Ennemies respawn
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@ -8,26 +8,40 @@ class Ennemy(Movable):
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self.player = None
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self.respawnmargin = 30
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self.respawn = True
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self.dead = False
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self.dustparticles = game.getSpriteDir("particles/dust/")
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def step(self):
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super().step()
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# Check for collision with player
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if not self.player:
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self.player = next(iter(self.game.gameloop.findname("Player")),None)
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else:
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if self.player.canhit:
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if self.rect.colliderect(self.player.hitrect):
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# Die
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self.game.gameloop.delid(self.id)
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if not self.dead:
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super().step()
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# Check for collision with player
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if not self.player:
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self.player = next(iter(self.game.gameloop.findname("Player")),None)
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else:
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if self.player.canhit:
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if self.rect.colliderect(self.player.hitrect):
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# Die
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self.dead = True
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# Add particles
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self.game.addParticle(self.dustparticles,self.rect.center[0],self.rect.center[1])
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# Boost the player vertically
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if not self.player.fastfall:
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if self.player.rect[1]>self.rect[1]:
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direction = 1
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else:
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direction = -1
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self.player.verspd = self.player.gravity/3*direction
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elif self.respawn:
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# Add particles
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self.game.addParticle(self.dustparticles,self.rect.center[0],self.rect.center[1])
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# Boost the player vertically
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if not self.player.fastfall:
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if self.player.rect[1]>self.rect[1]:
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direction = 1
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else:
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direction = -1
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self.player.verspd = self.player.gravity/3*direction
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if self.rect.center[0] < self.game.globals["camerax"]-self.respawnmargin:
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self.dead = False # Respawn
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if self.rect.center[0] > self.game.globals["camerax"]+self.game.globals["cameraw"]+self.respawnmargin:
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self.dead = False # Respawn
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else:
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self.game.gameloop.delid(self.id)
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@ -15,7 +15,7 @@ class Robot(Ennemy):
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self.speed = 30
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self.falling = 20
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self.spriteindex = 0
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self.gravityway = 1 # Vertical flip
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self.walkingway = 1 # Horizontal flip
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@ -31,30 +31,34 @@ class Robot(Ennemy):
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def step(self):
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# Flipping vertically
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if self.water and self.rect.center[1]>self.water.rect[1]:
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self.gravityway = -1
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else:
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self.gravityway = 1
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if not self.dead:
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# Flipping horizontally
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if self.endpoints:
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if self.rect.center[0]>self.endpoints[1]:
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self.walkingway = -1
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if self.rect.center[0]<self.endpoints[0]:
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self.walkingway = 1
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# Flipping vertically
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if self.water and self.rect.center[1]>self.water.rect[1]:
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self.gravityway = -1
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else:
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self.gravityway = 1
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speedmult = [1,0.5,0][int(self.spriteindex)%3]
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# Flipping horizontally
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if self.endpoints:
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if self.rect.center[0]>self.endpoints[1]:
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self.walkingway = -1
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if self.rect.center[0]<self.endpoints[0]:
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self.walkingway = 1
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self.horspd = self.walkingway*self.speed*self.game.dt*speedmult
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self.verspd = self.gravityway*self.falling*self.game.dt
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speedmult = [1,0.5,0][int(self.spriteindex)%3]
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self.horspd = self.walkingway*self.speed*self.game.dt*speedmult
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self.verspd = self.gravityway*self.falling*self.game.dt
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self.spriteindex += self.speed*self.game.dt*0.15
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super().step() # Actually move
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self.spriteindex += self.speed*self.game.dt*0.15
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def draw(self):
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self.sprite = self.sprites[int(self.spriteindex)%len(self.sprites)]
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drawnsprite = self.game.pygame.transform.flip(self.sprite,self.walkingway==-1,self.gravityway==-1)
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self.game.window.blit(drawnsprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])
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if not self.dead:
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self.sprite = self.sprites[int(self.spriteindex)%len(self.sprites)]
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drawnsprite = self.game.pygame.transform.flip(self.sprite,self.walkingway==-1,self.gravityway==-1)
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self.game.window.blit(drawnsprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])
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