It's always the small, simple changes that cause the most problems. Invulnerability system hopefully working for real this time.
This commit is contained in:
45
src/enemy.py
45
src/enemy.py
@@ -49,10 +49,12 @@ class Enemy(Object):
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# Initialize vulnerability system
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self.hasVulnerabilitySystem = kwargs.get('has_vulnerability', False)
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if self.hasVulnerabilitySystem:
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self.isVulnerable = kwargs.get('is_vulnerable', False) # For enemies with vulnerability, default to invulnerable
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self.isVulnerable = False # Start invulnerable
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self.vulnerabilityTimer = pygame.time.get_ticks()
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self.vulnerabilityDuration = kwargs.get('vulnerability_duration', 1000)
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self.vulnerabilityDuration = kwargs.get('vulnerability_duration', 2000)
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self.invulnerabilityDuration = kwargs.get('invulnerability_duration', 5000)
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soundName = f"{self.enemyType}_is_vulnerable" if self.isVulnerable else self.enemyType
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self.channel = obj_play(self.sounds, soundName, self.level.player.xPos, self.xPos)
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else:
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self.isVulnerable = True
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@@ -67,6 +69,7 @@ class Enemy(Object):
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self.movementSpeed *= speedMultiplier # Spiders are faster
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self.attackPattern = {'type': 'hunter'} # Spiders actively hunt the player
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self.turnThreshold = 3 # Spiders turn around quickly to chase player
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@property
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def xPos(self):
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@@ -94,30 +97,25 @@ class Enemy(Object):
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"""Update enemy position and handle attacks"""
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if not self.isActive or self.health <= 0:
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return
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# Set initial sound for enemies with vulnerability system
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if self.hasVulnerabilitySystem and self.channel is None:
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soundName = f"{self.enemyType}_is_vulnerable" if self.isVulnerable else self.enemyType
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self.channel = obj_play(self.sounds, soundName, player.xPos, self.xPos)
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# Enemy vulnerability state management
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# Initialize sound for enemies with vulnerability system immediately upon creation
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if self.hasVulnerabilitySystem:
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if self.isVulnerable and (currentTime - self.vulnerabilityTimer > self.vulnerabilityDuration):
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# Switch to invulnerable
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self.isVulnerable = False
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if self.channel is None:
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soundName = f"{self.enemyType}_is_vulnerable" if self.isVulnerable else self.enemyType
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self.channel = obj_play(self.sounds, soundName, player.xPos, self.xPos)
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# Update existing channel position
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else:
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self.channel = obj_update(self.channel, player.xPos, self.xPos)
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# Check for vulnerability state change
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if currentTime - self.vulnerabilityTimer >= (self.vulnerabilityDuration if self.isVulnerable else self.invulnerabilityDuration):
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self.isVulnerable = not self.isVulnerable
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self.vulnerabilityTimer = currentTime
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# Change sound back to base enemy sound
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if self.channel:
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obj_stop(self.channel)
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self.channel = obj_play(self.sounds, self.enemyType, player.xPos, self.xPos)
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elif not self.isVulnerable and (currentTime - self.vulnerabilityTimer > self.invulnerabilityDuration):
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# Switch to vulnerable
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self.isVulnerable = True
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self.vulnerabilityTimer = currentTime
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# Change to vulnerable sound
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if self.channel:
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obj_stop(self.channel)
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self.channel = obj_play(self.sounds, f"{self.enemyType}_is_vulnerable", player.xPos, self.xPos)
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soundName = f"{self.enemyType}_is_vulnerable" if self.isVulnerable else self.enemyType
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self.channel = obj_play(self.sounds, soundName, player.xPos, self.xPos)
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# Check if player has entered territory
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if not self.hunting:
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@@ -226,8 +224,7 @@ class Enemy(Object):
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def take_damage(self, amount):
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"""Handle enemy taking damage"""
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# Enemy can only take damage when vulnerable
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if not self.isVulnerable:
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if self.hasVulnerabilitySystem and not self.isVulnerable:
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return
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self.health -= amount
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@@ -152,7 +152,11 @@ class Level:
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spawn_type=obj.get("spawn_type", "zombie"),
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spawn_cooldown=obj.get("spawn_cooldown", 2000),
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spawn_chance=obj.get("spawn_chance", 25),
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spawn_distance=obj.get("spawn_distance", 5)
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spawn_distance=obj.get("spawn_distance", 5),
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has_vulnerability=obj.get("has_vulnerability", False),
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is_vulnerable=obj.get("is_vulnerable", False),
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vulnerability_duration=obj.get("vulnerability_duration", 1000),
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invulnerability_duration=obj.get("invulnerability_duration", 5000)
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)
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self.enemies.append(enemy)
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else:
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@@ -221,6 +225,7 @@ class Level:
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enemy.update(currentTime, self.player)
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# Only handle audio for non-vulnerability enemies
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if not enemy.hasVulnerabilitySystem:
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if enemy.channel is None or not enemy.channel.get_busy():
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enemy.channel = obj_play(self.sounds, enemy.enemyType, self.player.xPos, enemy.xPos)
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