Made vulnerable and spawn code not depend on the enemy type. Hopefully nothing broke.

This commit is contained in:
Storm Dragon
2025-02-17 12:52:53 -05:00
parent fdb8381603
commit 5b0615db7f
6 changed files with 153 additions and 70 deletions

View File

@@ -80,7 +80,7 @@ Zombie spawn chance is 0-100, higher means more zombies. Item is also optional,
{
"x_range": [20, 35], // patrol or hunting range
"y": 0,
"enemy_type": "goblin", // goblin, witch, ghoul, boogie_man, ghost, revenant
"enemy_type": "goblin",
"health": 4,
"damage": 2,
"attack_range": 1.5,
@@ -93,6 +93,58 @@ Zombie spawn chance is 0-100, higher means more zombies. Item is also optional,
Attacks can be "hunter" or "patrol". The "patrol" option does not use the "turn_threshold" option. The "turn_threshold" option is how quickly the hunting enemy will turn around to attack the player. Hunters will leave their area to pursue the player once he has entered the enemy's range.
#### Special Enemy Behaviors
Enemies can have special behaviors regardless of their type. Here are some examples:
##### incorporeal Goblin
``` json
{
"x_range": [400, 415],
"y": 0,
"enemy_type": "goblin",
"health": 30,
"damage": 2,
"attack_range": 1,
"has_vulnerability": true,
"is_vulnerable": false,
"vulnerability_duration": 1000,
"invulnerability_duration": 5000,
"speed_multiplier": 0.8,
"attack_cooldown": 1200,
"attack_pattern": {
"type": "hunter",
"turn_threshold": 2
}
}
```
##### Spawning Other Enemies (like revenants)
You can mix and match these behaviors. For an example of a witch who spawns black cats, see "Wicked Quest/13.json"
## Sound Requirements for Special Behaviors
When adding special behaviors to enemies, you'll need corresponding sound files:
For vulnerability system:
- enemy_is_vulnerable.ogg - Sound when enemy becomes vulnerable
For spawning behavior:
- enemy_spawn.ogg (optional) - Sound when spawning new enemies
## Tips for Custom Enemies
- Balance special behaviors carefully
- Test enemy combinations thoroughly
- Consider providing audio cues for special behaviors
- Remember faster enemies should generally do less damage
- Vulnerability systems work best with higher health values
- Spawning enemies should have lower health to compensate
### Hazards
#### Skull Storm

View File

@@ -257,16 +257,25 @@
"static": true
},
{
"x_range": [400, 420],
"type": "spider_web",
"x": 395,
"y": 0
},
{
"x_range": [400, 415],
"y": 0,
"enemy_type": "revenant",
"health": 40,
"damage": 1,
"attack_range": 1,
"zombie_spawn_cooldown": 2500,
"attack_pattern": {
"type": "patrol"
}
},
"can_spawn": true,
"spawn_type": "zombie",
"spawn_cooldown": 2500,
"spawn_chance": 100,
"spawn_distance": 5
}
],
"boundaries": {

View File

@@ -334,7 +334,12 @@
"attack_range": 2,
"attack_pattern": {
"type": "patrol"
}
},
"can_spawn": true,
"spawn_type": "black_cat",
"spawn_cooldown": 5000,
"spawn_chance": 75,
"spawn_distance": 4
},
{
"x_range": [405, 495],

View File

@@ -327,14 +327,17 @@
"health": 30,
"damage": 2,
"attack_range": 1,
"has_vulnerability": true,
"is_vulnerable": false,
"vulnerability_duration": 1000,
"invulnerability_duration": 5000,
"speed_multiplier": 0.8,
"attack_cooldown": 1200,
"attack_pattern": {
"type": "patrol"
"type": "hunter",
"turn_threshold": 2
}
}
}
],
"boundaries": {
"left": 0,

View File

@@ -33,39 +33,35 @@ class Enemy(Object):
self.attackCooldown = 1000 # 1 second between attacks
self._currentX = self.xRange[0] # Initialize current position
# Add spawn configuration
self.canSpawn = kwargs.get('can_spawn', False)
if self.canSpawn:
self.spawnCooldown = kwargs.get('spawn_cooldown', 2000)
self.spawnChance = kwargs.get('spawn_chance', 25)
self.spawnType = kwargs.get('spawn_type', 'zombie') # Default to zombie for backward compatibility
self.spawnDistance = kwargs.get('spawn_distance', 5)
self.lastSpawnTime = 0
# Attack pattern configuration
self.attackPattern = kwargs.get('attack_pattern', {'type': 'patrol'})
self.turnThreshold = self.attackPattern.get('turn_threshold', 5)
# Initialize vulnerability system
self.hasVulnerabilitySystem = kwargs.get('has_vulnerability', False)
if self.hasVulnerabilitySystem:
self.isVulnerable = kwargs.get('is_vulnerable', False) # For enemies with vulnerability, default to invulnerable
self.vulnerabilityTimer = 0
self.vulnerabilityDuration = kwargs.get('vulnerability_duration', 1000)
self.invulnerabilityDuration = kwargs.get('invulnerability_duration', 5000)
else:
self.isVulnerable = True
# Enemy type specific adjustments
if enemyType == "zombie":
self.movementSpeed *= 0.6 # Zombies are slower
self.damage = level.player.get_max_health() # Instant death
self.health = 1 # Easy to kill
self.attackCooldown = 1500 # Slower attack rate
elif enemyType == "ghost":
self.isVulnerable = False
self.vulnerabilityTimer = 0
self.vulnerabilityDuration = kwargs.get('vulnerability_duration', 3000) # Default 3 seconds
self.invulnerabilityDuration = kwargs.get('invulnerability_duration', 5000) # Default 5 seconds
self.movementSpeed *= kwargs.get('speed_multiplier', 0.8) # Default 80% speed
self.health = kwargs.get('health', 3) # Default 3 HP
self.damage = kwargs.get('damage', 2) # Default 2 damage
self.attackRange = kwargs.get('attack_range', 1) # Use provided or default 1
self.attackCooldown = kwargs.get('attack_cooldown', 1200) # Default 1.2 seconds
self.attackPattern = kwargs.get('attack_pattern', {
'type': 'hunter',
'turn_threshold': 2
})
elif enemyType == "revenant":
self.movementSpeed *= 0.7 # Slower than normal
self.damage = 1
self.health = kwargs.get('health', 40)
self.attackCooldown = 1500 # Slower direct attacks
self.zombieSpawnCooldown = kwargs.get('zombie_spawn_cooldown', 2000) # 2 seconds between spawns
self.lastZombieSpawn = 0
self.zombieSpawnDistance = 5
self.attackPattern = kwargs.get('attack_pattern', {'type': 'patrol'})
elif enemyType == "spider":
speedMultiplier = kwargs.get('speed_multiplier', 2.0)
self.movementSpeed *= speedMultiplier # Spiders are faster
@@ -99,16 +95,21 @@ class Enemy(Object):
if not self.isActive or self.health <= 0:
return
# Ghost vulnerability state management
if self.enemyType == "ghost":
# Set initial sound for enemies with vulnerability system
if self.hasVulnerabilitySystem and self.channel is None:
soundName = f"{self.enemyType}_is_vulnerable" if self.isVulnerable else self.enemyType
self.channel = obj_play(self.sounds, soundName, player.xPos, self.xPos)
# Enemy vulnerability state management
if self.hasVulnerabilitySystem:
if self.isVulnerable and (currentTime - self.vulnerabilityTimer > self.vulnerabilityDuration):
# Switch to invulnerable
self.isVulnerable = False
self.vulnerabilityTimer = currentTime
# Change sound back to base ghost sound
# Change sound back to base enemy sound
if self.channel:
obj_stop(self.channel)
self.channel = obj_play(self.sounds, "ghost", player.xPos, self.xPos)
self.channel = obj_play(self.sounds, self.enemyType, player.xPos, self.xPos)
elif not self.isVulnerable and (currentTime - self.vulnerabilityTimer > self.invulnerabilityDuration):
# Switch to vulnerable
self.isVulnerable = True
@@ -116,7 +117,7 @@ class Enemy(Object):
# Change to vulnerable sound
if self.channel:
obj_stop(self.channel)
self.channel = obj_play(self.sounds, "ghost_is_vulnerable", player.xPos, self.xPos)
self.channel = obj_play(self.sounds, f"{self.enemyType}_is_vulnerable", player.xPos, self.xPos)
# Check if player has entered territory
if not self.hunting:
@@ -151,33 +152,40 @@ class Enemy(Object):
if self.can_attack(currentTime, player):
self.attack(currentTime, player)
if self.enemyType == "revenant" and self.hunting: # Only spawn when player enters territory
# Check if it's time to spawn a zombie
if currentTime - self.lastZombieSpawn >= self.zombieSpawnCooldown:
# Spawn zombies relative to player position, not revenant
if self.canSpawn:
if currentTime - self.lastSpawnTime >= self.spawnCooldown:
distanceToPlayer = abs(player.xPos - self.xPos)
if distanceToPlayer <= 12: # Within audible range
# Random chance to spawn
if random.randint(1, 100) <= self.spawnChance:
# Spawn relative to player position
spawnDirection = random.choice([-1, 1])
spawnX = player.xPos + (spawnDirection * self.zombieSpawnDistance)
spawnX = player.xPos + (spawnDirection * self.spawnDistance)
# Ensure spawn point is within level boundaries
spawnX = max(self.level.leftBoundary, min(spawnX, self.level.rightBoundary))
# Create new zombie
zombie = Enemy(
# Create new enemy of specified type
spawned = Enemy(
[spawnX, spawnX], # Single point range for spawn
self.yPos,
"zombie",
self.spawnType,
self.sounds,
self.level
self.level,
health=4, # Default health for spawned enemies
damage=2, # Default damage for spawned enemies
attack_range=1 # Default range for spawned enemies
)
# Add to level's enemies
self.level.enemies.append(zombie)
self.lastZombieSpawn = currentTime
self.level.enemies.append(spawned)
self.lastSpawnTime = currentTime
# Play spawn sound and speak message
if 'revenant_spawn_zombie' in self.sounds:
self.sounds['revenant_spawn_zombie'].play()
speak("Zombie spawned")
# Play spawn sound if available
spawnSound = f"{self.enemyType}_spawn_{self.spawnType}"
if spawnSound in self.sounds:
self.sounds[spawnSound].play()
speak(f"{self.spawnType} spawned")
# Check for attack opportunity
if self.can_attack(currentTime, player):
@@ -218,8 +226,8 @@ class Enemy(Object):
def take_damage(self, amount):
"""Handle enemy taking damage"""
# Ghost can only take damage when vulnerable
if self.enemyType == "ghost" and not self.isVulnerable:
# Enemy can only take damage when vulnerable
if not self.isVulnerable:
return
self.health -= amount

View File

@@ -147,7 +147,12 @@ class Level:
damage=obj.get("damage", 1),
attack_range=obj.get("attack_range", 1),
movement_range=obj.get("movement_range", 5),
attack_pattern=obj.get("attack_pattern", {'type': 'patrol'}) # Add this line
attack_pattern=obj.get("attack_pattern", {'type': 'patrol'}),
can_spawn=obj.get("can_spawn", False),
spawn_type=obj.get("spawn_type", "zombie"),
spawn_cooldown=obj.get("spawn_cooldown", 2000),
spawn_chance=obj.get("spawn_chance", 25),
spawn_distance=obj.get("spawn_distance", 5)
)
self.enemies.append(enemy)
else:
@@ -216,6 +221,7 @@ class Level:
enemy.update(currentTime, self.player)
if not enemy.hasVulnerabilitySystem:
if enemy.channel is None or not enemy.channel.get_busy():
enemy.channel = obj_play(self.sounds, enemy.enemyType, self.player.xPos, enemy.xPos)
if enemy.channel is not None: