states.StateCallback(func.punch) ], #StateTransition('attack1')], [265, states.StateCallback(func.climb_bottom)], [264, states.StateCallback(func.climb_top)] ], flip_horizontal=True)) sm.states.append( pstates.Jump3D(uid='jump', speed=speed, acceleration=0.10, flip_horizontal=True, keys=[], anim_up='jump_up', anim_down='jump_down')) # attack states sm.states.append(states.Attack(uid='attack0', anim='punch1')) sm.states.append(states.Attack(uid='attack1', anim='punch2')) sm.states.append(states.Attack(uid='attack2', anim='punch3')) sm.states.append( pstates.IsHit(uid='hit', anim='hit', acceleration=10, dist=4)) #sm.states.append(states.Attack(uid='attack2', anim='attack2')) sm.states.append( pstates.Climb(uid='climb', speed=50, idle_anim='climb', climb_anim='climb')) p.add_component(sm) p.add_component(comp.KeyInput()) p.add_component( comp.DynamicFollow( world_width=5216, cam_width=384, cam_height=224, origin=(0, 256), path=[ 3, 256, 2, 256, 3, 16, 2, 64, 3, 16, 2, 624, 0, 16, 2, 336, 3, 48, 2, 256, 3, 64, 2, 48, 3, 64, 2, 96, 3, 32, 2, 608, 0, 128, 2, 16, 0, 96, 2, 64, 0, 112, 2, 192, 0, 16, 2, 1536, 3, 16, 2, 320, 0, 32, 2, 16, 0, 16, 2, 16, 0, 48, 2, 144, 3, 160, 2, 192, 3, 32, 2, 432, 0, 336, 1, 80, 0, 48, 1, 112, 0, 112, 1, 672, 3, 32, 1, 256, 3, 96, 1, 2048, 3, 192, 1, 64, 0, 64, 1, 1984 ])) #p.add_component(comp.Follow(relpos=(0, 0, 5), z=1)) return p
def foe(pos, info): model = info.get('model') scale = info.get('scale', 1.0) speed = info.get('speed', 50) energy = info.get('energy', 2) p = entity.Sprite(model=model, pos=pos) # shadow = entity.Entity() # shadow.add_component(comp.ShadowRenderer(angle=20.0)) # p.add(shadow) p.layer = 1 p.scale = scale p.add_component( comp.Controller3D(mask_up=vars.flags.platform, mask_down=vars.flags.platform | vars.flags.platform_passthrough, size=[1, 1, 1], shift=[0, 0.5], max_climb_angle=80, max_descend_angle=80, debug=True)) p.add_component(comp.Dynamics2D(gravity=vars.gravity)) p.add_component( comp.SmartCollider(flag=vars.flags.foe, mask=vars.flags.player_attack, tag=vars.tags.foe, cast_tag=vars.tags.foe_attack, cast_mask=vars.flags.player, debug=True)) p.add_component(comp.Info(energy=energy)) sm = comp.StateMachine(initial_state='walk') attacks = [{'state': 'attack0', 'prob': 0, 'in_range': True}] sm.states.append(states.Attack(uid='attack0', anim='punch')) # for i in range(0, n_attacks): # attack_id = 'attack' + str(i+1) # attack_list.append({'state': attack_id, 'prob': patt[i], 'in_range': True}) # sm.states.append(states.Attack(uid=attack_id, anim=attack_id)) # hp_map[attack_id] = hp[i] sm.states.append( pstates.FoeChase3D(uid='walk', walk_anim='walk', idle_anim='idle', speed=speed, acceleration=0.05, attacks=attacks, prob_attack=0)) # prob_attack=prob_attack)) sm.states.append( pstates.IsHit(uid='hit', anim='hit', acceleration=10, dist=4)) v0y = math.sqrt(2 * abs(vars.gravity) * 32) v0x = 64 * abs(vars.gravity) / v0y sm.states.append( pstates.Fly(uid='dead', anim_up='dead_up', anim_down='dead_down', anim_lie='dead_lie', v0=(v0x, v0y))) # sm.states.append(states.SimpleState(uid='dead', anim='hit')) p.add_component(sm) return p