def loadLevel(self, levelname): with open("./levels/{}.json".format(levelname)) as jsonData: worldNum = int(levelname.split("Level")[1].split("-")[0]) if worldNum == 2: self.sound.music_channel.stop() self.sound.play_music(self.sound.desert) self.sprites = Sprites("Desert") if worldNum == 3: self.sound.music_channel.stop() self.sound.play_music(self.sound.snow) self.sprites = Sprites("Snow") if worldNum == 4: self.sound.music_channel.stop() self.sound.play_music(self.sound.haunted) self.sprites = Sprites("Haunted") if worldNum == 5: self.sound.music_channel.stop() self.sound.play_music(self.sound.underwater) if worldNum == 6: self.sound.music_channel.stop() self.sound.play_music(self.sound.castle) data = json.load(jsonData) self.loadLayers(data) self.loadObjects(data) self.loadEntities(data, levelname) self.levelLength = data["length"] if levelname == "Level0-0": self.makermode = True
def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75): super(Mario, self).__init__(x, y, gravity) self.spriteCollection = Sprites().spriteCollection self.camera = Camera(self.rect, self) self.sound = sound self.input = Input(self) self.inAir = False self.inJump = False self.animation = Animation( [ self.spriteCollection["mario_run1"].image, self.spriteCollection["mario_run2"].image, self.spriteCollection["mario_run3"].image, ], self.spriteCollection["mario_idle"].image, self.spriteCollection["mario_jump"].image, ) self.traits = { "jumpTrait": jumpTrait(self), "goTrait": goTrait(self.animation, screen, self.camera, self), "bounceTrait": bounceTrait(self), } self.levelObj = level self.collision = Collider(self, level) self.screen = screen self.EntityCollider = EntityCollider(self) self.dashboard = dashboard self.restart = False self.pause = False self.pauseObj = Pause(screen, self, dashboard)
def __init__(self, screen): self.sprites = Sprites() self.screen = screen self.level = None self.levelLength = 0 self.entityList = [] self.loadLevel("Level1-1.json")
def __init__(self, screen, sound, dashboard): self.sprites = Sprites() self.dashboard = dashboard self.sound = sound self.screen = screen self.level = None self.levelLength = 0 self.entityList = []
def __init__(self, screen, sound, dashboard, levelname): self.sprites = Sprites() self.dashboard = dashboard self.sound = sound self.screen = screen self.level = None self.levelLength = 0 self.entityList = [] self.groundList = [] self.loadLevel(levelname)
def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75): super(Mario, self).__init__(x, y, gravity) self.x = x self.spriteCollection = Sprites().spriteCollection self.CT = CollisionTester() self.camera = Camera(self.rect, self) self.sound = sound self.level = level self.OI = Input(self) self.closest_mob = None self.closest_object = None self.output =0 self.inAir = False self.brain = Model().share_memory() self.fitness = 0 self.animation = Animation( [ self.spriteCollection["mario_run1"].image, self.spriteCollection["mario_run2"].image, self.spriteCollection["mario_run3"].image, ], self.spriteCollection["mario_idle"].image, self.spriteCollection["mario_jump"].image, ) self.traits = { "jumpTrait": jumpTrait(self), "goTrait": goTrait(self.animation, screen, self.camera, self), "bounceTrait": bounceTrait(self), } self.levelObj = level self.collision = Collider(self, level) self.screen = screen self.EntityCollider = EntityCollider(self) self.dashboard = dashboard self.restart = False self.pause = False self.pauseObj = Pause(screen, self, dashboard)
def __init__(self, x, y, level, screen, dashboard, gravity=1.25): super(Mario, self).__init__(x, y, gravity) self.spriteCollection = Sprites().spriteCollection self.camera = Camera(self.rect, self) self.sound = Sound() self.animation = Animation([ self.spriteCollection["mario_run1"].image, self.spriteCollection["mario_run2"].image, self.spriteCollection["mario_run3"].image ], self.spriteCollection["mario_idle"].image, self.spriteCollection["mario_jump"].image) self.traits = { "jumpTrait": jumpTrait(self), "goTrait": goTrait(self.animation, screen, self.camera, self), "bounceTrait": bounceTrait(self) } self.levelObj = level self.collision = Collider(self, level) self.screen = screen self.EntityCollider = EntityCollider(self) self.dashboard = dashboard self.restart = False
import pygame from classes.Animation import Animation from classes.Camera import Camera from classes.Collider import Collider from classes.EntityCollider import EntityCollider from classes.Input import Input from classes.Sprites import Sprites from entities.EntityBase import EntityBase from entities.Mushroom import RedMushroom from traits.bounce import bounceTrait from traits.go import GoTrait from traits.jump import JumpTrait from classes.Pause import Pause spriteCollection = Sprites().spriteCollection smallAnimation = Animation( [ spriteCollection["mario_run1"].image, spriteCollection["mario_run2"].image, spriteCollection["mario_run3"].image, ], spriteCollection["mario_idle"].image, spriteCollection["mario_jump"].image, ) bigAnimation = Animation( [ spriteCollection["mario_big_run1"].image, spriteCollection["mario_big_run2"].image, spriteCollection["mario_big_run3"].image, ],