示例#1
0
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)
示例#2
0
def register_whirlwind_ability():
    ability_type = AbilityType.WHIRLWIND
    ui_icon_sprite = UiIconSprite.ABILITY_WHIRLWIND
    mana_cost = 13
    cooldown = Millis(750)

    register_ability_effect(ability_type, _apply_ability)
    description = "Summon a whirlwind that deals up to " + str(PROJECTILE_MAX_TOTAL_DAMAGE) + \
                  " magic damage to enemies in its path."
    ability_data = AbilityData("Whirlwind", ui_icon_sprite, mana_cost,
                               cooldown, description,
                               SoundId.ABILITY_WHIRLWIND)
    register_ability_data(ability_type, ability_data)
    register_ui_icon_sprite_path(ui_icon_sprite,
                                 "resources/graphics/whirlwind.png")
    sprite_sheet = SpriteSheet(
        "resources/graphics/ability_whirlwind_transparent_spritemap.png")
    original_sprite_size = (94, 111)
    scaled_sprite_size = (140, 140)
    indices_by_dir = {Direction.DOWN: [(0, 0), (1, 0), (2, 0), (1, 0)]}
    register_entity_sprite_map(PROJECTILE_SPRITE, sprite_sheet,
                               original_sprite_size, scaled_sprite_size,
                               indices_by_dir, (-8, -50))
    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
    register_buff_effect(BUFF_TYPE, Stunned)
示例#3
0
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)
示例#4
0
def register_entangling_roots_ability():
    register_ability_effect(ABILITY_TYPE, _apply_ability)
    description = "Stun an enemy and deal " + str(DEBUFF_TOTAL_DAMAGE) + " magic damage over " + \
                  "{:.0f}".format(DEBUFF_DURATION / 1000) + "s."
    mana_cost = 22
    ability_data = AbilityData("Entangling roots", ICON_SPRITE, mana_cost,
                               ENTANGLING_ROOTS_COOLDOWN, description,
                               SoundId.ABILITY_ENTANGLING_ROOTS)
    register_ability_data(ABILITY_TYPE, ability_data)
    register_ui_icon_sprite_path(
        ICON_SPRITE, "resources/graphics/ability_icon_entangling_roots.png")
    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)

    sprite_sheet = SpriteSheet(
        "resources/graphics/projectile_entangling_roots.png")
    original_sprite_size = (165, 214)
    indices_by_dir = {Direction.LEFT: [(x, 0) for x in range(9)]}
    register_entity_sprite_map(PROJECTILE_SPRITE, sprite_sheet,
                               original_sprite_size, PROJECTILE_SIZE,
                               indices_by_dir, (0, 0))
    register_buff_effect(BUFF_TYPE, Rooted)
    _register_engangling_roots_effect_decoration()
    register_hero_upgrade_effect(
        HeroUpgradeId.ABILITY_ENTANGLING_ROOTS_COOLDOWN,
        _upgrade_entangling_roots_cooldown)
示例#5
0
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)
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)
示例#7
0
def register_fireball_ability():
    register_ability_effect(AbilityType.FIREBALL, _apply_ability)
    description = "Shoot a fireball, dealing " + str(MIN_DMG) + "-" + str(MAX_DMG) + \
                  " magic damage to the first enemy that it hits."
    ability_data = AbilityData("Fireball", UiIconSprite.ABILITY_FIREBALL,
                               FIREBALL_MANA_COST, Millis(500), description,
                               SoundId.ABILITY_FIREBALL)
    register_ability_data(AbilityType.FIREBALL, ability_data)
    register_ui_icon_sprite_path(UiIconSprite.ABILITY_FIREBALL,
                                 "resources/graphics/icon_fireball.png")
    register_projectile_controller(ProjectileType.PLAYER_FIREBALL,
                                   ProjectileController)

    sprite_sheet = SpriteSheet(
        "resources/graphics/projectile_player_fireball.png")
    original_sprite_size = (64, 64)
    indices_by_dir = {
        Direction.LEFT: [(x, 0) for x in range(8)],
        Direction.UP: [(x, 2) for x in range(8)],
        Direction.RIGHT: [(x, 4) for x in range(8)],
        Direction.DOWN: [(x, 6) for x in range(8)]
    }
    scaled_sprite_size = (48, 48)
    register_entity_sprite_map(Sprite.PROJECTILE_PLAYER_FIREBALL, sprite_sheet,
                               original_sprite_size, scaled_sprite_size,
                               indices_by_dir, (-9, -9))
    register_buff_effect(BUFF_TYPE, BurntByFireball)
    register_hero_upgrade_effect(HeroUpgradeId.ABILITY_FIREBALL_MANA_COST,
                                 _upgrade_fireball_mana_cost)
示例#8
0
def register_arcane_fire_ability():
    register_ability_effect(AbilityType.ARCANE_FIRE, _apply_channel_attack)
    description = "Channel for " + "{:.1f}".format(CHANNEL_DURATION / 1000) + \
                  "s, firing piercing missiles in front of you dealing up to " + str(MAX_TOTAL_DAMAGE) + \
                  " magic damage to enemies."
    ability_data = AbilityData("Arcane Fire", UiIconSprite.ABILITY_ARCANE_FIRE, ARCANE_FIRE_MANA_COST,
                               ARCANE_FIRE_COOLDOWN, description, SoundId.ABILITY_ARCANE_FIRE)
    register_ability_data(AbilityType.ARCANE_FIRE, ability_data)

    register_ui_icon_sprite_path(UiIconSprite.ABILITY_ARCANE_FIRE, "resources/graphics/magic_missile.png")
    register_buff_effect(BuffType.CHANNELING_ARCANE_FIRE, Channeling)
    register_entity_sprite_initializer(
        Sprite.PROJECTILE_PLAYER_ARCANE_FIRE,
        SpriteInitializer("resources/graphics/magic_missile.png", PROJECTILE_SIZE))
    register_projectile_controller(ProjectileType.PLAYER_ARCANE_FIRE, ProjectileController)
    register_buff_as_channeling(BuffType.CHANNELING_ARCANE_FIRE)
    register_hero_upgrade_effect(HeroUpgradeId.ABILITY_ARCANE_FIRE_COOLDOWN,
                                 _upgrade_arcane_fire_cooldown_and_mana_cost)
示例#9
0
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")
def register_necromancer_enemy():
    size = (36, 36)
    health = 40
    exp_reward = 29
    npc_data = NpcData.enemy(SPRITE, size, health, 0, 0.02, exp_reward, LOOT_TABLE_4, SoundId.DEATH_NECRO)
    register_npc_data(ENEMY_TYPE, npc_data)
    register_npc_behavior(ENEMY_TYPE, NpcMind)

    enemy_sprite_sheet = SpriteSheet("resources/graphics/enemy_sprite_sheet_3.png")
    enemy_original_sprite_size = (32, 32)
    enemy_scaled_sprite_size = (48, 64)
    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_entity_sprite_map(SPRITE, enemy_sprite_sheet, enemy_original_sprite_size,
                               enemy_scaled_sprite_size, enemy_indices_by_dir, (-6, -28))
    register_projectile_controller(PROJECTILE_TYPE, ProjectileController)
示例#11
0
def register_goblin_warlock_enemy():
    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_basic_enemy(
        npc_type=NpcType.GOBLIN_WARLOCK,
        npc_data=NpcData.enemy(
            sprite=Sprite.ENEMY_GOBLIN_WARLOCK,
            size=(24, 24),
            max_health=21,
            health_regen=0,
            speed=0.032,
            exp_reward=14,
            enemy_loot_table=LootTableId.LEVEL_4,
            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=enemy_indices_by_dir,
        sprite_position_relative_to_entity=(-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")