+
+
+def attack(roach, player_pos, player_layer, dt):
+ """Attack the player if close enough"""
+ roach.last_attacked += dt
+ if roach.last_attacked > 0.6:
+ roach.last_attacked = 0
+ if player_layer != 'floor':
+ return None
+ if abs(player_pos[0] - roach.game_pos[0]) > 1:
+ return None
+ if abs(player_pos[1] - roach.game_pos[1]) > 1:
+ return None
+ # Attacking, so turn towards the player
+ if player_pos[0] - roach.game_pos[0] < 0:
+ roach.angle = 270
+ elif player_pos[1] - roach.game_pos[1] < 0:
+ roach.angle = 0
+ elif player_pos[0] - roach.game_pos[0] > 0:
+ roach.angle = 90
+ else:
+ roach.angle = 270
+ # Do 1 damage
+ return roach.damage
+
+def move(roach, dt):
+ """Enemy roach move method"""
+ roach.last_moved += dt
+ if not roach in roach.level.enemies:
+ unschedule(roach.move)
+ return
+ if roach.last_moved > 0.5:
+ if not roach.start_pos:
+ roach.start_pos = roach.game_pos
+ roach.last_moved = 0
+ attempt = 0
+ while attempt < 4:
+ attempt += 1
+ dx = random.randint(-1, 1)
+ dy = random.randint(-1, 1)
+ if abs(roach.game_pos[0] + dx - roach.start_pos[0]) > 2:
+ continue
+ if abs(roach.game_pos[1] + dy - roach.start_pos[1]) > 2:
+ continue
+ if roach.level.can_walk(roach.game_pos[0] + dx, roach.game_pos[1] + dy, 'floor'):
+ enemy = roach.level.get_enemy(roach.game_pos[0] + dx, roach.game_pos[1] + dy)
+ if enemy and enemy is not roach:
+ continue
+ roach.game_pos = (roach.game_pos[0] + dx, roach.game_pos[1] + dy)
+ if dy == 1:
+ roach.angle = 180
+ elif dy == -1:
+ roach.angle = 0
+ elif dx == 1:
+ roach.angle = 270
+ else:
+ roach.angle = 90
+ break