from ursina import * from utils.constants import min_enemy_speed, max_enemy_speed, 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) 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_done = 0 self.speed = random.uniform(min_enemy_speed, max_enemy_speed) self.movement_amount = random.uniform(min_enemy_movement, max_enemy_movement) self.player = player self.path_line = Entity(parent=self.parent, model='cube', color=color.red, position=(0, 0), rotation=(0, 0, 0), shader=lit_with_shadows_shader) self.update_path_line() def update_path_line(self): remaining = self.movement_amount - self.movement_done if remaining <= 0: return start = self.position end = self.position if self.type == "left": end -= Vec3(max(0.05, remaining), 0, 0) scale = Vec3(max(0.05, remaining), 0.05, 0.05) elif self.type == "right": end += Vec3(max(0.05, remaining), 0, 0) scale = Vec3(max(0.05, remaining), 0.05, 0.05) elif self.type == "top": end += Vec3(0, max(0.05, remaining), 0) scale = Vec3(0.05, max(0.05, remaining), 0.05) elif self.type == "bottom": end -= Vec3(0, max(0.05, remaining), 0) scale = Vec3(0.05, max(0.05, remaining), 0.05) mid = (start + end) / 2 self.path_line.position = mid self.path_line.scale = scale def update(self): self.health_bar.alpha = max(0, self.health_bar.alpha - time.dt) 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_done < self.movement_amount: self.x -= self.speed self.movement_done += self.speed else: self.type = "right" self.movement_done = 0 elif self.type == "right": if self.movement_done < self.movement_amount: self.x += self.speed self.movement_done += self.speed else: self.type = "left" self.movement_done = 0 elif self.type == "top": if self.movement_done < self.movement_amount: self.y += self.speed self.movement_done += self.speed else: self.type = "bottom" self.movement_done = 0 elif self.type == "bottom": if self.movement_done < self.movement_amount: self.y -= self.speed self.movement_done += self.speed else: self.type = "top" self.movement_done = 0 self.update_path_line() @property def hp(self): return self._hp @hp.setter def hp(self, value): self._hp = value self.health_bar.world_scale_x = self.hp / self.max_hp * 1.5 self.health_bar.alpha = 1