Ejemplo n.º 1
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    def update(self):
        from engine.game_env import Game
        if self.had_mship:
            self.last_mship += Game.instance.get_delta_time()
        if self.last_mship > self.mship_cooldown:
            self.last_mship = 0
            self.had_mship = False
        if not self.can_have_mship and "Mothership" not in self.game_objects:
            self.can_have_mship = True
            self.last_mship = 0
        if not self.had_mship and self.can_have_mship:
            self.had_mship = True
            self.can_have_mship = False
            ms_go = GameObject()
            ms_go.name = "Mothership"
            ms_go.add_behaviour(Mothership())
            self.add_game_object(ms_go)

        if "Mothership" not in self.game_objects:
            if "EnemyLine" in self.game_objects:
                fl = open("assets/txt/SCORE.txt", "w")
                pd = self.game_objects["Player"].get_behaviour("PlayerData")
                fl.write(str(pd.score))
                fl.close()
                el = self.game_objects["EnemyLine"]
                if not el.get_behaviour("EnemyLine").populated:
                    print("All Enemies and Motherships are gone!")
                    print("Starting a new level")
                    gs = GameScreen()
                    gs.level = self.level + 1
                    Game.instance.set_screen(gs)
            else:
                raise Exception("No EnemyLine in GameScreen")

        super().update()
Ejemplo n.º 2
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    def __init__(self, size=(0, 0)):
        super().__init__(size, (0, 0, 0, 255))

        self._txt_col = Color(25, 75, 255)
        self._hsva_buf = self._txt_col.hsva
        self._start = 0
        self._speed = 1

        self._should_advance = False

        title = GameObject("Title")
        title.add_behaviour(FontRenderer("HErC presents", 100, self._txt_col))
        self.add_game_object(title, UI)
Ejemplo n.º 3
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    def __init__(self, size = (0, 0)):
        super().__init__(size)
        self.add_game_object(GameObject("Overlay"), BACKGROUND)
        self._back_objects["Overlay"].add_behaviour(Overlay(self._size))
        
        self.add_game_object(GameObject("Meteors"), BACKGROUND)
        self._back_objects["Meteors"].add_behaviour(Meteors(self._size))
        

        self.add_game_object(GameObject("Title"), UI)
        self._ui_objects["Title"].get_behaviour("Transform").position =\
                            (int(self._size[0]/2), int(self._size[1]/3))
        self._ui_objects["Title"].add_behaviour(\
            FontRenderer("SIMPLE GAME MEDLEY", 64))
Ejemplo n.º 4
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    def shoot(self):
        self.has_shot = True

        from engine.game_object import GameObject
        bullet = GameObject()
        bullet.name = "Bullet" + str(self.bullet_counter)
        tr = self.game_object.get_behaviour("Transform")
        bullet.get_behaviour("Transform").position.x = tr.position.x - 12
        bullet.get_behaviour("Transform").position.y = tr.position.y - 54
        bullet.get_behaviour("Transform").rotation = tr.rotation
        bullet.add_behaviour(BulletMovement())
        bullet.add_behaviour(BulletRenderer())
        GameObject.add_to_screen(bullet)
        self.bullet_counter += 1
Ejemplo n.º 5
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    def __init__(self, size=(0, 0)):
        super().__init__(size, Color(100, 150, 255))

        self.add_game_object(GameObject("test"))
        self._game_objects["test"].transform.set_position(
            (self._size[0] >> 1, self._size[1] >> 1))
        from engine.box_collider import BoxCollider

        from engine.box_renderer import BoxRenderer
        from engine.button_behaviour import ButtonBehaviour
        self._game_objects["test"].add_behaviour(BoxCollider(True, (100, 100)))
        self._game_objects["test"].add_behaviour(BoxRenderer((100, 100)))
        self._game_objects["test"].add_behaviour(ButtonBehaviour(None, None))
        from src.behaviours.button_manager import ButtonManager
        self._game_objects["test"].add_behaviour(ButtonManager())
        from engine.circle_collider import CircleCollider
        self.add_game_object(GameObject("mouse"))
        self._game_objects["mouse"].add_behaviour(CircleCollider(True, 75))
Ejemplo n.º 6
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    def update(self):
        self.level.unoccupy_space(self.position)
        old_pos = self.position.clone()
        self.update_position()

        if self.position not in self.level.free_space:
            self.on_collision()

        self.level.occupy_space(self.position)

        GameObject.instantiate(self.game_interface,
                               SnakePiece,
                               level=self.level,
                               position=old_pos,
                               head=self)

        if self.position == self.level.cherry.position:
            self.on_cherry_eaten()
Ejemplo n.º 7
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    def test_deregister(self):
        """
        Make sure that we can properly deregister objects.
        """

        player = Player()
        card = Card()
        zone = Zone()
        other = GameObject()
        unregistered = GameObject()

        self.game.register([player, card, zone, other])

        self.game.deregister([player, card, zone, other, unregistered])
        print self.game.registered_objects
        self.assertEqual(self.game.registered_objects["Player"][0], 2)
        self.assertEqual(self.game.registered_objects["Card"][0], 1)
        self.assertEqual(self.game.registered_objects["Zone"][0], 1)
        self.assertEqual(self.game.registered_objects["GameObject"][0], 1)
Ejemplo n.º 8
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    def test_replace_game_objects(self):
        """
        Make sure that the GameObject has a method to replace iterables
        of GameObjects with their IDs.
        """

        test_object = GameObject()
        test_object2 = GameObject()
        test_object.game_id = 10
        test_object2.game_id = 11

        self.assertEqual(self.game_object.replace_game_objects(test_object),
                         test_object.game_id)

        # Make sure it works on lists
        test_list = self.game_object.replace_game_objects(
            [test_object, test_object2])
        self.assertListEqual(test_list,
                             [test_object.game_id, test_object2.game_id])

        # Make sure it works on nested lists
        nested_list = [[test_object], [[test_object2]]]
        expected_list = [[test_object.game_id], [[test_object2.game_id]]]
        test_list = self.game_object.replace_game_objects(nested_list)
        self.assertListEqual(test_list, expected_list)

        # Make sure it works on dictionaries
        test_dict = self.game_object.replace_game_objects({"foo": test_object})
        self.assertDictEqual(test_dict, {"foo": test_object.game_id})
Ejemplo n.º 9
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    def start(self):

        # this is the player's gameobject
        player = GameObject()

        player.add_behaviour(RectRenderer())
        player.add_behaviour(Movement())

        self.add_game_object(player)

        super().start()
Ejemplo n.º 10
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    def test_to_dict(self):
        """
        Make sure that a game object can be converted to a dict
        with GameObjects replaced by their game_id.
        """

        test_object = GameObject()
        test_object2 = GameObject()
        test_object.game_id = 10
        test_object2.game_id = 11

        self.game_object.foo = "bar"
        self.game_object.g1 = test_object
        self.game_object.g2 = [test_object, test_object2]

        self.assertDictEqual(
            self.game_object.to_dict(), {
                "game_id": 1,
                "foo": "bar",
                "g1": test_object.game_id,
                "g2": [test_object.game_id, test_object2.game_id]
            })
Ejemplo n.º 11
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class GameObjectTestCase(TestCase):
    """
    A simple test case for testing anything related to
    game objects that have important state.
    """
    def setUp(self):
        self.game_object = GameObject()
        self.game_object.game_id = 1

    def test_to_dict(self):
        """
        Make sure that a game object can be converted to a dict
        with GameObjects replaced by their game_id.
        """

        test_object = GameObject()
        test_object2 = GameObject()
        test_object.game_id = 10
        test_object2.game_id = 11

        self.game_object.foo = "bar"
        self.game_object.g1 = test_object
        self.game_object.g2 = [test_object, test_object2]

        self.assertDictEqual(
            self.game_object.to_dict(), {
                "game_id": 1,
                "foo": "bar",
                "g1": test_object.game_id,
                "g2": [test_object.game_id, test_object2.game_id]
            })

    def test_replace_game_objects(self):
        """
        Make sure that the GameObject has a method to replace iterables
        of GameObjects with their IDs.
        """

        test_object = GameObject()
        test_object2 = GameObject()
        test_object.game_id = 10
        test_object2.game_id = 11

        self.assertEqual(self.game_object.replace_game_objects(test_object),
                         test_object.game_id)

        # Make sure it works on lists
        test_list = self.game_object.replace_game_objects(
            [test_object, test_object2])
        self.assertListEqual(test_list,
                             [test_object.game_id, test_object2.game_id])

        # Make sure it works on nested lists
        nested_list = [[test_object], [[test_object2]]]
        expected_list = [[test_object.game_id], [[test_object2.game_id]]]
        test_list = self.game_object.replace_game_objects(nested_list)
        self.assertListEqual(test_list, expected_list)

        # Make sure it works on dictionaries
        test_dict = self.game_object.replace_game_objects({"foo": test_object})
        self.assertDictEqual(test_dict, {"foo": test_object.game_id})
Ejemplo n.º 12
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    def start(self):
        self.image = pygame.image.load("assets/images/space.jpg")
        test_go = GameObject()
        test_go.name = "Ship"
        test_go.get_behaviour("Transform").position.x = 512
        test_go.get_behaviour("Transform").position.y = 388
        test_go.add_behaviour(BoxCollider())
        test_go.get_behaviour("BoxCollider").is_debug = False
        test_go.get_behaviour("BoxCollider").extent = Vector2(150)
        test_go.add_behaviour(ShipRenderer())
        test_go.add_behaviour(ShieldRenderer())
        test_go.add_behaviour(Movement())
        test_go.add_behaviour(ShipCommands())
        self.add_game_object(test_go)

        another_go = GameObject()
        another_go.name = "Obstacle"
        another_go.get_behaviour("Transform").position.x = 200
        another_go.get_behaviour("Transform").position.y = 200
        another_go.add_behaviour(BoxCollider())
        another_go.get_behaviour("BoxCollider").is_debug = True
        another_go.get_behaviour("BoxCollider").extent = Vector2(350)
        self.add_game_object(another_go)

        overlap_go = GameObject()
        overlap_go.name = "Overlap"
        overlap_go.add_behaviour(RectRenderer())
        overlap_go.get_behaviour("RectRenderer").colour = (255, 0, 0)
        overlap_go.get_behaviour("RectRenderer").rect = Rect(0, 0, 0, 0)
        self.add_game_object(overlap_go)

        text = GameObject()
        text.add_behaviour(TextRenderer())
        text.get_behaviour("TextRenderer").set_size(30)
        self.add_game_object(text)

        super().start()
Ejemplo n.º 13
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    def start(self):
        self.image = pygame.image.load("assets/images/space.jpg")
        test_go = GameObject()
        test_go.name = "Ship"
        test_go.get_behaviour("Transform").position.x = 512
        test_go.get_behaviour("Transform").position.y = 388
        test_go.add_behaviour(BoxCollider())
        test_go.get_behaviour("BoxCollider").is_debug = False
        test_go.get_behaviour("BoxCollider").extent = pygame.math.Vector2(150)
        test_go.add_behaviour(ShipRenderer())
        test_go.add_behaviour(ShieldRenderer())
        test_go.add_behaviour(Movement())
        test_go.add_behaviour(ShipCommands())
        self.add_game_object(test_go)

        another_go = GameObject()
        another_go.name = "Obstacle"
        another_go.get_behaviour("Transform").position.x = 200
        another_go.get_behaviour("Transform").position.y = 200
        another_go.add_behaviour(BoxCollider())
        another_go.get_behaviour("BoxCollider").is_debug = True
        another_go.get_behaviour("BoxCollider").extent = Vector2(350)
        self.add_game_object(another_go)

        overlap_go = GameObject()
        overlap_go.name = "Overlap"
        overlap_go.add_behaviour(RectRenderer())
        overlap_go.get_behaviour("RectRenderer").colour = (255, 0, 0)
        overlap_go.get_behaviour("RectRenderer").rect = Rect(0, 0, 0, 0)
        self.add_game_object(overlap_go)

        #Create Text Game Object, name it "Text",
        #Set Game Object position
        #Add TextRenderer behaviour
        #Set Message
        #Set Size
        #Add Game Object to screen

        super().start()
Ejemplo n.º 14
0
 def create_snake_head(self):
     return GameObject.instantiate(self.game_interface,
                                   SnakeHead,
                                   level=self)
Ejemplo n.º 15
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 def create_cherry(self):
     return GameObject.instantiate(self.game_interface,
                                   Cherry,
                                   level=self,
                                   position=self.cherry_position_lottery())
Ejemplo n.º 16
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 def on_being_eaten(self):
     self.level.on_cherry_eaten()
     GameObject.destroy(self)
Ejemplo n.º 17
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 def late_update(self):
     if self.head.length - self.age <= 0:
         GameObject.destroy(self)
Ejemplo n.º 18
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 def shoot_player(self, x):
     from engine.game_object import GameObject
     bullet = GameObject()
     bullet.name = "EnemyBullet" + str(self.bullet_counter)
     bullet.get_behaviour("Transform").position.x = x
     bullet.get_behaviour("Transform").position.y = 200
     bullet.add_behaviour(EnemyBulletMovement())
     bullet.add_behaviour(BulletRenderer())
     bullet.get_behaviour("BulletRenderer").do_rotate(180)
     GameObject.add_to_screen(bullet)
     self.bullet_counter += 1
Ejemplo n.º 19
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    def start(self):
        #Background setting functionality
        self.image = pygame.image.load("assets/images/space.jpg")

        #player character setting:
        #-> Sets the Transform so that the ship begins the game
        #   in the middle of the screen
        #-> Adds a box collider and sets its size
        #-> Also adds Movement, ShipCommands and ShipRenderer
        #   functionality
        #-> Adds the Game Object to the game_objects list
        test_go = GameObject()
        test_go.name = "Ship"
        test_go.get_behaviour("Transform").position = Vector2(512, 388)
        test_go.add_behaviour(BoxCollider())
        test_go.get_behaviour("BoxCollider").extent = pygame.math.Vector2(150)
        test_go.add_behaviour(ShipRenderer())
        test_go.add_behaviour(ShieldRenderer())
        test_go.add_behaviour(Movement())
        test_go.add_behaviour(ShipCommands())
        self.add_game_object(test_go)

        #insert obstacle below:
        #-> Name it "Obstacle"
        #-> Position its Transform at 200, 200
        #-> Add a BoxCollider behaviour
        #-> Set the BoxCollider's is_debug flag to True
        #-> Set the BoxCollider's extent to 350, 350
        #-> Add the Game Object to the screen's game_objects list

        #insert the overlap game object here:
        #-> Name it "Overlap"
        #-> Add a RectRenderer behaviour
        #-> Set the RectRenderer's colour
        #-> Add the Game Object to the screen's game_objects list

        #base class start() call
        super().start()
Ejemplo n.º 20
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 def update(self):
     self.position += (0, 1)
     if self.position.y >= PLAY_AREA[1]:
         GameObject.destroy(self)
         GameObject.instantiate(self.game_interface,
                                get_random_piece_class())
Ejemplo n.º 21
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    def shoot(self):
        self.has_shot = True

        from engine.game_object import GameObject

        bullet = GameObject()
        bullet.name = "Bullet" + str(self.bullet_counter)
        bullet.get_behaviour(
            "Transform").position.x = self.game_object.get_behaviour(
                "Transform").position.x
        bullet.get_behaviour(
            "Transform").position.y = self.game_object.get_behaviour(
                "Transform").position.y
        bullet.get_behaviour(
            "Transform").rotation = self.game_object.get_behaviour(
                "Transform").rotation
        bullet.add_behaviour(BulletMovement())
        bullet.add_behaviour(BoxCollider())
        bullet.get_behaviour("BoxCollider").is_debug = True
        bullet.get_behaviour("BoxCollider").extent = pygame.math.Vector2(10)
        bullet.add_behaviour(BulletRenderer())

        GameObject.add_to_screen(bullet)
        self.bullet_counter += 1
Ejemplo n.º 22
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    def start(self):
        print("(?) src.game_screen: start() called")
        self.image = pygame.image.load("assets/images/background.jpg")

        def player_death():
            from engine.game_env import Game
            from src.intro_screen import IntroScreen
            print("You died")
            Game.instance.set_screen(IntroScreen())

        lvl_go = GameObject()
        lvl_go.name = "LevelText"
        h = pygame.display.get_surface().get_height()
        lvl_go.get_behaviour("Transform").position = Vector2(10, h - 70)
        lvl_go.add_behaviour(TextRenderer())
        lvl_go.get_behaviour("TextRenderer").text = "Level " + str(self.level)
        lvl_go.get_behaviour("TextRenderer").set_size(90)
        self.add_game_object(lvl_go)

        play_go = GameObject()
        play_go.name = "Player"
        play_go.get_behaviour("Transform").position = Vector2(512, 700)
        play_go.add_behaviour(BoxCollider())
        play_go.get_behaviour("BoxCollider").is_debug = False
        play_go.get_behaviour("BoxCollider").extent = Vector2(150)
        play_go.add_behaviour(ImageRenderer())
        play_go.add_behaviour(PlayerCommands())
        play_go.add_behaviour(LinearMovement())
        play_go.add_behaviour(PlayerData())
        play_go.get_behaviour("PlayerData").death_func = player_death
        play_go.add_behaviour(Boundaries())
        play_go.get_behaviour("Boundaries").set_offset(Vector2(60, 0))
        play_go.add_behaviour(ScreenshotTaker())
        self.add_game_object(play_go)

        for i in range(3):
            sr_go = GameObject()
            sr_go.name = "Shield" + str(i)
            sr_go.get_behaviour("Transform").position.x = 200 + i * 250
            sr_go.get_behaviour("Transform").position.y = 500
            sr_go.add_behaviour(ShieldRenderer())
            self.add_game_object(sr_go)

        el_go = GameObject()
        el_go.name = "EnemyLine"
        el_go.add_behaviour(EnemyLine())
        self.add_game_object(el_go)

        print("(?) src.game_screen: start() done")

        super().start()
Ejemplo n.º 23
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    def start(self):

        #Text GO
        text_go = GameObject()
        text_go.name = "Title"
        text_go.get_behaviour("Transform").position = Vector2(512, 250)
        text_go.add_behaviour(TextRenderer())
        text_go.get_behaviour("TextRenderer").text = "Random Game"
        text_go.get_behaviour("TextRenderer").set_size(63)
        self.add_game_object(text_go)
        #button GO

        button_go = GameObject()
        button_go.name = "StartButton"
        button_go.get_behaviour("Transform").position = Vector2(512, 475)
        button_go.add_behaviour(BoxCollider())
        button_go.add_behaviour(ButtonBehaviour())
        button_go.add_behaviour(ButtonRenderer())
        button_go.add_behaviour(TextRenderer())
        button_go.get_behaviour("TextRenderer").text = "START"
        button_go.get_behaviour("TextRenderer").set_size(50)
        self.add_game_object(button_go)
        super().start()
Ejemplo n.º 24
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 def start(self):
     #Set image
     self.image = pygame.image.load("assets/images/nebula.jpg")
     #Create Button Game Object, name it "Button", set position
     #Add BoxCollider behaviour and set size
     #Add ButtonBehaviour
     #Add RectRenderer
     #Add game object to screen
     button_go = GameObject()
     button_go.name = "Button"
     button_go.get_behaviour("Transform").position = Vector2(512, 384)
     button_go.add_behaviour(BoxCollider())
     button_go.get_behaviour("BoxCollider").extent = Vector2(200, 100)
     button_go.add_behaviour(ButtonBehaviour())
     button_go.add_behaviour(RectRenderer())
     self.add_game_object(button_go)
     super().start()
Ejemplo n.º 25
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    def start(self):
        self.image = pygame.image.load("assets/images/background.jpg")

        def btnclick():
            from engine.game_env import Game
            from src.game_screen import GameScreen
            Game.instance.set_screen(GameScreen())

        btn_go = GameObject()
        btn_go.name = "Button"
        btn_go.get_behaviour("Transform").position = Vector2(512, 384)
        btn_go.add_behaviour(BoxCollider())
        btn_go.get_behaviour("BoxCollider").extent = Vector2(200, 100)
        btn_go.add_behaviour(TextRenderer())
        btn_go.get_behaviour("TextRenderer").text = "Start"
        btn_go.get_behaviour("TextRenderer").set_size(90)
        btn_go.add_behaviour(ButtonBehaviour())
        btn_go.get_behaviour("ButtonBehaviour").compute_text_offset()
        btn_go.get_behaviour("ButtonBehaviour").f_onclick = btnclick
        btn_go.add_behaviour(RectRenderer())
        self.add_game_object(btn_go)

        text_go = GameObject()
        text_go.name = "GameText"
        text_go.get_behaviour("Transform").position = Vector2(280, 200)
        text_go.add_behaviour(TextRenderer())
        text_go.get_behaviour("TextRenderer").text = "Space Reinvaders"
        text_go.get_behaviour("TextRenderer").set_size(100)
        self.add_game_object(text_go)

        i1_go = GameObject()
        i1_go.name = "Instr1"
        i1_go.get_behaviour("Transform").position = Vector2(280, 500)
        i1_go.add_behaviour(TextRenderer())
        i1_go.get_behaviour("TextRenderer").text = "Press space to shoot"
        i1_go.get_behaviour("TextRenderer").set_size(50)
        self.add_game_object(i1_go)
        i2_go = GameObject()
        i2_go.name = "Instr2"
        i2_go.get_behaviour("Transform").position = Vector2(280, 550)
        i2_go.add_behaviour(TextRenderer())
        i2_go.get_behaviour("TextRenderer").text = "Press A and D to move"
        i2_go.get_behaviour("TextRenderer").set_size(50)
        self.add_game_object(i2_go)

        super().start()
Ejemplo n.º 26
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 def setUp(self):
     self.game_object = GameObject()
     self.game_object.game_id = 1
Ejemplo n.º 27
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    def start(self):

        player = GameObject()
        player.name = "Player"  # this is the player gameobject

        transform = player.get_behaviour("Transform")
        transform.position.x = 100
        transform.position.y = 500

        # add a renderer to the player object so that we can see it
        renderer = SpriteRenderer()
        renderer.resize((50, 100))  # resize the renderer behaviour
        renderer.center = True  # make the renderer center the sprite
        player.add_behaviour(renderer)

        rigidbody = Rigidbody()
        rigidbody.experience_gravity = True
        player.add_behaviour(rigidbody)

        jetpack = Jetpack()
        player.add_behaviour(jetpack)

        jetpack_particles = ParticleSystem()
        player.add_behaviour(jetpack_particles)

        self.add_game_object(player)

        scientist = GameObject()

        scientist.add_behaviour(SpriteRenderer())
        scientist.add_behaviour(
            Nerd())  # chose to call this behaviour nerd for fun
        scientist.get_behaviour("Nerd").target = transform

        self.add_game_object(scientist)

        super().start()
Ejemplo n.º 28
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 def start(self):
     self.image = pygame.image.load("assets/Images/Space.jpg")
     test_go = GameObject()
     test_go.name = "Ship"
     test_go.get_behaviour("Transform").position.x = 512
     test_go.get_behaviour("Transform").position.y = 388
     test_go.add_behaviour(ShipRenderer())
     test_go.add_behaviour(ShieldRenderer())
     test_go.add_behaviour(Movement())
     test_go.add_behaviour(ShipCommands())
     self.add_game_object(test_go)
     super().start()