import pyglet import os import glob from Effects.animated_gif import AnimatedGif from Effects.order_click import OrderClick class Knight: def __init__(self, engine, position=(0,0)): self.engine = engine self.position = position self.target = (8,5) self.destination = position gifs = glob.glob("KnightBasic/**/*.gif", recursive=True) self.animation = {os.path.basename(gif): pyglet.sprite.Sprite(pyglet.resource.animation(gif)) for gif in gifs} self.state = "Walk" self.speed = .025 # This is now the delay between updates in seconds self.partial_move = 0 self.direction = 7 self.visited = [self.position] self.starting_position = (position) def ai(self): screen_x, screen_y = self.engine.iso_transform(*self.position) if self.position == self.target: self.visited = [self.target] self.position = self.target self.starting_position = self.target self.destination = self.target self.state = "Idle" self.partial_move = 1 else: self.direction = self.engine.get_direction(self.position,self.destination) if self.partial_move<1: screen_x_dest, screen_y_dest = self.engine.iso_transform(*self.destination) self.partial_move += self.speed if self.partial_move > 1: self.partial_move = 1 screen_x += (screen_x_dest - screen_x) * self.partial_move screen_y += (screen_y_dest - screen_y) * self.partial_move else: screen_x, screen_y = self.engine.iso_transform(*self.destination) neighbors_list = self.engine.find_neighbors(self.destination) # Get the neighbors of the destination cell # Remove any neighbors that are not walkable neighbors_list = [cell for cell in neighbors_list if self.engine.battlefield[cell[1]][cell[0]].walkable] self.position = self.destination self.destination = self.engine.get_closest_neighbor(neighbors_list,self.target) self.partial_move = 0 gif = self.animation.get(f'Knight_{self.state}_dir{self.direction}.gif') return gif, screen_x, screen_y def move_to(self, target): if self.target == target and self.state == "Walk": return self.speed = .05 self.target = target self.state = "Walk" def run_to(self, target): if self.target == target and self.state == "Run": return self.speed = .10 self.target = target self.state = "Run"