Beispiel #1
0
    def init_elements(self):
        self.view_port = ViewPort()
        self.controller = UserController()
        self.resource = Resources()
        self.sprite_group = IGroup()
        self.explosion_group = IGroup()
        self.map = Map()

        main_sprite = Qie(self)
        main_sprite.pos = np.random.randint(-100, 100, size=(1, 2))
        self.sprite_group.add(main_sprite)
        main_sprite.attack_range = 2000
        insect = Insect(self)
        insect.pos = np.random.randint(-100, 100, size=(1, 2))
        insect.speed = 1
        insect.target = main_sprite
        self.sprite_group.add(insect)

        exp = BombExplosion(self)
        exp.pos = np.random.randint(-100, 100, size=(1, 2))
        self.explosion_group.add(exp)
        exp = MissalBullet(self)
        exp.pos = np.random.randint(-100, 100, size=(1, 2))
        exp.speed = 1
        exp.target = main_sprite
        self.sprite_group.add(exp)
        self.framerate.tick(30)
        ticks = pygame.time.get_ticks()
        exp.explode(ticks)

        self.controller.main_actor = main_sprite
Beispiel #2
0
 def __init__(self, parent=None):
     self._list = []
     self.partical_type = None
     self.parent = parent
     self.n_rows = 10
     self.destination = np.array([[1, 2]])
     self.width = 16
     self.height = 16
     self.image = None
     self._switcher = False
     self.last_time = 0
     self.view_port = ViewPort()
     self.init()
Beispiel #3
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 def __init__(self, scene):
     self.image = None
     self.rect = None
     super(Bullet, self).__init__(self)
     self.scene = scene
     self.screen = scene.screen if scene.screen else None
     self.pos = np.array([0, 0])
     self.explosion = None
     self.view_port = ViewPort()
Beispiel #4
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 def __init__(self, scene):
     self.image = None
     self.rect = None
     super(Explosion, self).__init__(self)
     self.scene = scene
     self.screen = scene.screen if scene.screen else None
     self.be_lelf_right = None
     self.pos = np.array([0, 0])
     self.view_port = ViewPort()
     self.last_time = 0
Beispiel #5
0
    def __init__(self, scene):

        self.image = None
        self.rect = None
        super(SpriteActor, self).__init__()
        self.scene = scene
        self.screen = scene.screen if scene.screen else None
        self.can_selected = True
        self.last_attack_time = 0
        self.attack_rate = 1000
        self.type = 0
        self.target = None
        self.target_pos = None
        self.width_height = np.array([32, 32])
        self.be_lelf_right = True
        self.be_attacked = False
        self.be_attacked_last_time = 0
        self.be_attacked_rate = 20000
        self.view_port = ViewPort()
Beispiel #6
0
width_height = np.array([32, 32])
pos = np.array([0, 0])
random_pos = np.array([2, 2])
print("在范围内", is_in_rect(random_pos, pos, width_height))
random_pos = np.array([-2, 2])
print("不在范围内", is_in_rect(random_pos, pos, width_height))
random_pos = np.array([40, 2])
print("不在范围内", is_in_rect(random_pos, pos, width_height))

for actor in actor_list:
    print(is_in_rect(random_pos, actor.pos, width_height))

pos = np.array([10, 0])
direction_pos = np.array([0, 5])
# left_or_right()
print("left", left_or_right(direction_pos, pos))
direction_pos = np.array([20, 5])
print("right", left_or_right(direction_pos, pos))

width_height = np.array([32, 32])
pos = np.array([0, 0])
random_pos = np.array([2, 2])

view_port = ViewPort()
world_pos = view_port.to_world(random_pos)
print("不在范围内", is_in_rect(world_pos, pos, width_height))

if direction_pos is None:
    print("T")
framerate.tick(30)
ticks = pygame.time.get_ticks()
group.update(ticks)

framerate.tick(30)
ticks = pygame.time.get_ticks()
group.update(ticks)

framerate.tick(30)
ticks = pygame.time.get_ticks()
group.update(ticks)

del attacked_actor

framerate.tick(30)
ticks = pygame.time.get_ticks()
group.update(ticks)

print(len(""))

view_port = ViewPort()
controller = UserController()
pygame.display.set_caption("精灵类测试")
framerate = pygame.time.Clock()

for sprite in group.sprites():
    print(sprite.pos)

import json
print(actor.map_editor_serialize())
import pygame
import numpy as np

from zhak_projects.agame.elements.Ghost import Ghost, Yaorao, Xiaohua, Tiaotiao, Qie, Kuaile, Phoenix
from zhak_projects.agame.elements.Resources import Resources
from zhak_projects.agame.elements.SpriteActor import SpriteActor
from zhak_projects.agame.map import ViewPort, VIEW_PORT_W, VIEW_PORT_H, Map
# from zhak_projects.agame.test_game.test_run_map_bilt import tilesize
from zhak_projects.agame.zhgame import UserController, LIFE_STATE_GHOST, is_in_rect
from zhak_projects.groups import IGroup

pygame.init()

print(len(""))

view_port = ViewPort()
screen = pygame.display.set_mode((VIEW_PORT_W, VIEW_PORT_H), 0, 32)
controller = UserController()
pygame.display.set_caption("精灵类测试")
framerate = pygame.time.Clock()

resource = Resources()

sprite_group = IGroup()

# sa=Ghost(screen)
# sa.pos=np.random.randint(-100,100, size=(1,2))
# group.add(sa)
#
sa = Phoenix(screen)
sa.pos = np.random.randint(-100, 100, size=(1, 2))
from zhak_projects.agame.map import ViewPort
import numpy as np

from zhak_projects.agame.zhgame import sprite_shake

view_port = ViewPort()
view_port.pos = np.array([50, 50])
print("world point", view_port.to_world(np.array([44.3, 50])))
print("world point", view_port.to_world(np.array([44.3, 50])))
view_port.pos = np.array([-10, 50])
print("world point", view_port.to_world(np.array([-44.3, -150])))

print(view_port.pos)
sprite_shake(view_port)
print(view_port.pos)

for i in range(100):
    print(np.random.randint(-1, 2, size=(1, 2)) * 2)
Beispiel #10
0
class ParticalSystem():
    def __init__(self, parent=None):
        self._list = []
        self.partical_type = None
        self.parent = parent
        self.n_rows = 10
        self.destination = np.array([[1, 2]])
        self.width = 16
        self.height = 16
        self.image = None
        self._switcher = False
        self.last_time = 0
        self.view_port = ViewPort()
        self.init()

    def init(self):
        self.start_point = self.particals = np.random.randint(
            4, 9, (self.n_rows, 3))
        self.particals[:, 2] = 0

    def set_pos(self, destination):
        self.destination = destination

    def _start_point(self):
        return np.array([self.parent.head_offset.x, self.parent.head_offset.y])

    def trigger(self):
        self._switcher = True

    def intrigger(self):
        self._switcher = False

    def _deactivated(self, particals):
        return particals[:, 2] == 0

    def _activated(self, particals):
        return particals[:, 2] != 0

    def update(self, current_time=None, rate=60):
        if self._switcher == True:

            particals = self.particals
            if current_time > self.last_time + rate:
                deactivated = np.argwhere(
                    self._deactivated(particals)).reshape(1, -1)[0]
                if deactivated.size != 0:
                    choice_id = np.random.choice(deactivated)
                    # choice_id=np.random.choice(self.n_rows)
                    particals[choice_id][2] = 1
                    particals[choice_id][:2] = self._start_point()
                self.last_time = current_time

            activated = np.argwhere(self._activated(particals)).reshape(1,
                                                                        -1)[0]
            if activated.size != 0:
                vector = self.destination - particals[:, :2]
                # direction=self.destination - self.start_point[:, :2]
                particals_speed = vector / np.linalg.norm(vector) * 15
                self.particals = particals + np.column_stack(
                    (particals_speed, np.zeros(self.n_rows)))

            self.destination = self.parent.parent.target.pos
            destination_distance = np.linalg.norm(
                (self.destination.reshape(-1, 2) - particals[:, :2]),
                axis=1,
                keepdims=True)
            condition = (destination_distance < 4).reshape(self.n_rows)
            if condition.any():
                self.particals[np.where(condition), 2] = 0

            # moving_distance=np.linalg.norm(( particals[:, :2])-self._start_point(), axis=1,
            #                                       keepdims=True)
            # condition = (moving_distance >300 ).reshape(self.n_rows)
            # if condition.any():
            #     self.particals[np.where(condition), 2] = 0
        else:
            activated = np.argwhere(self._activated(self.particals)).reshape(
                1, -1)[0]
            if activated.size != 0:
                vector = self.destination - self.particals[:, :2]
                # direction=self.destination - self.start_point[:, :2]
                particals_speed = vector / np.linalg.norm(vector) * 15
                self.particals = self.particals + np.column_stack(
                    (particals_speed, np.zeros(self.n_rows)))

                # self.destination = self.parent.parent.target.pos
                destination_distance = np.linalg.norm(
                    (self.destination.reshape(-1, 2) - self.particals[:, :2]),
                    axis=1,
                    keepdims=True)
                condition = (destination_distance < 4).reshape(self.n_rows)
                if condition.any():
                    self.particals[np.where(condition), 2] = 0

    def draw(self, screen=None):
        particals = self.particals

        particals_show = particals[np.argwhere(
            (self._activated(particals)))[:, 0]]
        particals_show = self.view_port.to_screen(particals_show[:, :2])
        rect = np.column_stack((particals_show,
                                np.repeat(np.array([[self.width,
                                                     self.height]]),
                                          particals_show.shape[0],
                                          axis=0)))

        surface = self.image
        all_par = [(surface, tuple(t)) for t in rect.tolist()]
        # print(all_par)
        screen.blits(all_par)
import pygame
import numpy as np

from zhak_projects.agame.elements.Ghost import Ghost, Yaorao, Xiaohua, Tiaotiao, Qie, Kuaile, Phoenix
from zhak_projects.agame.elements.Panels import Panel
from zhak_projects.agame.elements.Resources import Resources
from zhak_projects.agame.elements.SpriteActor import SpriteActor
from zhak_projects.agame.map import ViewPort, VIEW_PORT_W, VIEW_PORT_H, Map
# from zhak_projects.agame.test_game.test_run_map_bilt import tilesize
from zhak_projects.agame.zhgame import UserController, LIFE_STATE_GHOST, is_in_rect

pygame.init()

print(len(""))

view_port = ViewPort()
screen = pygame.display.set_mode((VIEW_PORT_W, VIEW_PORT_H), 0, 32)
controller = UserController()
pygame.display.set_caption("界面类测试")
framerate = pygame.time.Clock()

resource = Resources()

sprite_group = pygame.sprite.Group()

sa = Phoenix(screen)
sa.pos = np.random.randint(-100, 100, size=(1, 2))
sa.name = "Phoenix"
sprite_group.add(sa)

sa = Kuaile(screen)
Beispiel #12
0
 def init_elements_mapEditor(self):
     self.view_port = ViewPort()
     self.controller = UserController()
     self.resource = Resources()
     self.sprite_group = IGroup()
     self.map = Map()
Beispiel #13
0
class Scene():
    map_list = []
    current_map = None
    sprite_group = None
    screen = None
    controller = None
    view_port = None

    def __init__(self, screen=None, mapEditor=None):
        if not screen:
            pygame.init()
            pygame.display.set_caption("场景测试")
            screen = pygame.display.set_mode((VIEW_PORT_W, VIEW_PORT_H), 0, 32)

        self.screen = screen
        self.map_list = []
        self.sprite_group = None
        self.controller = None
        self.view_port = None
        self.map_file = None
        self.framerate = pygame.time.Clock()

        if mapEditor:
            self.init_elements_mapEditor()
        else:
            self.init_elements()

    def init_elements(self):
        self.view_port = ViewPort()
        self.controller = UserController()
        self.resource = Resources()
        self.sprite_group = IGroup()
        self.explosion_group = IGroup()
        self.map = Map()

        main_sprite = Qie(self)
        main_sprite.pos = np.random.randint(-100, 100, size=(1, 2))
        self.sprite_group.add(main_sprite)
        main_sprite.attack_range = 2000
        insect = Insect(self)
        insect.pos = np.random.randint(-100, 100, size=(1, 2))
        insect.speed = 1
        insect.target = main_sprite
        self.sprite_group.add(insect)

        exp = BombExplosion(self)
        exp.pos = np.random.randint(-100, 100, size=(1, 2))
        self.explosion_group.add(exp)
        exp = MissalBullet(self)
        exp.pos = np.random.randint(-100, 100, size=(1, 2))
        exp.speed = 1
        exp.target = main_sprite
        self.sprite_group.add(exp)
        self.framerate.tick(30)
        ticks = pygame.time.get_ticks()
        exp.explode(ticks)

        self.controller.main_actor = main_sprite

    def init_elements_mapEditor(self):
        self.view_port = ViewPort()
        self.controller = UserController()
        self.resource = Resources()
        self.sprite_group = IGroup()
        self.map = Map()

    # def init_from_read(self):

    def event(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                x, y = event.pos
                world_click_pos = self.view_port.to_world(np.array([x, y]))
                self.controller.control_actor(world_click_pos,
                                              self.sprite_group)
                # controller.main_actor.be_attacked=True
                # self.controller.main_actor.weapon.bullet.destination = world_click_pos

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    self.view_port.pos += np.array([-20, 0])
                elif event.key == pygame.K_RIGHT:
                    self.view_port.pos += np.array([20, 0])
                if event.key == pygame.K_UP:
                    self.view_port.pos += np.array([0, -20])
                elif event.key == pygame.K_DOWN:
                    self.view_port.pos += np.array([0, 20])

    def update(self, ticks):
        self.sprite_group.update(ticks)
        self.explosion_group.update(ticks)
        # self.view_port.update(ticks)
        self.map.update(self.sprite_group)

    def draw(self, screen):
        screen.fill((0, 0, 100))
        self.map.draw(screen)
        self.sprite_group.draw(self.screen)
        self.explosion_group.draw(self.screen)

        self.controller.main_actor.weapon.bullet.draw(screen)

    def run(self):
        while True:
            self.framerate.tick(30)
            ticks = pygame.time.get_ticks()

            self.event()

            self.update(ticks)
            self.draw(self.screen)
            # screen.fill((0, 0, 100))
            # sprite_group.update(ticks)
            # view_port.update(ticks)
            # low_map, hight_map = map.update(sprite_group)
            #
            # screen.blits(low_map)
            # sprite_group.draw(screen)
            # screen.blits(hight_map)
            pygame.display.update()