def __init__(self,
                 texture_name: str,
                 player: Player,
                 position: Point,
                 robustness: Robustness = 0,
                 id: Optional[int] = None):
        GameObject.__init__(self, texture_name, robustness, position, id)
        self.map = self.game.map

        self.name = decolorised_name(texture_name)

        self.player: Player = player
        self.faction: Faction = self.player.faction

        # Each Unit or Building keeps a set containing enemies it actually
        # sees and updates this set each frame:
        self.known_enemies: Set[PlayerEntity] = set()

        # when an Unit or Building detect enemy, enemy detects it too
        # automatically, to decrease number of is_visible functions calls:
        self.mutually_detected_enemies: Set[PlayerEntity] = set()

        self.nearby_friends: Set[PlayerEntity] = set()

        self.targeted_enemy: Optional[PlayerEntity] = None

        self.selection_marker: Optional[SelectedEntityMarker] = None

        # this is checked so frequent that it is worth caching it:
        self.is_building = isinstance(self, Building)
        self.is_unit = not self.is_building
        self.is_infantry = isinstance(self, Soldier)

        self._max_health = 100
        self._health = self._max_health
        self.armour = 0
        self.cover = 0

        self.detection_radius = TILE_WIDTH * 8  # how far this Entity can see
        self.attack_radius = TILE_WIDTH * 5

        # area inside which all map-nodes are visible for this entity:
        self.observed_nodes: Set[MapNode] = set()
        # area inside which every enemy unit could by attacked:
        self.fire_covered: Set[MapNode] = set()

        # flag used to avoid enemy units revealing map for human player, only
        # player's units and his allies units reveal map for him:
        self.should_reveal_map = self.faction is self.game.local_human_player.faction

        self._weapons: List[Weapon] = []
        # use this number to animate shot blast from weapon:
        self.barrel_end = self.cur_texture_index
        self._ammunition = 100

        self.experience = 0
        self.kill_experience = 0

        self.register_to_objectsowners(self.game, self.player)
示例#2
0
文件: exit.py 项目: rappie/platformo
	def __init__(self, level, rect):
		GameObject.__init__(self, level, rect)

		# De image.		
		self.image = imageExit
		
		# Bijhouden of er al een keer gefinished is omdat de collision detection
		# dubbel is.
		#
		self.finished = False
示例#3
0
文件: coin.py 项目: rappie/platformo
	def __init__(self, level, rect):
		GameObject.__init__(self, level, rect)

		# De image.		
		self.image = imageCoin