mirror of
https://github.com/csd4ni3l/aim-trainer.git
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93 lines
3.5 KiB
Python
93 lines
3.5 KiB
Python
from ursina import *
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from utils.constants import enemy_health, min_enemy_movement, max_enemy_movement
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from ursina.shaders import lit_with_shadows_shader
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class Enemy(Entity):
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def __init__(self, speed, size, player, shootables_parent, x, y, z, texture):
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super().__init__(parent=shootables_parent, model='cube', collider='box', texture=texture, x=x, y=y, z=z, shader=lit_with_shadows_shader, scale=size)
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self.health_bar = Entity(parent=self, y=1.2, model='cube', color=color.red, world_scale=(1.5,.1,.1))
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self.max_hp = enemy_health
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self.hp = self.max_hp
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self.movement_type = random.choice(["left", "right", "top"])
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self.movement_done = 0
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self.speed = speed
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self.movement_amount = random.uniform(min_enemy_movement, max_enemy_movement)
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self.player = player
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self.path_line = Entity(parent=self.parent, model='cube', color=color.red, position=(0, 0), rotation=(0, 0, 0), shader=lit_with_shadows_shader)
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self.update_path_line()
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def update_path_line(self):
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remaining = self.movement_amount - self.movement_done
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if remaining <= 0:
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return
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start = self.position
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end = self.position
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if self.movement_type == "left":
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end -= Vec3(max(0.05, remaining), 0, 0)
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scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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elif self.movement_type == "right":
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end += Vec3(max(0.05, remaining), 0, 0)
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scale = Vec3(max(0.05, remaining), 0.05, 0.05)
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elif self.movement_type == "top":
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end += Vec3(0, max(0.05, remaining), 0)
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scale = Vec3(0.05, max(0.05, remaining), 0.05)
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elif self.movement_type == "bottom":
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end -= Vec3(0, max(0.05, remaining), 0)
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scale = Vec3(0.05, max(0.05, remaining), 0.05)
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mid = (start + end) / 2
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self.path_line.position = mid
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self.path_line.scale = scale
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def update(self):
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self.health_bar.alpha = max(0, self.health_bar.alpha - time.dt)
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self.health_bar.look_at_2d(self.player, axis="x")
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self.look_at_2d(self.player, axis="y")
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if self.movement_type == "left":
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if self.movement_done < self.movement_amount:
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self.x -= self.speed
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self.movement_done += self.speed
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else:
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self.movement_type = "right"
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self.movement_done = 0
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elif self.movement_type == "right":
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if self.movement_done < self.movement_amount:
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self.x += self.speed
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self.movement_done += self.speed
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else:
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self.movement_type = "left"
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self.movement_done = 0
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elif self.movement_type == "top":
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if self.movement_done < self.movement_amount:
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self.y += self.speed
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self.movement_done += self.speed
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else:
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self.movement_type = "bottom"
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self.movement_done = 0
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elif self.movement_type == "bottom":
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if self.movement_done < self.movement_amount:
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self.y -= self.speed
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self.movement_done += self.speed
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else:
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self.movement_type = "top"
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self.movement_done = 0
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self.update_path_line()
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@property
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def hp(self):
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return self._hp
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@hp.setter
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def hp(self, value):
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self._hp = value
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self.health_bar.world_scale_x = self.hp / self.max_hp * 1.5
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self.health_bar.alpha = 1
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