def enter():
    # game world is prepared already in world_build_state
    global boy
    global twice_zombie
    boy = world_build_state.get_boy()
    twice_zombie = world_build_state.returnZombie
    pass
Beispiel #2
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def enter():
    # game world is prepared already in world_build_state
    global boy, boy_die, score
    boy_die = True
    boy = world_build_state.get_boy()

    pass
def enter():
    # game world is prepared already in world_build_state
    global boy
    global zombies
    boy = world_build_state.get_boy()
    zombies = world_build_state.get_zombies()
    pass
Beispiel #4
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def enter():
    # game world is prepared already in world_build_state
    global boy
    boy = world_build_state.get_boy()

    global zombie
    zombie = world_build_state.get_zombie()
Beispiel #5
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def enter():
    # game world is prepared already in world_build_state
    global boy, zombies
    boy = world_build_state.get_boy()
    zombies = world_build_state.get_zombies()
    #RecordsInitialize()
    pass
Beispiel #6
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 def find_player(self):
     boy = world_build_state.get_boy()
     distance = (boy.x - self.x)**2 + (boy.y - self.y)**2
     if distance < (PIXEL_PER_METER * 10)**2:
         self.dir = math.atan2(boy.y - self.y, boy.x - self.x)
         return BehaviorTree.SUCCESS
     else:
         self.speed = 0
         return BehaviorTree.FAIL
Beispiel #7
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def enter():
    global rank

    with open('rank_data.json', 'rt') as f:
        rank = json.load(f)

    global boy
    boy = world_build_state.get_boy()
    pass
Beispiel #8
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def enter():
    # game world is prepared already in world_build_state
    global boy
    boy = world_build_state.get_boy()

    if ranking_state.rank is None:
        ranking_state.rank = ranking_state.ranking()

    with open('rank.json', 'r') as f:
        ranking_state.rank.data = json.load(f)

    pass
Beispiel #9
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    def find_player(self):
        boy = world_build_state.get_boy()
        distance = (boy.x - self.x)**2 + (boy.y - self.y)**2

        if distance < (PIXEL_PER_METER * 10)**1.0:
            self.collide = True
            game_framework.push_state(rank_state)

        if distance < (PIXEL_PER_METER * 10)**2:
            self.dir = math.atan2(boy.y - self.y, boy.x - self.x)
            return BehaviorTree.SUCCESS
        else:
            self.speed = 0
            return BehaviorTree.FAIL
Beispiel #10
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def enter():
    # game world is prepared already in world_build_state
    global boy
    boy = world_build_state.get_boy()
    pass
Beispiel #11
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def enter():
    global boy, zombie
    boy = world_build_state.get_boy()
    zombie = Zombie()
    pass
Beispiel #12
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def enter():
    # game world is prepared already in world_build_state
    global boy, zombie_list
    boy = world_build_state.get_boy()
    zombie_list = world_build_state.zombie_list
Beispiel #13
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import random
import math
import game_framework
from BehaviorTree import BehaviorTree, SelectorNode, SequenceNode, LeafNode
from pico2d import *
import world_build_state
import ranking_state
import game_world
from boy import Boy
boy = world_build_state.get_boy()

# zombie Run Speed
PIXEL_PER_METER = (10.0 / 0.3)  # 10 pixel 30 cm
RUN_SPEED_KMPH = 10.0  # Km / Hour
RUN_SPEED_MPM = (RUN_SPEED_KMPH * 1000.0 / 60.0)
RUN_SPEED_MPS = (RUN_SPEED_MPM / 60.0)
RUN_SPEED_PPS = (RUN_SPEED_MPS * PIXEL_PER_METER)

# zombie Action Speed
TIME_PER_ACTION = 0.5
ACTION_PER_TIME = 1.0 / TIME_PER_ACTION
FRAMES_PER_ACTION = 10

animation_names = ['Attack', 'Dead', 'Idle', 'Walk']


class Zombie:
    images = None
    font = None

    def load_images(self):
Beispiel #14
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def enter():
    global boy
    boy = world_build_state.get_boy()
    pass