84 lines
3.1 KiB
Python
84 lines
3.1 KiB
Python
from gamedata.objects.ingame.movable import Movable
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class Ennemy(Movable):
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def __init__(self,x,y,game,nodes,customvalues):
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super().__init__(game,x,y)
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self.player = None
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self.damage = 1
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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.particleoffsetx = 0
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self.particleoffsety = 0
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self.canhit = True
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self.candie = True
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self.cancombo = True
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self.onscreen = True
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self.nodes = nodes
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self.customvalues = customvalues
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self.dustparticles = game.getSpriteDir("particles/dust/")
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def deadtrigger(self):
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pass
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def step(self):
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self.onscreen = True
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if self.rect.center[0] < self.game.globals["camerax"]-self.respawnmargin:
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self.onscreen = False
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if self.rect.center[0] > self.game.globals["camerax"]+self.game.globals["cameraw"]+self.respawnmargin:
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self.onscreen = False
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if self.rect.center[1] < self.game.globals["cameray"]-self.respawnmargin:
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self.onscreen = False
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if self.rect.center[1] > self.game.globals["cameray"]+self.game.globals["camerah"]+self.respawnmargin:
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self.onscreen = False
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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.canhit:
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if self.rect.colliderect(self.player):
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# Knock it horizontally
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if self.player.rect[0]>self.rect[0]:
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hor = 1
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else:
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hor = -1
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self.player.yeet(hor*6,self.player.gravityway*-3,dmg=self.damage)
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if self.candie and 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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self.deadtrigger()
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# Add particles
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self.game.addParticle(self.dustparticles,self.rect.center[0]+self.particleoffsetx,self.rect.center[1]+self.particleoffsety) # Dust
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self.game.addParticle([self.deadsprite],self.rect.center[0]+self.particleoffsetx,self.rect.center[1]+self.particleoffsety,fps=0.6,vely=-1.5,modvely=0.15) # Die sprite
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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 not self.player.fastfall:
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self.player.canfastfall = True
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self.player.upcombo()
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elif self.respawn:
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if not self.onscreen:
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self.dead = False
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else:
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self.game.gameloop.delid(self.id)
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