def __init__(self): self.guess = 2 self.end = False self.time = 0 player = (0, 11 * 50, 36) base = (10 * 50, 14 * 50) self.levels = [Screen(self, screen, (), (365, 459, 330, 111, (255, 255, 255), 'Начать игру'), (724, 459, 330, 111, (255, 255, 255), 'Выход')), Level(self, screen, wallist, brwalls, snowlist, snowmanlist, player, base), Screen(self, screen, (("Первый уровень пройден", 400, 300, (250, 250, 0)),), (365, 459, 330, 111, (255, 255, 255), 'Продолжить'), (724, 459, 330, 111, (255, 255, 255), 'Выход')), Level(self, screen, wallist2, brwalls2, snowlist2, snowmanlist2, player, base), Screen(self, screen, (("Второй уровень пройден", 400, 300, (250, 250, 0)),), (365, 459, 330, 111, (255, 255, 255), 'Продолжить'), (724, 459, 330, 111, (255, 255, 255), 'Выход')), Level(self, screen, wallist3, brwalls3, snowlist3, snowmanlist3, player, base), Screen(self, screen, (("Третий уровень пройден", 400, 300, (250, 250, 0)),), (365, 459, 330, 111, (255, 255, 255), 'Продолжить'), (724, 459, 330, 111, (255, 255, 255), 'Выход')), Level(self, screen, wallist4, brwalls4, snowlist4, snowmanlist4, player, base), Screen(self, screen, (("Четвёртый уровень пройден", 400, 300, (250, 250, 0)),), (365, 459, 330, 111, (255, 255, 255), 'Продолжить'), (724, 459, 330, 111, (255, 255, 255), 'Выход')), Level(self, screen, [], [], snowlist5, [], player, (1000, 1000)), Screen(self, screen, (("Игра окончена! Вы победили", 400, 300, (250, 250, 0)),), (365, 459, 330, 111, (255, 255, 255), 'В главное меню'), (724, 459, 330, 111, (255, 255, 255), 'Выход')), Screen(self, screen, (("Вы проиграли. Удачи в следующий раз", 400, 300, (250, 250, 0)),), (365, 459, 330, 111, (255, 255, 255), 'В главное меню'), (724, 459, 330, 111, (255, 255, 255), 'Выход'))]
def create_levels(player_sprite): level_list = [] level = Level() level.grid = get_level_1_array() level_list.append(level) level.background_color = arcade.color.BISTRE level = Level() level.grid = get_level_2_array() level_list.append(level) level.background_color = arcade.color.BLACK_OLIVE level = Level() level.grid = get_level_3_array() level_list.append(level) level.background_color = arcade.color.EERIE_BLACK create_walls(level_list) add_level_1_creatures(level_list[0]) add_level_2_creatures(level_list[1]) add_level_3_creatures(level_list[2], player_sprite) create_stairs(level_list) return level_list
def generate_next_level(self): if self.current_level < (self.config['game']['levels'] - 1): return Level(self.config['level']).generate().with_stairs_up( self.hero).with_stairs_down() else: return Level(self.config['level']).generate().with_stairs_up( self.hero)
def __init__(self, director, background=(0, 0, 0)): super().__init__(director) self.background = background self.level1 = Level('assets/levels/level1.json', director.screen) self.level1_sub_level = Level('assets/levels/level1_sub_level.json', director.screen) self.level = self.level1
def __init__(self): pygame.init() pygame.mixer.init() pygame.joystick.init() self.screen = pygame.display.set_mode( (800, 600), pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE) SCREEN_SIZE = self.screen.get_size() pygame.display.set_caption("KISI: The Game") self.gamepads = [] self.yygamepad() self.LowQuality = True self.clock = pygame.time.Clock() self.yymenu = YYMenu() dataloader.yyload(self) self.hiscores = hiscores.HiScores() self.hiscores.load("hiscores.txt") self.pressedButtons = { pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False, pygame.K_ESCAPE: False } self.konorPress = False self.DaciuTexty = [] self.ComboText = None self.bonusy = [] self.levels = [ Level('data/lev10.txt'), Level('data/lev3.txt'), Level('data/lev2.txt'), Level('data/lev4.txt'), Level('data/lev5.txt'), Level('data/lev6.txt'), Level('data/lev7.txt'), Level('data/lev8.txt'), Level('data/lev9.txt') ] self.level = 0 self.yydaciurs() self.rungame = True if pygame.font: self.font = pygame.font.Font(None, 30) else: self.font = None self.state = STATE_MENU
def simpleswap(self, yamldata): x = self.r.randint(1, 99) y = self.r.randint(1, 99) print(x) print(y) levelx = Level() levely = Level() for i, j in yamldata.items(): foundx = False foundy = False for k, l in j.items(): if x == l['Level']: print('found x') foundx = True self.storelevelvalue(l, levelx) t1 = l print(t1) if y == l['Level']: print('found Y') foundy = True self.storelevelvalue(l, levely) t2 = l print(t2) ##t1 is the level found with X and t2 is level found with Y and just swapping them if foundx == True and foundy == True: if not self.skipAp: t1['Ap'] = levely.ap t2['Ap'] = levelx.ap if not self.skipDef: t1['Defense'] = levely.defence t2['Defense'] = levelx.defence if not self.skipExp: t1['Exp'] = levely.exp t2['Exp'] = levelx.exp if not self.skipMag: t1['Magic'] = levely.magic t2['Magic'] = levelx.magic if not self.skipLvl: t1['Level'] = y t2['Level'] = x if not self.skipSh: t1['ShieldAbility'] = levely.shield t2['ShieldAbility'] = levelx.shield if not self.skipSt: t1['StaffAbility'] = levely.staff t2['StaffAbility'] = levelx.staff if not self.skipStr: t1['Strength'] = levely.strength t2['Strength'] = levelx.strength if not self.skipsw: t1['SwordAbility'] = levely.sword t2['SwordAbility'] = levelx.sword break
def run_game(): # Initialize pygame, settings, and screen object. pygame.init() settings = Settings() clock = pygame.time.Clock() clock.tick(60) screen = pygame.display.set_mode( (settings.screen_width, settings.screen_height)) pygame.display.set_caption("Oh My Blocks") # Make the Play button. play_button = Button(settings, screen, "Play") # Make a ship, a group of bullets and blocks. ship = Ship(settings, screen) bullets = Group() blocks = Group() level = Level(settings, screen, blocks) level.getLevel() while True: game.check_events(settings, screen, ship, bullets) game.update_bullets(settings, screen, ship, blocks, bullets) game.update_screen(settings, screen, play_button, blocks, ship, bullets)
def main(): app = QApplication(sys.argv) frog = Frog(Point(200, 400)) level = Level(1, Point(0, 0), Point(700, 700)) game = Game(frog, level) g = Graphics(game, Point(900, 900)) sys.exit(app.exec_())
def main(): app = QApplication(sys.argv) frog = Frog(Point(900, 300)) level = Level(5, Point(100, 100), Point(700, 700)) game = Game(frog, level) a = MainGame(1700, 1000, game) sys.exit(app.exec_())
def __init__(self, server_port, full_screen=False): pygame.init() infoObject = pygame.display.Info() pygame.display.set_caption("Tank War") pygame.key.set_repeat(10) self.level = Level() self.mode = 'Single Player' self.players = [] self.available_servers = [] self.timer = pygame.time.Clock() self.font = pygame.font.Font('freesansbold.ttf', 36) self.small_font = pygame.font.Font('freesansbold.ttf', 24) self.tiny_font = pygame.font.Font('freesansbold.ttf', 18) self.active_menu = 'Main menu' self.network = Network(server_port, self) self.start_game = False self.enemies = pygame.sprite.Group() self.no_enemies = 2 if full_screen == True: self.screen = pygame.display.set_mode( (infoObject.current_w, infoObject.current_h)) else: self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
def __init__(self, levels, template='default.txt'): self._parked = {} self._levels = [] for i in xrange(levels): new_level = Level(template=template) self._levels.append(new_level)
def setup(self): scr_size = self.app.screen.get_size() self.level = Level(scr_size) self.level.restart() self.cheat_idx = 0 self.background = TiledImage(load_image("grass")) # makes things look a bit nicer for some reason w = self.background.rect.width self.background.rect.move_ip(-w / 2, -w / 2) self.l_shadow = ShadowLayer(scr_size) self.l_sprite = Layer(scr_size) self.sprites = Group() self.app.scores.reset() self.font = pygame.font.Font(None, 60) self.cheating = False play_song("maintheme", volume=0.7)
def __init__(self, parent=None): super(Demo, self).__init__(parent) # Setup scene self.m_scene = QGraphicsScene() self.setScene(self.m_scene) self.setup_scene() self.setFixedSize(WINDOW_WIDTH, WINDOW_HEIGHT) # Set up entities (not attached to this term, but basically things like light sources, level, npcs) self.m_lightSource = None self.level = Level(self, fp='assets/level_test.txt') self.player = Player(self, MAP_WIDTH/2, MAP_HEIGHT/2, Link(parent=self)) # Setup animation timer self.timer = QTimer(self) self.timer.timeout.connect(self.animate) self.timer.setInterval(30) self.timer.start() # Render settings self.setRenderHint(QPainter.Antialiasing) self.setFrameStyle(QFrame.NoFrame) # Input management self.mouse_down = False self.setMouseTracking(True) self.key_pressed = False
def __init__(self): # Model self.__FPS = FPS self.__caption = TITULO self.__sprites = pg.sprite.Group() self.__jogador = Jogador() self.__level = Level(world) self.__background = pg.image.load("data/teste.png") self.__bg_x = 0 # VIEW # inicializa a janela do pygame pg.init() # inicializa o audio pg.mixer.init() # define o titulo pg.display.set_caption(self.__caption) # Model self.__clock = pg.time.Clock() # VIEW self.__sprites.add(self.__jogador, self.__level.platforms, self.__level.items, self.__level.exit) self.__screen = pg.display.set_mode((WIDTH, HEIGHT)) self.__running = True
def __init__(self): # init mixer first to prevent audio delay pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.mixer.init() pygame.init() pygame.display.set_caption('NEXTGAME') self.option_handler = optionhandler.OptionHandler() mode = 0 if self.option_handler.fullscreen: mode = pygame.FULLSCREEN self.screen = pygame.display.set_mode(self.option_handler.resolution, mode) self.image_handler = imagehandler.ImageHandler() self.input_handler = inputhandler.InputHandler() self.clock = pygame.time.Clock() self.time_step = 15.0 / self.option_handler.fps self.font = pygame.font.Font(None, 30) self.level = Level() self.grid_color = [150, 150, 150] self.wall_start = None self.grabbed_object = None self.grab_offset = np.zeros(2) self.object_types = ['wall', 'platform'] self.type_index = 0 self.camera = Camera([0, 0], self.option_handler.resolution)
def setup(self): # Create vertically scrolling background image self.background_list.append( PropSprite(asset="./assets/backgrounds/space_background.png", scaling=SCALING, x=WINDOW_WIDTH // 2, y=BACKGROUND_HEIGHT // 2, change_y=-BACKGROUND_SCROLL_SPEED)) self.background_list.append( PropSprite(asset="./assets/backgrounds/space_background.png", scaling=SCALING, x=WINDOW_WIDTH // 2, y=BACKGROUND_HEIGHT + WINDOW_LENGTH // 2, change_y=-BACKGROUND_SCROLL_SPEED)) # Currently 3 explosion types available for i in range(0, 3): asset = "./assets/explosions/explosion_" + str(i) + ".png" self.explosion_texture_list.append( self.create_texture_list(asset=asset, sprite_width=100, sprite_height=100, columns=10, count=70)) # Texture list for boss self.enemy_boss_character_texture_list = self.create_texture_list( asset="./assets/enemies/big_boss.png", sprite_width=512, sprite_height=512, columns=2, count=2) # Setup levels self.curr_level = Level(number=1, num_max_enemies=2, num_max_bosses=1) self.levels.append(self.curr_level)
def run_main(): level = Level((1, 1), 2) with ToyGame2DSimulator(level) as simulator: simulator.make_move('right') simulator.make_move('down') simulator.sample().show() print simulator.sample().state.feature_vector()
def read_levels(infile): ''' Packages the contents of the input file (infile, str) into instances of Level. Takes an input filename (str). Returns a list of Level instances. ''' level_contents = read_level_contents(infile) levels = [] sublevels = [] for row in level_contents: if row != '': row = row.split() spin = float(row[J_INDEX]) parity = int(row[PI_INDEX]) energy = float(row[ENERGY_INDEX]) energy_fixed = int(row[ENERGY_FIXED_INDEX]) width = float(row[WIDTH_INDEX]) width_fixed = int(int(row[WIDTH_FIXED_INDEX]) or width == 0) radius = float(row[CHANNEL_RADIUS_INDEX]) channel = int(row[CHANNEL_INDEX]) separation_energy = float(row[SEPARATION_ENERGY_INDEX]) sublevels.append( Level(spin, parity, energy, energy_fixed, width, width_fixed, radius, channel, separation_energy)) else: levels.append(sublevels) sublevels = [] return levels
def __init__(self): super().__init__() # initialize various windows used in this scene: # gamewin -> main map view # hudwin -> left stripe wtih key char information # msgwin -> basic messages window self.gamewin = win.Window(10, 0, win.screenwidth - 10, win.screenheight) self.hudwin = win.Window(0, 0, 10, win.screenheight) self.hudwin.setbg(win.color(50, 50, 50)) self.msgwin = win.Window(self.hudwin.width, win.screenheight - 10, win.screenwidth - self.hudwin.width, 10) self.msgwin.setalpha(1.0, 0.0) # create player and level object self.player = gameobject.create('player', 50, 50) self.level = Level(self.player, 200, 200, self.gamewin) # create initial dungeon and compute the initial player field of view and player position. dungeon.createdungeon(self.level, 2) self.level.computefov() self.id = "Game Scene" self.keydict = { ',': (self._handlestairs, 'upstair'), '.': (self._handlestairs, 'downstair'), }
def parse(self, svgFile): document = etree.parse(svgFile) # there is a main svg node in a svg file dom_svg = document.getroot() # the main svg node has width and height attributes attrs = dom_svg.attrib width = UnitsConvertor(attrs['width']).convert('px') height = UnitsConvertor(attrs['height']).convert('px') levelOptions = dom_svg.xpath('//dc:description', namespaces=NSS) if levelOptions is not None and len(levelOptions) > 0: description = self.getNodeText(levelOptions[0]) else: description = None labelParser = Factory().create('label_parser') options = labelParser.parse(description) createIfAbsent(options, 'svg') options['svg']['width'] = width options['svg']['height'] = height rootLayer = self.scanLayers(dom_svg, None) return Level(options, rootLayer, document)
def enter(self): self._g_root = greenlet.getcurrent() self._g_loop = greenlet.greenlet(self._loop) self.message_log = MessageLog() self.level = Level(self, self.DUNGEON_SIZE_X, self.DUNGEON_SIZE_Y) self.game.window.push_handlers(self) self._g_loop.switch()
def __parse_cmd(self, namespace) -> Level: screen = Screen(ScreenNumber(namespace.init_num), namespace.portal) # Parse buttons with specialized parser buttons = self.button_parser.parse(namespace.buttons) goal = ScreenNumber(namespace.goal) level = Level(screen, buttons, goal, namespace.max_moves) return level
def start(self): self.tk.geometry( str(self.config['width'] * self.size_x) + 'x' + str(self.config['height'] * self.size_y)) self.level = Level(self) self.level.render(1) self.tk.mainloop()
def choose_level(self): while True: self.draw_choose() self.clock.tick(self.framerate) for event in pygame.event.get(): if (event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE)): return True if event.type == pygame.MOUSEBUTTONDOWN: mx, my = event.pos if mx > 50 and mx < 750 and my > 220 and my < 565: ix = (mx - 50) // 124 iy = (my - 220) // 95 if (6 * iy + ix < NB_LVLS and (mx - 50) % 124 < 80 and (my - 220) % 95 < 60): lvl = 6 * iy + ix + 1 level = Level(self.screen, "levels/level%d.txt" % lvl) if not level.intro(): return False res = 0 while res == 0 or res == 2: if res: level.init_shuttle() level.fade(0) res = level.start() if res == 1: return False
def test_draw_level(): # make a dummy level from level import Level tiles = [ "########", "########", "## ##", "##@.$ ##", "## *##", "########", "########", "########" ] tiles = list(map(lambda r: list(r), tiles)) level = Level(tiles, [(3, 3), (4, 5)], (3, 2), [(3, 4), (4, 5)]) # load sprites and canvas with pygame pg.init() BASE_RES = (512, 600) # rectangular to test uncolored area pview.set_mode(BASE_RES) # sheet and expected order of images, flattened filename = '../assets/sokobalt_tilesheet_8px.png' sprites = load_spritesheet(filename, SPR_ORDER, 8) done = False while not done: for event in pg.event.get(): if event.type == pg.QUIT: done = True if event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE: done = True if event.type == pg.KEYDOWN and event.key == pg.K_F11: pview.toggle_fullscreen() # draw every loop, kinda wasteful draw_level(level, pview.screen, sprites) pg.display.flip() # tear down pg.quit()
def main(): print() # Newline after the pygame hello message # Parse arguments to get the path to a level file if len(argv) < 2: print("Missing argument: Path to a labyrinth file") exit(1) levelFile = argv[1] # Create level object from level file try: level = Level(levelFile) except Exception as e: print("Error while reading the level file: %s" % (e)) exit(1) # Create game game = Game(level, windowSize=SIZE, totalRays=RAYS, fovDegrees=FOV, targetFps=FPS) # Run game game.run()
def draw(self): level = Level(self.level_width, self.level_height) path = self.get_path() for point in path: level.set(point, CellType.START) level.print() return
def main(): """ Main Program """ # Initialising Pygame library pygame.init() pygame.mixer.init() screen = pygame.display.set_mode([700, 700]) # Taking player name as input pName = getPlayerName(screen) if not pName: return # Reading high scores from file hScore = [] with open("./data/file.txt", "r") as f: for line in f: line = line.strip() hScore.append(line.split()) # Creating level object and calling it's different levels in loop room = Level() i = [0] while i[0] < len(room.maze): if not game(screen, room, room.maze[i[0]], i, pName, hScore): break i[0] += 1 # Before exiting updating high scores back in the file with open("./data/file.txt", "w") as f: for i in range(len(room.maze)): f.write(" ".join(hScore[i]) + "\n") pygame.quit()
def __init__(self, parent=None): super().__init__(parent) self.ui = Ui_MainWindow() self.ui.setupUi(self) self.ui.calculateButton.clicked.connect(self.find_paths) self.ui.clearButton.clicked.connect(self.ui.tableWidget.clearContents) self.ui.addRowButton.clicked.connect(self.add_row) self.ui.delRowButton.clicked.connect(self.del_row) self.ui.viewResourceButton.clicked.connect(self.start_resource_loading) self.actionHelp = QtGui.QAction('Help', self, statusTip="Help and Docs", triggered=self.help) self.actionHelp.setObjectName("actionHelp") self.ui.menubar.addAction(self.actionHelp) self.actionAbout = QtGui.QAction('About', self, statusTip="About Maven", triggered=self.about) self.actionAbout.setObjectName("actionAbout") self.ui.menubar.addAction(self.actionAbout) self.all_activities = None # created because self.start_resource_levelling can't access all the activities self.result = None self.success = 'No' self.progress = 'Yes' self.resource_level = Level()
def next_level(self): """Go to intermediate screen then start next level """ next_level = Level(self) info_screen = InfoScreen(self, self.score, self.lives, next_level) self.change_state(info_screen)