diff options
Diffstat (limited to 'brutalmaze/maze.py')
-rw-r--r-- | brutalmaze/maze.py | 15 |
1 files changed, 6 insertions, 9 deletions
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]) |