added a monster spawner and modified lvl mechanics

Monsters have a weighting on how many to spawn and roll which
specific monster to spawn from the pool. I have not added the
ability to advance levels yet, though that should work to
add monsters if the Floor number advances. I did notice a bug
where the player cannot be harmed by the monsters unless the
player moves into them, not the other way around. The monsters
seem to treat the player as a wall that cannot be passed through.
This is confusing because the code for the player and monsters match
as far as their ability to move into each other...
This commit is contained in:
Pat Wick
2024-03-12 20:13:02 -04:00
parent 12d0763a95
commit c3b2775a80
11 changed files with 133 additions and 30 deletions

View File

@@ -1,3 +1,9 @@
# projectile.py
# ------------
# By Pat Wick
# This module defines a "casted" projectile. This is the basis
# for ranged character types' attacks.
from retro.game import Game
class Projectile:
@@ -13,10 +19,18 @@ class Projectile:
self.character = "-"
elif self.direction in [(0,1), (0,-1)]:
self.character = "|"
if game.get_agent_by_name("player").class_ == "Warrior":
if self.direction in [(0,1), (0,-1)]:
self.character = "|"
elif self.direction == (1,0):
self.character = "/"
else:
self.character = "\\"
def move(self, game):
"""Try to move in direction set by player when launched. If blocked,
disappear."""
disappear. If projectile hits an enemy, lower hp by damage.
"""
dx, dy = self.direction
new_position = (self.position[0] + dx, self.position[1] + dy)
if game.on_board(new_position):
@@ -34,8 +48,16 @@ class Projectile:
game.remove_agent(self)
def play_turn(self,game):
"""Speed of projectiles depends on character race.
"""
if game.turn_number % self.speed == 0:
self.move(game)
try:
if game.get_agent_by_name("player").class_ == "Warrior":
game.remove_agent(self)
except:
pass
def get_agent_in_position(self, position, game):
"""Returns an agent at the position, or returns None.