diff options
-rw-r--r-- | brutalmaze/characters.py | 51 | ||||
-rw-r--r-- | brutalmaze/constants.py | 2 | ||||
-rw-r--r-- | brutalmaze/maze.py | 15 |
3 files changed, 36 insertions, 32 deletions
diff --git a/brutalmaze/characters.py b/brutalmaze/characters.py index ddbcc14..6edfb71 100644 --- a/brutalmaze/characters.py +++ b/brutalmaze/characters.py @@ -94,7 +94,7 @@ class Hero: self.next_beat -= 1000.0 / fps self.next_strike -= 1000.0 / fps - full_spin = pi * 2 / self.get_sides() + full_spin = pi * 2 / self.sides if self.slashing and self.next_strike <= 0: self.next_strike = ATTACK_SPEED self.spin_queue = randsign() * self.spin_speed @@ -105,9 +105,10 @@ class Hero: else: self.spin_queue = 0.0 - def get_sides(self): - """Return the number of sides the hero has. While the hero is - generally a trigon, Agent Orange may turn him into a square. + @property + def sides(self): + """Number of sides the hero has. While the hero is generally + a trigon, Agent Orange may turn him into a square. """ return 3 if self.next_heal < 0 else 4 @@ -115,21 +116,22 @@ class Hero: """Turn to the given angle if the hero is not busy slashing.""" if round(self.spin_queue) != 0: return delta = (angle - self.angle + pi) % (pi * 2) - pi - unit = pi * 2 / self.get_sides() / self.spin_speed + unit = pi * 2 / self.sides / self.spin_speed if abs(delta) < unit: self.angle, self.spin_queue = angle, 0.0 else: self.spin_queue = delta / unit - def get_shots(self): - """Return list of Bullet shot by the hero.""" + @property + def shots(self): + """List of Bullet the hero has just shot.""" if not self.firing or self.slashing or self.next_strike > 0: return [] self.next_strike = ATTACK_SPEED if not randrange(int(self.highness + 1)): return [Bullet(self.surface, self.x, self.y, self.angle, 'Aluminium')] self.highness -= 1.0 - n = self.get_sides() + n = self.sides corners = {randrange(n) for _ in range(n)} angles = (self.angle + pi*2*corner/n for corner in corners) return [Bullet(self.surface, self.x, self.y, angle, 'Aluminium') @@ -141,7 +143,7 @@ class Hero: def draw(self): """Draw the hero.""" - trigon = regpoly(self.get_sides(), self.R, self.angle, self.x, self.y) + trigon = regpoly(self.sides, self.R, self.angle, self.x, self.y) fill_aapolygon(self.surface, trigon, self.get_color()) def resize(self, maze_size): @@ -182,17 +184,19 @@ class Enemy: self.sfx_slash = SFX_SLASH_HERO - def get_pos(self): - """Return coordinate of the center of the enemy.""" + @property + def pos(self): + """Coordinates (in pixels) of the center of the enemy.""" x, y = self.maze.get_pos(self.x, self.y) step = self.maze.distance * ENEMY_SPEED / self.maze.fps return x + self.offsetx*step, y + self.offsety*step - def get_distance(self): - """Return the distance from the center of the enemy to - the center of the maze. + @property + def distance(self): + """Distance from the center of the enemy + to the center of the maze. """ - return self.maze.get_distance(*self.get_pos()) + return self.maze.get_distance(*self.pos) def place(self, x=0, y=0): """Move the enemy by (x, y) (in grids).""" @@ -200,6 +204,11 @@ class Enemy: self.y += y if self.awake: self.maze.map[self.x][self.y] = ENEMY + @property + def spawn_volumn(self): + """Volumn of spawning sound effect.""" + return 1 - self.distance / self.maze.get_distance(0, 0) / 2 + def wake(self): """Wake the enemy up if it can see the hero. @@ -224,15 +233,13 @@ class Enemy: return False self.awake = True self.maze.map[self.x][self.y] = ENEMY - play(self.maze.sfx_spawn, - 1 - self.get_distance()/self.maze.get_distance(0, 0)/2, - self.get_angle() + pi) + play(self.maze.sfx_spawn, self.spawn_volumn, self.get_angle() + pi) return True def fire(self): """Return True if the enemy has just fired, False otherwise.""" if self.maze.hero.dead: return False - x, y = self.get_pos() + x, y = self.pos if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance or self.next_strike > 0 or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety @@ -269,7 +276,7 @@ class Enemy: def get_slash(self): """Return the enemy's close-range damage.""" - wound = (self.maze.slashd - self.get_distance()) / self.maze.hero.R + wound = (self.maze.slashd - self.distance) / self.maze.hero.R return wound if wound > 0 else 0.0 def slash(self): @@ -283,7 +290,7 @@ class Enemy: the center of the screen and terminal point is the center of the enemy. """ - x, y = self.get_pos() + x, y = self.pos return atan2(y - self.maze.y, x - self.maze.x) def get_color(self): @@ -304,7 +311,7 @@ class Enemy: """Draw the enemy.""" if self.isunnoticeable(): return radius = self.maze.distance / SQRT2 - square = regpoly(4, radius, self.angle, *self.get_pos()) + square = regpoly(4, radius, self.angle, *self.pos) fill_aapolygon(self.maze.surface, square, self.get_color()) def update(self): diff --git a/brutalmaze/constants.py b/brutalmaze/constants.py index 7d7ba00..a7d1267 100644 --- a/brutalmaze/constants.py +++ b/brutalmaze/constants.py @@ -52,7 +52,7 @@ MAZE_SIZE = 10 # cells MIDDLE = MAZE_SIZE // 2 * CELL_WIDTH HEAL_SPEED = 1 # HP/s HERO_SPEED = 5 # grid/s -ENEMY_SPEED = 6 # grid/s +ENEMY_SPEED = 6 # grid/s BULLET_SPEED = 15 # grid/s ATTACK_SPEED = 333.333 # ms/strike MAX_WOUND = 1 # per attack turn diff --git a/brutalmaze/maze.py b/brutalmaze/maze.py index b43b0e8..9830611 100644 --- a/brutalmaze/maze.py +++ b/brutalmaze/maze.py @@ -264,7 +264,7 @@ class Maze: # in playable FPS (24 to infinity), the difference within 2%. self.hero.next_heal = abs(self.hero.next_heal * (1 - wound)) elif (uniform(0, sum(self.enemy_weights.values())) - < self.enemy_weights[color]): + < self.enemy_weights[color]): self.hero.next_heal = -1.0 # what doesn't kill you heals you if color == 'Butter' or color == 'ScarletRed': wound *= ENEMY_HP @@ -283,7 +283,7 @@ class Maze: if not self.hero.spin_queue: return killist = [] for i, enemy in enumerate(self.enemies): - d = self.slashd - enemy.get_distance() + d = self.slashd - enemy.distance if d > 0: wound = d * SQRT2 / self.distance if self.next_slashfx <= 0: @@ -299,7 +299,7 @@ class Maze: def track_bullets(self): """Handle the bullets.""" - self.bullets.extend(self.hero.get_shots()) + self.bullets.extend(self.hero.shots) fallen = [] block = (self.hero.spin_queue and self.hero.next_heal < 0 and self.hero.next_strike > self.hero.spin_queue / self.fps) @@ -316,17 +316,14 @@ class Maze: enemy = new_enemy(self, gridx, gridy) enemy.awake = True self.map[gridx][gridy] = ENEMY - play(self.sfx_spawn, - 1 - enemy.get_distance()/self.get_distance(0, 0)/2, - enemy.get_angle()) + play(self.sfx_spawn, enemy.spawn_volumn, enemy.get_angle()) enemy.hit(wound) self.enemies.append(enemy) fallen.append(i) continue for j, enemy in enumerate(self.enemies): if not enemy.awake: continue - x, y = enemy.get_pos() - if bullet.get_distance(x, y) < self.distance: + if bullet.get_distance(*enemy.pos) < self.distance: enemy.hit(wound) if enemy.wound >= ENEMY_HP: self.score += enemy.wound @@ -389,7 +386,7 @@ class Maze: for enemy in self.enemies: if enemy.isunnoticeable(): continue - x, y = self.expos(*enemy.get_pos()) + x, y = self.expos(*enemy.pos) color, angle = COLORS[enemy.get_color()], deg(enemy.angle) export['e'].append([color, x, y, angle]) |