from gamedata.objects.base import BaseObject from gamedata.objects.ingame.lemmings import Lemming import random class Spawner(BaseObject): def __init__(self,game,tiles,speedmargin=5,skins={"normal":["base"],"specials":[]}): spawnpoint = random.choice(tiles.spawns) super().__init__(spawnpoint[0],spawnpoint[1],game) self.sprite = game.sprite_lib["lemmings/shadow.png"].copy() self.speedmargin = speedmargin self.distance = game.DISPLAY_HEIGHT self.timer = game.lib.Timer(2.5+random.random()) # Seconds of telegraph before spawning the lemming self.handlepause = True # Skin choosing self.skin = random.choice(skins["normal"]) if random.randint(1,10)==1: # 1/10 chance to have a special if len(skins["specials"])>0: self.skin = random.choice(skins["specials"]) self.fallsprite = game.sprite_lib["lemmings/"+self.skin+"/falling.png"] # Depth updating based on position self.depth = 1+self.rect[1]/100 def step(self): if self.timer.tick(self.game.dt): lemming = Lemming(self.rect[0],self.rect[1],self.game,speedmargin=self.speedmargin,skin=self.skin) lemming.move(-lemming.rect[2]/2,-lemming.rect[3]/2) self.game.gameloop.summon(lemming) self.game.gameloop.delid(self.id) self.game.globals["scamerax"]+=3 self.game.globals["scameray"]+=3 # Spawn dust particles sprites = self.game.getSpriteDir("particles/dust/") self.game.addParticle(sprites,self.rect[0],self.rect[1]+20,velx=-1,vely=-0.5) self.game.addParticle(sprites,self.rect[0],self.rect[1]+20,velx=1,vely=-0.5) def draw(self): # Draw the shadow alphavalue = 1-self.timer.getratio() alphavalue = min(1,alphavalue)*255 self.sprite.set_alpha(alphavalue) self.game.lib.drawcenter(self.game,self.sprite,self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]) # Display the lemming falling currentdistance = self.distance*self.timer.getratio()**0.9 self.game.lib.drawcenter(self.game,self.fallsprite,self.rect[0]-self.game.globals["camerax"],self.rect[1]-currentdistance-self.game.globals["cameray"])