Implemented enemies.

This commit is contained in:
2013-01-23 13:11:45 -04:30
parent 711cdeee69
commit ae77e6df84
2 changed files with 105 additions and 14 deletions

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119
ingame.py
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@@ -40,12 +40,14 @@ class InGameState(BaseState):
self.max_npc = 15
self.create_huggable = False
self.change_angle = False
self.create_enemy = False
self.bckg_x = 0
self.bckg_y = 0
self.explosions = set()
self.npcs = set()
self.enemies = set()
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front.png')
self.player = actor.OmnidirectionalActor(0, play_img, "Player", True)
@@ -92,8 +94,10 @@ class InGameState(BaseState):
self.background = pygame.Surface((bg_w, bg_h))
self.game_area = pygame.Surface((bg_w, bg_h))
self.game_area_center = [bg_w // 2, bg_h // 2]
# Center the player.
self.player.set_position([bg_w // 2, bg_h // 2])
self.player.set_position(self.game_area_center)
self.constraints = [int((95.0 * float(pygame.display.Info().current_w)) / 1024.0),
bg_w - int((95.0 * float(pygame.display.Info().current_w)) / 1024.0),
int((155.0 * float(pygame.display.Info().current_h)) / 768.0),
@@ -213,7 +217,7 @@ class InGameState(BaseState):
self.explosions.add(explosion)
def create_new_huggable(self, position):
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/Player/player_idle_front.png')
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/HeHuggable/Idle_front.png')
huggable = actor.OmnidirectionalActor(0, play_img, "Random Huggable", True)
huggable.set_fps(5)
huggable.set_angle(math_utils.ang_2_radians(float(random.randrange(-180, 180, 1))))
@@ -327,6 +331,53 @@ class InGameState(BaseState):
self.npcs.add(huggable)
def create_new_enemy(self, position):
play_img = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_front.png')
enemy = actor.OmnidirectionalActor(0, play_img, "Random Enemy", True)
enemy.set_fps(5)
enemy.set_velocity([0, 0])
enemy.set_acceleration_fraction(0.5)
enemy.set_position(position)
enemy.set_constraints(self.constraints)
enemy.set_rotate_on_constraint(True)
enemy.move()
# Create a male enemy.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_side.png')
enemy.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_front.png')
enemy.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_side_flipped.png')
enemy.add_idle_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Idle_back.png')
enemy.add_idle_frame(image)
# Add moving frames.
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_1.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_2.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_front_1.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_front_2.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_1_flipped.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_side_2_flipped.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_back_1.png')
enemy.add_moving_frame(image)
image = imloader.cached_image_loader.get_image_to_screen_percent('gfx/ForeverAlone/Walking_back_2.png')
enemy.add_moving_frame(image)
# Move in the direction of the player.
p_pos = self.player.get_position()
vec_2 = (float(p_pos[0] - position[0]), float(p_pos[1] - position[1]))
vec_2 = math_utils.normalize_vector_2D(vec_2)
enemy.set_angle(math_utils.angle_vectors_2D(self.vec_1, vec_2))
self.enemies.add(enemy)
def input(self):
for event in pygame.event.get():
if android:
@@ -356,6 +407,9 @@ class InGameState(BaseState):
if event.type == pygame.USEREVENT + 2:
self.change_angle = True
if event.type == pygame.USEREVENT + 3:
self.create_enemy = True
def update(self):
if self.next_transition != VALID_STATES['QUIT']:
if self.next_transition != VALID_STATES['STAY']:
@@ -366,6 +420,8 @@ class InGameState(BaseState):
pygame.time.set_timer(pygame.USEREVENT + 1, 1000)
# Start the huggable angle change event.
pygame.time.set_timer(pygame.USEREVENT + 2, 2000)
# Start the enemy creation timer.
pygame.time.set_timer(pygame.USEREVENT + 3, 3000)
if self.cancel and self.time_left > 0:
# If the player pressed escape, force a timeout.
@@ -410,6 +466,22 @@ class InGameState(BaseState):
npc.set_angle(math_utils.ang_2_radians(float(random.randrange(-180, 180, 1))))
self.change_angle = False
if self.create_enemy:
for spawner in self.spawners:
if len(self.enemies) >= self.max_npc:
# If we reached the maximum number of npcs, cancel the timer and ignore the rest of the spawners.
pygame.time.set_timer(pygame.USEREVENT + 3, 0)
break
else:
# First check the distance between the player and the spawner to avoid enemies spawning on top of
# the player.
if math_utils.distance_2D(self.player.get_position(), spawner.get_position()) > 1.5 * float(self.scare_dist):
chance = random.randrange(0, 50)
if chance < self.wave:
self.create_new_enemy(spawner.get_position())
self.create_explosion(spawner.get_position())
self.create_enemy = False
removal = set()
for npc in self.npcs:
# Check if the npc must run away from the player.
@@ -438,6 +510,9 @@ class InGameState(BaseState):
player.PLAYERS[1].inc_score_by_one()
self.time_left += 1
if player.PLAYERS[1].get_score() % 25 == 0:
self.wave += 1
# If the npc exploded this turn, remove it.
if not npc.is_visible():
removal.add(npc)
@@ -447,10 +522,30 @@ class InGameState(BaseState):
pygame.time.set_timer(pygame.USEREVENT + 1, 1000)
self.npcs.difference_update(removal)
if player.PLAYERS[1].get_score() > 0 and player.PLAYERS[1].get_score() % 25 == 0:
self.wave += 1
player.PLAYERS[1].inc_score_by_one()
removal = set()
for enemy in self.enemies:
enemy.update()
if enemy.test_collision_with_actor(self.player):
# If the player lost, force a timeout.
self.time_left = 0
if enemy.get_position()[0] <= self.constraints[0] or enemy.get_position()[0] >= self.constraints[1]:
enemy.make_invisible()
self.create_explosion(enemy.get_position())
removal.add(enemy)
elif enemy.get_position()[1] <= self.constraints[2] or enemy.get_position()[1] >= self.constraints[3]:
enemy.make_invisible()
self.create_explosion(enemy.get_position())
removal.add(enemy)
if len(removal) > 0 and len(self.enemies) >= self.max_npc:
# If npcs dissapeared this cycle restart the timer.
pygame.time.set_timer(pygame.USEREVENT + 1, 3000)
self.enemies.difference_update(removal)
elif self.time_left < -3:
# Reset everything.
@@ -463,9 +558,7 @@ class InGameState(BaseState):
self.player.set_angle(90)
self.player.set_velocity([0, 0])
self.player.stop()
bg_w = int(float(pygame.display.Info().current_w * 1280) / 1024.0)
bg_h = int(float(pygame.display.Info().current_h * 1024) / 768.0)
self.player.set_position([bg_w // 2, bg_h // 2])
self.player.set_position(self.game_area_center)
# TODO: Destroy all NPC's.
self.explosions.clear()
@@ -483,6 +576,7 @@ class InGameState(BaseState):
# Stop the huggable creation timer.
pygame.time.set_timer(pygame.USEREVENT + 1, 0)
pygame.time.set_timer(pygame.USEREVENT + 2, 0)
pygame.time.set_timer(pygame.USEREVENT + 3, 0)
self.cancel = False
@@ -513,16 +607,13 @@ class InGameState(BaseState):
# Sort npcs by Y coordinate and draw.
# The idea is to draw npcs near the bottom edge of the screen last.
npc_list = list(self.npcs)
enemy_list = list(self.enemies)
npc_list.extend(enemy_list)
if player.PLAYERS[1].is_alive():
npc_list.append(self.player)
npc_list = sorted(npc_list, key = lambda npc: npc.get_position()[1])
for npc in npc_list:
npc.draw(self.game_area)
#for npc in self.npcs:
# npc.draw(self.game_area)
#if player.PLAYERS[1].is_alive():
# self.player.draw(self.game_area)
# Same idea here.
expl_list = list(self.explosions)