Shooter
The shooter object represents your character in the game. In contains information on location, inventory, view stats, etc.
Name |
Type |
Description |
---|---|---|
health |
int |
How much health the player currently has |
hitbox |
Hitbox |
Hitbox of where the shooter is on the map |
view_distance |
int |
Radius of circle that represents your field of view |
max_speed |
int |
Max speed a player can move in a turn |
money |
int |
Amount of money the player has each turn |
armor |
int |
percentage of damage that will be done to the player, will change if the player picks up armor |
shield |
bool |
whether the player has a shield active or not |
inventory |
dictionary |
contains inventory objects referenced by slot type |
The shooter starts with a level one handgun in the inventory
What your player can see
Your player has a radar that lets them see where the other opponent is at any given time. This radar is a circle centered around your player with a radius of 50. Anything outside this circle is automatically removed from your version of the game_map (encapsulated within the PartitionGrid object).
The objects that are removed are: Any items (Upgrades, consumables, money) and players (Shooter object).
Your player can still see walls, doors, and teleporters outside it’s radar.
The radar consumable object can increase your view distance
Inventory
The player inventory contains all the objects the player is currently holding.
Here is a representation of the default inventory structure:
inventory = {
'guns': [Handgun, None],
'upgrades': [None, None, None]
'consumables': [None, None, None]
}
It has 3 types of slots: guns, upgrades, and consumables
By default, the player has 2 slots for guns, 3 slots for upgrades, and 3 slots for consumables.
Empty slots are represented by none objects
Changing selected primary gun can be done in the action object.
Methods
has_empty_slot
shooter.has_empty_slot(slot_type: string) -> bool
check if there’s an empty slot of a particular type in the inventory
primary_gun
shooter.primary_gun
Returns the Gun object of the currently equipped gun