X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fenemies.py;h=fd7a6d4c0df6d71c0f51c25da72f4ba45a16b17d;hb=53356dd6cda09226e2d46ddf94d00283412577b5;hp=7b26fed214ebb600a5366aa4d40c85b1eb6edcee;hpb=830d14c2483c280292d38794e9e67b373b56a09c;p=tabakrolletjie.git diff --git a/tabakrolletjie/enemies.py b/tabakrolletjie/enemies.py index 7b26fed..fd7a6d4 100644 --- a/tabakrolletjie/enemies.py +++ b/tabakrolletjie/enemies.py @@ -30,6 +30,14 @@ class Mould(pymunk.Body): self._resistances = {} self._age = 0 self._img = None + self._health = 500 + + def pygame_pos(self, surface): + """Convert to pygame coordinates and offset position so + our position is the centre of the image.""" + # The odd sign combination is because of the pymunk / pygame + # transform, but we do it this way to exploit Vec2d math magic + return pymunk.pygame_util.to_pygame(self.position + (-16, 16), surface) def get_image(self): if not self._img: @@ -42,6 +50,10 @@ class Mould(pymunk.Body): """Grow and / or Die""" self._age += 1 + # we regain a health every tick, so we heal in the dark + if self._health < 100: + self._health += 1 + refresh = False if (self._age % 15) == 0 and len(moulds) < 1000: @@ -71,6 +83,7 @@ class Mould(pymunk.Body): spawn = False if spawn: child = Mould(gamestate, space, pos) + child._health = self._health moulds.append(child) refresh = True @@ -81,30 +94,44 @@ class Mould(pymunk.Body): refresh = True return refresh - def damage(self, light_color, intensity): + def damage(self, light_color, intensity, space, moulds): """Take damage for light, adjusted for resistances.""" + self._health -= 3 + if self._health <= 0 and self._age <= 120: + # We die of damage + space.remove(self, self._shape) + moulds.remove(self) + return True + return False class Boyd(object): def __init__(self, gamestate, space): - seed = Mould(gamestate, space, (400, 400)) + seed = Mould(gamestate, space, (350, 370)) self._moulds = [seed] self._image = pygame.surface.Surface(SCREEN_SIZE) self._image.convert_alpha(pygame.display.get_surface()) self._image.fill((0, 0, 0, 0)) + self._image.blit(seed.get_image(), + seed.pygame_pos(self._image), None, pgl.BLEND_RGBA_ADD) - def tick(self, gamestate, space): + def tick(self, gamestate, space, lights): redraw = False + # Handle spawn events for mould in self._moulds[:]: + # Handle updates if mould.tick(gamestate, space, self._moulds): redraw = True + # Check for damage + if lights.lit_by(mould.position): + if mould.damage(None, None, space, self._moulds): + redraw = True if redraw: self._image.fill((0, 0, 0, 0)) for mould in self._moulds: - pos = pymunk.pygame_util.to_pygame(mould.position, self._image) - self._image.blit(mould.get_image(), pos, None, - pgl.BLEND_RGBA_ADD) + self._image.blit(mould.get_image(), + mould.pygame_pos(self._image), None, pgl.BLEND_RGBA_ADD) def render(self, surface): """Draw ourselves"""