Files
aim-trainer/game/enemy.py

93 lines
3.5 KiB
Python

from ursina import *
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, 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.movement_type = random.choice(["left", "right", "top"])
self.movement_done = 0
self.speed = 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.movement_type == "left":
end -= Vec3(max(0.05, remaining), 0, 0)
scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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.movement_type == "top":
end += Vec3(0, max(0.05, remaining), 0)
scale = Vec3(0.05, max(0.05, remaining), 0.05)
elif self.movement_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.movement_type == "left":
if self.movement_done < self.movement_amount:
self.x -= self.speed
self.movement_done += self.speed
else:
self.movement_type = "right"
self.movement_done = 0
elif self.movement_type == "right":
if self.movement_done < self.movement_amount:
self.x += self.speed
self.movement_done += self.speed
else:
self.movement_type = "left"
self.movement_done = 0
elif self.movement_type == "top":
if self.movement_done < self.movement_amount:
self.y += self.speed
self.movement_done += self.speed
else:
self.movement_type = "bottom"
self.movement_done = 0
elif self.movement_type == "bottom":
if self.movement_done < self.movement_amount:
self.y -= self.speed
self.movement_done += self.speed
else:
self.movement_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