Finish enemy and weapon customization, removal, Disable debug stuff, remove bottom movement, add set speed/size

This commit is contained in:
csd4ni3l
2025-06-19 21:50:05 +02:00
parent 613ff7eef7
commit a9c6f7dab4
8 changed files with 192 additions and 78 deletions

View File

@@ -1,16 +1,16 @@
from ursina import *
from utils.constants import min_enemy_speed, max_enemy_speed, enemy_health, min_enemy_movement, max_enemy_movement
from utils.constants import enemy_health, min_enemy_movement, max_enemy_movement
from ursina.shaders import lit_with_shadows_shader
class Enemy(Entity):
def __init__(self, player, shootables_parent, x, y, z, texture):
super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader)
def __init__(self, speed, size, player, shootables_parent, x, y, z, texture):
super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader, scale=size)
self.health_bar = Entity(parent=self, y=1.2, model='cube', color=color.red, world_scale=(1.5,.1,.1))
self.max_hp = enemy_health
self.hp = self.max_hp
self.type = random.choice(["left", "right", "top", "bottom"])
self.movement_type = random.choice(["left", "right", "top"])
self.movement_done = 0
self.speed = random.uniform(min_enemy_speed, max_enemy_speed)
self.speed = speed
self.movement_amount = random.uniform(min_enemy_movement, max_enemy_movement)
self.player = player
@@ -26,16 +26,16 @@ class Enemy(Entity):
start = self.position
end = self.position
if self.type == "left":
if self.movement_type == "left":
end -= Vec3(max(0.05, remaining), 0, 0)
scale = Vec3(max(0.05, remaining), 0.05, 0.05)
elif self.type == "right":
elif self.movement_type == "right":
end += Vec3(max(0.05, remaining), 0, 0)
scale = Vec3(max(0.05, remaining), 0.05, 0.05)
elif self.type == "top":
elif self.movement_type == "top":
end += Vec3(0, max(0.05, remaining), 0)
scale = Vec3(0.05, max(0.05, remaining), 0.05)
elif self.type == "bottom":
elif self.movement_type == "bottom":
end -= Vec3(0, max(0.05, remaining), 0)
scale = Vec3(0.05, max(0.05, remaining), 0.05)
@@ -49,33 +49,33 @@ class Enemy(Entity):
self.health_bar.look_at_2d(self.player, axis="x")
self.look_at_2d(self.player, axis="y")
if self.type == "left":
if self.movement_type == "left":
if self.movement_done < self.movement_amount:
self.x -= self.speed
self.movement_done += self.speed
else:
self.type = "right"
self.movement_type = "right"
self.movement_done = 0
elif self.type == "right":
elif self.movement_type == "right":
if self.movement_done < self.movement_amount:
self.x += self.speed
self.movement_done += self.speed
else:
self.type = "left"
self.movement_type = "left"
self.movement_done = 0
elif self.type == "top":
elif self.movement_type == "top":
if self.movement_done < self.movement_amount:
self.y += self.speed
self.movement_done += self.speed
else:
self.type = "bottom"
self.movement_type = "bottom"
self.movement_done = 0
elif self.type == "bottom":
elif self.movement_type == "bottom":
if self.movement_done < self.movement_amount:
self.y -= self.speed
self.movement_done += self.speed
else:
self.type = "top"
self.movement_type = "top"
self.movement_done = 0
self.update_path_line()