Beispiel #1
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def setup(keySet, resolution):
    hero = Hero({
        "Name": 'Hero',
        "Lvl": 1,
        "Exp": 0,
        "Atk": 3,
        "Def": 4,
        "Stam": 3,
        "Health": 25,
        "ExpPoint": 50,
        "Skills": [],
    })
    curMap = Map()
    level = Levels()
    makeWindow(hero, curMap, level, keySet, resolution)
Beispiel #2
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    def __init__(self, **kwargs):
        super(Game2048, self).__init__()

        self.levels = Levels()
        self.current_level = self.levels.next_level()
        self.level_info = self.current_level.info
        self.grid_size = self.current_level.grid_size
        self.grid = self.current_level.grid[:]

        # bind keyboard
        Window.bind(on_key_down=self.on_key_down)
        Window.on_keyboard = lambda *x: None

        #schedule clock
        Clock.schedule_interval(self.update_time, 1)
        self.restart()
Beispiel #3
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    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        # self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption('Breakout!')
        icon = pygame.image.load('images/icon.png')
        pygame.display.set_icon(icon)

        # Initialize game objects
        self.paddle = Paddle(self)
        self.ball = Ball(self)
        self.brick = Brick(self)
        self.bricks = pygame.sprite.Group()

        self.level = Levels()
        self._create_level()

        self.hacks_active = False
        self.game_running = False

        self.play_button = Button(self, 'Play')
Beispiel #4
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# General graphics
livesImg = graphics.g_player.lives
numbers = [graphics.g_numbers.n0, graphics.g_numbers.n1, graphics.g_numbers.n2, graphics.g_numbers.n3, graphics.g_numbers.n4, graphics.g_numbers.n5, graphics.g_numbers.n6, graphics.g_numbers.n7, graphics.g_numbers.n8, graphics.g_numbers.n9]
impImages = [graphics.g_imps.imp0_0, graphics.g_imps.imp1_0, graphics.g_imps.imp2_0, graphics.g_imps.imp3_0, graphics.g_imps.imp4_0, graphics.g_imps.imp5_0]
levelImages = [[graphics.g_tiles.tile01, graphics.g_teleporters.tele01], [graphics.g_tiles.tile02, graphics.g_teleporters.tele02], [graphics.g_tiles.tile03, graphics.g_teleporters.tele03], [graphics.g_tiles.tile04, graphics.g_teleporters.tele04], [graphics.g_tiles.tile05, graphics.g_teleporters.tele05], [graphics.g_tiles.tile06, graphics.g_teleporters.tele06]]
bullet = graphics.g_enemies.bullet

# Init classes
instructions = Interface()
bg = Background(0, 0)
player = Player(0, 2, -12, 106)
audio = Audio(g_sound)
lvlEnemies = Enemy(0, -20, -20, 0, 0)
bonusItem.append(Drops(-20, -20, 0))
aLevel = Levels([levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)], levelMaps[random.getrandbits(4)]])
levelImps = Imps(-20, -20, impImages[0], 0)
flashText = Text(1, 1, "", True, -5)

tmpImpId = random.getrandbits(2)
impId = tmpImpId + random.getrandbits(2)
if impId > 5:
    impId = 5
#############################################
def update():
    global gameState, levelComplete, movePlayerX, impsOnScreen, impId, rndLevel, bonusItem, playerLives, bonusItemDropRate, score, aLevel, tmpImpId
    global cheatsOn, flashPlayer, flashText, freezeTimer, freezeTimerMax, freezeEnemies, bulletVisible, bulletX, bulletY, bulletDir, bulletSpeed, warpPlayed
    
    # Randomize imps during splash
    if gameState == STATE_MENU:
        # Create the random imps
Beispiel #5
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pygame.init()

size = width, height = 1600, 900

screen = pygame.display.set_mode(settings.size)

backgrounds = dict()
for i in range(4):
    backgrounds[i] = pygame.image.load(
        os.path.join('images', f'background_{i}.png'))

points = Points()
with open('river_system.txt') as input_file:
    points.read(input_file)

levels = Levels('levels.txt')

power_towers = PowerTowers(screen)
vehicles = Vehicles(screen, points)
destinations = Destinations(screen)
hotels = Hotels(screen)
travellers = Travellers(screen)
flash = Flash(screen)

map = Map(
    screen=screen,
    power_towers=power_towers,
    vehicles=vehicles,
    destinations=destinations,
    hotels=hotels,
    travellers=travellers,
Beispiel #6
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#!/usr/bin/python
from dnd_classes import DNDClasses
from dnd_races import DNDRaces
from levels import Levels
DND_CLASSES = DNDClasses()
DND_RACES = DNDRaces()
LEVELS = Levels()

class Character(object):
    max_HP = None
    current_HP = None
    current_XP = 0
    next_level_XP = None
    level = 1
    MAX_XP = 1000000
    MAX_LEVEL = 30

    attribute_dictionary = {
      'attribute': "name",
      'baseSave': 0,
      'abilityModifier': 0,
      'magicModifier': 0,
      'miscModifier': 0,
      'temporaryModifier': 0
    }

    ability_scores = {
      'STR': 0,
      'DEX': 0,
      'CON': 0,
      'INT': 0,
                    break  # Break loop if it reaches level 6.
            window_clear('cls')

        if level_complete:
            print(GAME_OVER)
            print(DOLL_PICTURE[lap_counter])
        else:
            print(GAME_OVER)
            print(DOLL_PICTURE[num_image + 1])

        dashboard(word, formatted_word, string_entered, formatted_string_ent,\
                  found_letters)

        keep_playing = ask_continue_playing(keep_playing, level_complete, word)

    if level_complete:
        print(GAME_OVER)
        print(DOLL_PICTURE[lap_counter])
    else:
        print(GAME_OVER)
        print(DOLL_PICTURE[6])


if __name__ == '__main__':
    LEVEL = Levels().LEVELS
    DOLL_PICTURE = Images().IMAGES
    GAME_OVER = GameOver().GAME_OVER
    WORDS = list_words()
    NUM_OF_WORDS_IN_LIST = len(WORDS) - 1
    main()
Beispiel #8
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    def __init__(self, window_width, window_height):
        print "Seed = " + str(util.get_seed())
        pygame.init()
        pygame.mixer.init()

        self.wood = pygame.mixer.Sound("audio/wood.wav")
        self.stone = pygame.mixer.Sound("audio/stone.wav")
        self.ice = pygame.mixer.Sound("audio/ice.wav")
        self.bleep = pygame.mixer.Sound("audio/bleep.wav")
        self.moss = pygame.mixer.Sound("audio/moss.wav")

        self.mute = False

        self.font = pygame.font.Font(None, 80)

        self.score = 0
        self.currentLevel = 0

        self.shootingBird = []

        self.birdType = 1

        self.running = False
        self.instructions = True
        self.win_screen = False
        self.firing = False
        self.pulling = False
        self.mouse_origin = util.Vec2D(0, 0)
        self.launch_velocity = util.Vec2D(0, 0)

        self.window_width = window_width
        self.window_height = window_height
        self.window = pygame.display.set_mode(
            (self.window_width, self.window_height))

        self.space = pymunk.Space()
        self.space.gravity = 0, 3
        self.space.damping = 1

        def collision(arbiter, space, data):
            if (issubclass(arbiter.shapes[0].body.__class__, Bird)
                    and issubclass(arbiter.shapes[1].body.__class__, Block)):
                bird = arbiter.shapes[0]
                block = arbiter.shapes[1]
            elif (issubclass(arbiter.shapes[0].body.__class__, Block)
                  and issubclass(arbiter.shapes[1].body.__class__, Bird)):
                bird = arbiter.shapes[1]
                block = arbiter.shapes[0]
            else:
                return True

            if issubclass(block.body.__class__, Crate):
                if not self.mute: self.wood.play(0, 400)
                space.remove(bird, bird.body)
                space.remove(block, block.body)
                bird.body.kill()
                block.body.kill()
                return False
            elif issubclass(block.body.__class__, Ice):
                if not self.mute: self.ice.play(0, 400)
                space.remove(bird, bird.body)
                space.remove(block, block.body)
                bird.body.kill()
                block.body.kill()
                return False
            elif issubclass(block.body.__class__, Sheep):
                self.score += 100
                if not self.mute: self.wood.play(0, 400)
                space.remove(bird, bird.body)
                space.remove(block, block.body)
                bird.body.kill()
                block.body.kill()
                return False
            elif issubclass(block.body.__class__, Stone):
                if not self.mute: self.stone.play(0, 400)
                return True
            elif issubclass(block.body.__class__, Moss):
                if not self.mute: self.moss.play(0, 400)
                return True

        h = self.space.add_default_collision_handler()
        h.begin = collision

        self.birds = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.blocks = pygame.sprite.Group()
        self.slingshots = pygame.sprite.Group()

        self.slingshot = Slingshot(util.Vec2D(125, self.window_height - 370),
                                   50, "slingshot")
        self.slingshots.add(self.slingshot)

        self.levels = Levels(window_width, window_height)