Beispiel #1
0
 def __init__(self, screen):
     pygame.sprite.Sprite.__init__(self)
     self.image = pygame.image.load("moose.gif")
     self.image = self.image.convert()
     self.rect = self.image.get_rect()
     self.rawr_sound = pygame.mixer.Sound("rawr.ogg")
     self.eat_sound = pygame.mixer.Sound("nomchomp.ogg")
     self.rect.center = (400,400)
     self.pos = vector(self.rect.center)
     self.vel = vector(0,0)
     self.acc = vector(0,0)
     self.lives = 3
Beispiel #2
0
def play():
    pygame.init()

    window = pygame.display.set_mode((800, 600))

    clock = pygame.time.Clock()
    milliseconds = 0
    FPS = 1000

    character = Character(400, 400, 100, pygame.Color("Red"))

    balls = []
    balls.append(Circle(200, 300, 70))
    balls[0].velocity = vector(0, 0)

    window.fill("Black")

    mouse = Mouse()

    while True:
        milliseconds = clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

        window.fill("Black")

        mouse.update()

        character.physics(milliseconds)
        character.borders(window)

        character.control(mouse.state, balls)
        check_collisions(character, balls)
        character.draw(window)

        if character.radius < 3:
            print("You lost")
            pygame.quit()

        i = 0
        for ball in balls:
            ball.physics(milliseconds)
            ball.borders(window)
            check_collisions(ball, balls)
            ball.draw(window)
            if (balls[i].radius < 3):
                del balls[i]
            i += 1

        pygame.display.flip()
Beispiel #3
0
def play():
    pygame.init()

    window = pygame.display.set_mode((800, 600))

    clock = pygame.time.Clock()
    milliseconds = 0
    FPS = 1000

    balls = []
    balls.append(Circle(200, 300, 100))
    balls[0].velocity = vector(0, 0)
    balls.append(Circle(700, 250, 50))
    balls[1].velocity = vector(-175, 0)
    window.fill("Black")

    print(count_imp(balls))

    while True:
        milliseconds = clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == QUIT:
                print(count_imp(balls))
                pygame.quit()
                sys.exit()

        window.fill("Black")

        i = 0
        for ball in balls:
            ball.physics(milliseconds)
            ball.borders(window)
            collision(ball, balls)
            ball.draw(window)
            if (balls[i].radius < 3):
                del balls[i]
            i += 1

        pygame.display.flip()
Beispiel #4
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class Character(Circle):
    def control(self):
        mouse_pos = pygame.mouse.get_pos()
        if pygame.mouse.get_pressed()[0] = False:
            return 0
        direction = vector(mouse_pos[0] - self.pos.x, mouse_pos[1] - self.pos.y)
        opposite_direction = direction * -1

        split_mass = self.mass / 100
        mass_new = self.mass/100 - split.split_mass

        self.mass = mass_new

        child = Circle()     
Beispiel #5
0
    def __init__(self):

         pg.sprite.Sprite.__init__(self)
         self.sprites=[]
         self.index=0
         self.x=random.randint(3,grid-3)
         self.y=random.randint(3,grid-3)
         self.posicao=vector(self.x,self.y) 
         for i in range(8):
             
             self.sprites.append(imagem.subsurface((i*32,0),(32,32)))

         self.image=self.sprites[5]
         self.rect=self.image.get_rect()
         self.rect.center=(self.posicao.x*size,self.posicao.y*size)
Beispiel #6
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    def update(self, screen):
        self.acc = vector(0,2)
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            self.acc.x = -1
        if keys[pygame.K_RIGHT]:
            self.acc.x = 1
        
        # equations for moving
        self.acc.x += self.vel.x * -0.12
        self.vel += self.acc
        self.pos += self.vel + 0.5 * self.acc
        self.rect.midbottom = self.pos

        # Wrap around screen
        if self.pos.x > screen.get_width():
            self.pos.x = 0
        if self.pos.x < 0:
            self.pos.x = screen.get_width()
Beispiel #7
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    def control(self, mouse_state, balls):
        mouse_pos = pygame.mouse.get_pos()
        if pygame.mouse.get_pressed()[0] == False or mouse_state != 'pressing':
            return 0
        direction = vector(mouse_pos[0] - self.pos.x,
                           mouse_pos[1] - self.pos.y)

        child = Circle(self.pos.x, self.pos.y, 0, pygame.Color("Green"))

        split_mass = self.mass / 40
        self.mass -= split_mass
        child.mass = split_mass

        child.pos = mouse_pos - self.pos
        child.pos.scale_to_length(self.radius + child.radius)
        child.pos += self.pos

        child.velocity = self.velocity + direction.normalize() * 400

        self.velocity = ((self.mass + child.mass) * self.velocity -
                         child.impulse) / self.mass

        balls.append(child)
from pygame.math import Vector2 as vector
border_padding = 50
width, height = 545, 555
maze_width, maze_height = width-border_padding, height-border_padding
fps = 60


intro_text_size_title = 40
intro_text_size_subtitle = 30
intro_text_size = 20
intro_font = 'Bahnschrift Light'

#-#---COLORS---#-#
pacman_yellow = (248, 211, 10)
ghost_pink = (253, 173, 167)
ghost_cyan = (73, 223, 202)
ghost_red = (199, 59, 17)
ghost_orange = (255, 152, 48)
black = (0, 0, 0)
white = (255, 255, 255)
purple = (113, 63, 159)
hot_pink = (200, 67, 82)
green = (73, 174, 138)
blue = (73, 108, 174)
#-#---PLAYER__#-#
starting_pos = vector(9, 11)
Beispiel #9
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 def __init__(self, posx=0, posy=0, radius=50, color=pygame.Color("White")):
     self.pos = vector(posx, posy)
     self.radius = radius
     self.color = color
     self.velocity = vector(0, 0)
Beispiel #10
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 def drawLine(self, x1, y1, x2, y2, r, g, b):
     color = pygame.Color(r, g, b)
     start = vector(x1, y1)
     end = vector(x2, y2)
     pygame.draw.line(self.screen, color, start, end, width=1)
Beispiel #11
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 def __init__(self):
     self.add=False
     self.ponto=any
     
     self.corpo=[vector(13,20),vector(15,20),vector(12,20)]
     self.direcao=vector(1,0)
Beispiel #12
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fase2=False
while True :
    view.fill([255,255,255])
    bordas()
    
        
    for event in pg.event.get():
        if event.type==pg.QUIT:
            pg.quit()
            sys.exit()
        if event.type==MOVI_C:
            if  fase1:
                c.movimentacao()
        if event.type==pg.KEYDOWN:
            if event.key==pg.K_UP:
                c.direcao=vector(0,-1)
            if event.key==pg.K_LEFT:
                c.direcao=vector(-1,0)
            if event.key==pg.K_RIGHT:
                c.direcao=vector(1,0)    
            if event.key==pg.K_DOWN:
                c.direcao=vector(0,1)
            if event.key==pg.K_RETURN:
                
                fase1=True
            if event.key==pg.K_0:
                pontos=3
                
                

    if  fase1:
Beispiel #13
0
def main():
    points = 0
    #entities
    background = pygame.image.load("bg.png")
    screen.blit(background, (0, 0))

    # Player
    moose = CatWorldSprites.HeroCat(screen)

    # Scoreboard
    scoreboard = CatWorldSprites.ScoreBoard(screen)
    scoreSprite = pygame.sprite.Group(scoreboard)

    # Enemies
    enemies = []
    for i in range(3):
        enemy = CatWorldSprites.EnemyCat(screen)
        enemies.append(enemy)

    # Platforms
    ground = CatWorldSprites.Platforms(screen, 860, 40, 0, 440)
    platform1 = CatWorldSprites.Platforms(screen, 200, 40, 100, 340)
    platform2 = CatWorldSprites.Platforms(screen, 200, 40, 340, 240)
    platform3 = CatWorldSprites.Platforms(screen, 200, 40, 80, 140)
    platformGroup = pygame.sprite.Group(ground, platform1, platform2,
                                        platform3)

    # Treats
    treats = []
    for i in range(TREATS):
        treat = CatWorldSprites.Treats(screen)
        treats.append(treat)

    # SPrite Groups
    player = pygame.sprite.Group(moose)
    treatGroup = pygame.sprite.Group(treats)
    allsprites = pygame.sprite.Group(moose, enemies, treats, ground, platform1,
                                     platform2, platform3)
    enemyGroup = pygame.sprite.Group(enemies)

    keepGoing = True
    clock = pygame.time.Clock()
    pygame.mouse.set_visible(False)

    #game loop
    while keepGoing:
        clock.tick(30)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                keepGoing = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    moose.jump()

        if moose.vel.y > 0:
            platformCollisions = pygame.sprite.spritecollide(
                moose, platformGroup, False)
            if platformCollisions:
                moose.pos.y = platformCollisions[0].rect.top
                moose.vel.y = 0

        enemyHeroCollision = pygame.sprite.spritecollide(
            moose, enemyGroup, False)
        if enemyHeroCollision:
            moose.lives -= 1
            moose.pos = vector(400, 400)
            moose.rawr()
            scoreboard.lives = moose.lives

        platformGroup.update(screen)
        treatGroup.update(screen)
        allsprites.update(screen)
        enemyGroup.update(screen)
        scoreSprite.update(screen)

        #update the screen
        platformGroup.clear(screen, background)
        treatGroup.clear(screen, background)
        allsprites.clear(screen, background)
        enemyGroup.clear(screen, background)
        scoreSprite.clear(screen, background)

        platformGroup.draw(screen)
        allsprites.draw(screen)
        treatGroup.draw(screen)
        enemyGroup.draw(screen)
        scoreSprite.draw(screen)

        treatCollisions = pygame.sprite.spritecollide(moose, treatGroup, True)
        if treatCollisions:
            points += 1
            scoreboard.score = points
            scoreSprite.update(screen)
            moose.eat()

        if points == 10:
            youWin()

        if moose.lives < 0:
            gameOver()

        font = pygame.font.SysFont("Comic Sans MS", 20)
        text = font.render("Space to Jump arrow keys to move", 1, (255, 0, 0))
        screen.blit(text, (100, 440))

        pygame.display.flip()
    pygame.quit()
Beispiel #14
0
def count_imp(list):
    """Counts impulses for balls."""
    rslt = vector(0, 0)
    for ball in list:
        rslt += ball.mass * ball.velocity
    return rslt