Monsters on screen move randomly when not active.

This commit is contained in:
Cameron Smart
2020-04-24 01:36:44 -07:00
parent 8fc41803f4
commit dd45c32283
4 changed files with 88 additions and 55 deletions

View File

@@ -57,7 +57,6 @@ class Game(arcade.Window):
# Used to keep track of our scrolling
self.view_bottom = self.view_left = 0
self.Recipe = []
self.enemies_in_range = []
arcade.set_background_color(arcade.color.BLACK)
@@ -80,12 +79,11 @@ class Game(arcade.Window):
level = random.choice(self.dungeon.levelList)
self.player.center_x, self.player.center_y = level.center()
self.player.cur_recipe = self.Recipe.active
self.player.monster_collisions = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
self.player.collisions = arcade.PhysicsEngineSimple(self.player, self.dungeon.getWalls())
# Set up monsters
self.Mobs = MobHandler()
self.enemy_list = self.Mobs.setup(Config.MONSTER_COUNT, Config.MONSTER_COUNT, self.player, self.dungeon)
self.active_enemies = self.Mobs.active_enemies
# Setup viewport
self.view_bottom = self.player.center_x - (0.5 * Config.SCREEN_WIDTH) + 300
@@ -103,9 +101,8 @@ class Game(arcade.Window):
# Draw our sprites
self.dungeon.render()
self.player.draw()
self.Mobs.render()
self.active_enemies.draw()
#self.active_enemies.draw()
self.bullet_list.draw()
self.Recipe.render()
@@ -237,7 +234,7 @@ class Game(arcade.Window):
# Collision Checks
hit_list = arcade.check_for_collision_with_list(bullet, self.dungeon.getWalls())
enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.active_enemies)
enemy_hit_list = arcade.check_for_collision_with_list(bullet, self.enemy_list)
# If it did, get rid of the bullet
if len(hit_list) > 0:
bullet.remove_from_sprite_lists()