class Mould(pymunk.Body):
"""A segment of Boyd"""
- def __init__(self, gamestate, space, pos):
+ def __init__(self, gamestate, space, pos, resistances):
super(Mould, self).__init__(0, 0, pymunk.Body.STATIC)
self.position = pos
self._shape = pymunk.Circle(self, 16)
space.add(self, self._shape)
self._shape.filter = MOULD_FILTER
- self._resistances = {}
self._age = 0
self._img = None
self._health = 500
self.has_eyeball = False
self._eyeball = None
+ self._resistances = resistances
def pygame_pos(self, surface):
"""Convert to pygame coordinates and offset position so
# print x.shape, x.shape.body
spawn = False
if spawn:
- child = Mould(gamestate, space, pos)
+ child = Mould(gamestate, space, pos, self._resistances)
child._health = self._health
moulds.append(child)
refresh = True
def damage(self, light, space, moulds):
"""Take damage for light, adjusted for resistances."""
- self._health -= light.base_damage()
+ damage = light.base_damage()
+ colour = light.colour
+ damage = int(damage * (3 - self._resistances.get(colour, 0)) / 3.0)
+ self._health -= damage
if self._health <= 0 and self._age <= MAX_AGE:
# We die of damage
space.remove(self, self._shape)
def __init__(self, gamestate, space):
self._moulds = []
+ self._seen_colours = set()
for position in gamestate.get_spawn_positions():
- seed = Mould(gamestate, space, position)
+ seed = Mould(gamestate, space, position,
+ gamestate.resistances)
seed.set_health(MAX_HEALTH + gamestate.days * DAY_HEALTH)
self._moulds.append(seed)
self._image = pygame.surface.Surface(SCREEN_SIZE)
# Check for damage
lit_by = lights.light_query(mould._shape)
for light in lit_by:
- # Todo: extract colour and intensity from light
+ self._seen_colours.add(light.colour)
if mould.damage(light, space, self._moulds):
redraw = True
break # we only die once
def alive(self):
return len(self._moulds) > 0
+
+ def update_resistances(self, gamestate):
+ for colour in self._seen_colours:
+ cur_reistance = gamestate.resistances.get(colour, 0)
+ gamestate.resistances[colour] = cur_reistance + 2
+ for colour in gamestate.resistances:
+ gamestate.resistances[colour] -= 1
+ if gamestate.resistances[colour] > 3:
+ gamestate.resistances[colour] = 3
+ if gamestate.resistances[colour] < 0:
+ gamestate.resistances[colour] = 0