Ejemplo n.º 1
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class Explosion(Hideable, GameObject):
    """Model a temporary explosion."""

    BIG = "media/images/explosao.gif"
    SMALL = "media/images/explosion.gif"

    def __init__(self, position, type=SMALL, **kwargs):
        """Initialize the object."""
        Hideable.__init__(self)
        GameObject.__init__(self, GameObject.Priority.DEFAULT)
        ts = kwargs.get('time_scale', 1.0)
        self.__sprite = Sprite(type, animate=True, time_scale=ts, loop=True)
        self.__ttl = self.__sprite.duration + pygame.time.get_ticks()
        _, _, w, h, *_ = list(map(lambda i: i // 2, self.__sprite.bounds))
        x, y = position
        self.__position = (x - w, y - h)
        self.should_collide = False

    def update(self, bounds):
        """Update object."""
        if pygame.time.get_ticks() > self.__ttl:
            self.hide()

    def draw(self, screen):
        """Draw object."""
        self.__sprite.draw(screen, self.__position)
Ejemplo n.º 2
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 def __init__(self, pos, scale=1, **kw):
     """Initialize the game object."""
     Collider.__init__(self, kw.get('shape', Collider.ELLIPSE))
     Controllable.__init__(self, ConstantController(-1, 0))
     Movable.__init__(self, pos)
     GameObject.__init__(self, GameObject.Priority.BOSS)
     self.__sprite = Sprite('media/images/asteroid.png',
                            scale=scale, rotate=0)
Ejemplo n.º 3
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 def __init__(game, self):
     self.pos_x = 57
     self.pos_y = 14
     self.animation_input_yes = Sprite('input_yes', self.pos_x, self.pos_y)
     self.animation_input_no = Sprite('input_no', self.pos_x, self.pos_y)
     self.option = 'yes'
     self.animation = self.animation_input_yes
     self.texture = self.animation.texture
Ejemplo n.º 4
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class UI:
    def __init__(self, game):

        self.game = game
        self.dialogueActive = False

        # Create sprites
        self.ui = Sprite(game, 'ui', 0, 0, transparent=True)
        self.hp = Bar(game, 23, 21, 10)
        self.mp = Bar(game, 37, 21, 10)
        self.name = Text(game, 2, 21, '', width=16, justify='center')
        self.location = Text(game, 49, 21, '', width=16, justify='center')
        self.title = Text(game, 3, 1, '', width=61, justify='center')

        # Add sprites to layers
        self.ui.add(layer='ui')
        self.hp.add(layer='ui')
        self.mp.add(layer='ui')
        self.name.add(layer='ui')
        self.location.add(layer='ui')
        self.title.add(layer='ui')

    def setHP(self, value):
        self.hp.setValue(value)

    def setMP(self, value):
        self.mp.setValue(value)

    def setName(self, value):
        self.name.update(value)

    def setLocation(self, value):
        self.location.update(value)

    def setTitle(self, value):
        self.title.update(value)

    def startConversation(self, text):
        if self.dialogueActive == False:
            self.dialogueActive = True
            self.dialogue = Conversation(self.game, text).sprite
            self.dialogue.add(layer='ui')

    def updateConversation(self, text):
        if self.dialogueActive == True:
            next = Conversation(self.game, text).sprite
            self.dialogue.remove()
            self.dialogue = next
            self.dialogue.add(layer='ui')

    def endConversation(self):
        if self.dialogueActive == True:
            self.dialogue.remove()
            self.dialogueActive = False
Ejemplo n.º 5
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 def __init__(self, position, type=SMALL, **kwargs):
     """Initialize the object."""
     Hideable.__init__(self)
     GameObject.__init__(self, GameObject.Priority.DEFAULT)
     ts = kwargs.get('time_scale', 1.0)
     self.__sprite = Sprite(type, animate=True, time_scale=ts, loop=True)
     self.__ttl = self.__sprite.duration + pygame.time.get_ticks()
     _, _, w, h, *_ = list(map(lambda i: i // 2, self.__sprite.bounds))
     x, y = position
     self.__position = (x - w, y - h)
     self.should_collide = False
Ejemplo n.º 6
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 def __init__(self, canvas, image, **kw):
     """Initialize Enemy object."""
     Controllable.__init__(self,
                           kw.get('controller', ConstantController(-1, 0)))
     Collider.__init__(self, kw.get('bounding_shape', Collider.RECT))
     Movable.__init__(
         self,
         kw.get('position', (canvas[0] + 10, randint(50, canvas[1] - 50))))
     GameObject.__init__(self, kw.get('priority', GameObject.Priority.NPC))
     self.__sprite = Sprite(image, **kw)
     x, y, *_ = self.__sprite.bounds
     self.move(x, y)
Ejemplo n.º 7
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 def __init__(self, canvas, image, **kw):
     """Initialize Enemy object."""
     Controllable.__init__(self,
                           kw.get('controller',
                                  ConstantController(-1, 0)))
     Collider.__init__(self, kw.get('shape', Collider.RECT))
     Movable.__init__(self, kw.get('position', (canvas[0] + 10,
                                   randint(50, canvas[1] - 50))))
     Killable.__init__(self, Explosion.SMALL, time_scale=0.5)
     GameObject.__init__(self, GameObject.Priority.NPC)
     self. __sprite = Sprite(image,
                             animate=kw.get('animate', False),
                             cast_shadow=kw.get('cast_shadow', True))
Ejemplo n.º 8
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 def __init__(self, position, speed=5, controller=ConstantController(0, 0)):
     """Initialize the object."""
     Collider.__init__(self, Collider.RECT)
     Controllable.__init__(self, controller)
     Movable.__init__(self, position)
     Killable.__init__(self, Explosion.BIG)
     GameObject.__init__(self, GameObject.Priority.PLAYER)
     self.__original_position = position
     self.__sprite = Sprite('media/images/f18.png')
     self.__lives = 3
     self.__points = 0
     self.__speed = speed
     self.__move = (0, 0)
Ejemplo n.º 9
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class Asteroid(Collider, Controllable, Movable, GameObject):
    """Model an asteroid game object."""

    def __init__(self, pos, scale=1, **kw):
        """Initialize the game object."""
        Collider.__init__(self, kw.get('shape', Collider.ELLIPSE))
        Controllable.__init__(self, ConstantController(-1, 0))
        Movable.__init__(self, pos)
        GameObject.__init__(self, GameObject.Priority.BOSS)
        self.__sprite = Sprite('media/images/asteroid.png',
                               scale=scale, rotate=0)

    def update(self, bounds):
        """Update object position."""
        try:
            self.move(*next(self.controller))
            self.offlimits(bounds)
        except Exception as e:
            pass

    def draw(self, screen):
        """Draw object on the screen."""
        self.__sprite.draw(screen, self.position)
        # pygame.draw.ellipse(screen, (255, 0, 255), self.__sprite.bounds, 2)

    def offlimits(self, limits):
        """Take action when object is off-limits, return if needs update."""
        wx, wy, ww, wh = limits
        x, y, w, h = self.bounds
        if x + w < wx:
            self.hide()

    def collide_with(self, object):
        """Asteroids are imune to collision."""
        pass

    @property
    def bounds(self):
        """Query object bounds."""
        x, y = self.position
        _, _, rx, ry = list(map(lambda n: n // 2, self.__sprite.bounds))
        return (x + rx, y + ry, rx, ry)
Ejemplo n.º 10
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    def __init__(self, game):

        self.game = game
        self.dialogueActive = False

        # Create sprites
        self.ui = Sprite(game, 'ui', 0, 0, transparent=True)
        self.hp = Bar(game, 23, 21, 10)
        self.mp = Bar(game, 37, 21, 10)
        self.name = Text(game, 2, 21, '', width=16, justify='center')
        self.location = Text(game, 49, 21, '', width=16, justify='center')
        self.title = Text(game, 3, 1, '', width=61, justify='center')

        # Add sprites to layers
        self.ui.add(layer='ui')
        self.hp.add(layer='ui')
        self.mp.add(layer='ui')
        self.name.add(layer='ui')
        self.location.add(layer='ui')
        self.title.add(layer='ui')
Ejemplo n.º 11
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 def buildSprite(self, text):
     s = Sprite(self.game, 'textbox', self.pos_x, self.pos_y)
     header = list(
         '──────────────────────────────────────────────────────────────')
     if len(text) < 61:
         line1 = text[0:61]
         line2 = ''
     elif len(text) >= 61:
         line1 = text[0:61]
         line2 = text[61:122]
     # Add leading space to line to add space
     line1 = ' ' + line1
     line2 = ' ' + line2
     # Pad lines to width
     line1 = line1.ljust(61)
     line2 = line2.ljust(61)
     # Convert to lists
     line1 = list(line1)
     line2 = list(line2)
     # Build final texture
     s.texture = [header, line1, line2]
     return s
Ejemplo n.º 12
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    def __init__(self, game, pos_x, pos_y):
        super().__init__(game, 'blank', pos_x, pos_y, transparent=True)
        self.direction = 'right'

        self.speechbubble = SpeechBubble(
            game, self)  # Initialize empty speech bubble

        self.animation_walk_left = Animation([
            Sprite(self.game,
                   'character_walk1',
                   self.pos_x,
                   self.pos_y,
                   invert=True),
            Sprite(self.game,
                   'character_walk2',
                   self.pos_x,
                   self.pos_y,
                   invert=True)
        ])

        self.animation_walk_right = Animation([
            Sprite(self.game, 'character_walk1', self.pos_x, self.pos_y),
            Sprite(self.game, 'character_walk2', self.pos_x, self.pos_y)
        ])

        self.animation_idle_right = Animation(
            [Sprite(self.game, 'character_idle', self.pos_x, self.pos_y)])

        self.animation_idle_left = Animation([
            Sprite(self.game,
                   'character_idle',
                   self.pos_x,
                   self.pos_y,
                   invert=True)
        ])

        self.animation = self.animation_idle_right
        self.texture = self.animation.texture
Ejemplo n.º 13
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Archivo: test.py Proyecto: 329124/PyCE
from engine import Window
from engine import InputManager
from engine import Sprite
from entity import Entity
from entity import SpriteRendererComponent
import time

window = Window(1280, 720, "tkinter game engine")
inputManager = InputManager(window)

testSprite = Sprite("test.png", 1)
entityTest = Entity(window, 100, 100)
entityTest.addComponent(SpriteRendererComponent(testSprite))

while True:
    if inputManager.getKey("w"):
        entityTest.translate(0, 1)
    if inputManager.getKey("s"):
        entityTest.translate(0, -1)
    if inputManager.getKey("d"):
        entityTest.translate(1, 0)
    if inputManager.getKey("a"):
        entityTest.translate(-1, 0)
    window.update()
    time.sleep(1 / 240)
Ejemplo n.º 14
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class Enemy(Controllable, Collider, Movable, GameObject):
    """Models a simple NPC."""
    def __init__(self, canvas, image, **kw):
        """Initialize Enemy object."""
        Controllable.__init__(self,
                              kw.get('controller', ConstantController(-1, 0)))
        Collider.__init__(self, kw.get('bounding_shape', Collider.RECT))
        Movable.__init__(
            self,
            kw.get('position', (canvas[0] + 10, randint(50, canvas[1] - 50))))
        GameObject.__init__(self, kw.get('priority', GameObject.Priority.NPC))
        self.__sprite = Sprite(image, **kw)
        x, y, *_ = self.__sprite.bounds
        self.move(x, y)

    def update(self, bounds):
        """Update enemy position."""
        try:
            dx, dy = next(self.controller)
            dx *= -1
            self.move(dx, dy)
            self.offlimits(bounds)
        except Exception as e:
            pass
        x, _, w, *_ = self.bounds
        if x + 2 * w < 0:
            self.destroy()

    def draw(self, screen):
        """Draw enemy on the screen."""
        self.__sprite.draw(screen, self.position)

    def offlimits(self, limits):
        """Take action when object is off-limits, return if needs update."""
        wx, wy, ww, wh = limits
        x, y, w, h = self.bounds
        if x + w < wx:
            self.hide()
        dy = wy if y < wy else y
        dy = (wy + wh) - h if (y + h) > (wy + wh) else dy
        dy -= y
        self.move(0, dy)

    def collide_with(self, object):
        """Indestructible enemy."""
        pass

    @property
    def center(self):
        """Query object bounds."""
        return tuple(
            map(lambda e: sum(e), zip(self.position, self.__sprite.center)))

    @property
    def rotation(self):
        """Return the sprite rotation."""
        return self.__sprite.rotation

    @property
    def dimension(self):
        """Return the object dimension."""
        _, _, w, h, *_ = self.__sprite.bounds
        return (w, h)
Ejemplo n.º 15
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class Player(Collider, Controllable, Movable, Killable, GameObject,
             NonRemovable):
    """Models the player objec."""
    def __init__(self, position, speed=5, controller=ConstantController(0, 0)):
        """Initialize the object."""
        Collider.__init__(self, Collider.RECT)
        Controllable.__init__(self, controller)
        Movable.__init__(self, position)
        Killable.__init__(self, Explosion.BIG)
        GameObject.__init__(self, GameObject.Priority.PLAYER)
        self.__original_position = position
        self.__sprite = Sprite('media/images/f18.png')
        self.__lives = 3
        self.__points = 0
        self.__speed = speed
        self.__move = (0, 0)

    def collide_with(self, object):
        """Enemy wal killed."""
        if isinstance(object, Projectile) and \
           isinstance(self, object.creator):
            return
        if self.should_update:
            self.__lives -= 1
            self.should_collide = False
            self.die()

    def update(self, bounds):
        """Update object position."""
        if self.should_update:
            try:
                mv = next(self.controller)
                self.move(*list(map(lambda n: self.__speed * n, mv)))
                self.offlimits(bounds)
            except StopIteration as si:
                pass
        else:
            Killable.update(self, bounds)

    def draw(self, screen):
        """Draw enemy on the screen."""
        if self.should_update:
            self.__sprite.draw(screen, self.position)
        else:
            Killable.draw(self, screen)

    def add_points(self, points):
        """Add points to player."""
        if points > 0:
            self.__points += points

    def accelerate(self):
        """Make the player faster."""
        if self.__speed < 7.5:
            self.__speed += 0.5

    def offlimits(self, limits):
        """Take action when object is off-limits, return if needs update."""
        wx, wy, ww, wh = limits
        x, y, w, h = self.bounds
        dx = wx if x < wx else x
        dx = (wx + ww) - w if (x + w) > (wx + ww) else dx
        dx -= x
        dy = wy if y < wy else y
        dy = (wy + wh) - h if (y + h) > (wy + wh) else dy
        dy -= y
        self.move(dx, dy)

    def respawn(self):
        """Respawn player."""
        x, y = self.position
        ox, oy = self.__original_position
        self.move(ox - x, oy - y)
        self.should_collide = True
        self.show()
        Killable.respawn(self)

    @property
    def bounds(self):
        """Query object bounds."""
        x, y = self.position
        _, _, w, h = self.__sprite.bounds
        return (x, y, w, h)

    @property
    def lives(self):
        """Query player lives."""
        return self.__lives

    @property
    def points(self):
        """Query player points."""
        return self.__points
    def __init__(self):
        self.engine = Engine(24, 69)

        ui = UI(self)
        ui.setName('Taki The Dwarf')
        ui.setLocation('City of Id')
        ui.setHP(3)
        ui.setMP(8)
        ui.setTitle('Objective: Find Train Station')

        # platform = Sprite(self, 'ground', 10, 10, transparent=True)
        # platform.add(layer='bg')

        cloud1 = Sprite(self, 'cloud', 0, 0, transparent=True)
        cloud1.add(layer='bg')

        background = Sprite(self, 'background', -3, 0, transparent=True)
        background.add(layer='bg')

        cloud2 = Sprite(self, 'cloud', 25, 0, transparent=True)
        cloud2.add(layer='bg')

        player = Character(self, 14, 8)
        player.add(layer='obj')

        boss = Sprite(self, 'boss_idle', 21, 8)
        boss.add(layer='obj')

        dock = Sprite(self, 'dock', 0, 11, transparent=True)
        dock.add(layer='fg')

        wave = Sprite(self, 'wave', 0, 15)
        wave.add(layer='fg')

        # scroll = Sprite(self, 'scroll', 2, 2)
        # scroll.add(layer='fg')

        # girl = Sprite(self, 'girl', 21, -10)
        # girl.add(layer='fg')

        kb = Controller()

        self.engine.tick()
        dialoge = 0
        while True:
            time.sleep(1 / 60)
            self.engine.tick()

            if kb.kbhit():
                c = kb.getch()
                if ord(c) == 27:  # ESC
                    break
                elif ord(c) == 13:  # ENTER
                    pass
                elif c == 'w':
                    player.pos_y -= 1
                elif c == 'a':
                    # player.pos_x -= 1
                    player.move_L(1)
                elif c == 's':
                    player.pos_y += 1
                elif c == 'd':
                    # player.pos_x += 1
                    player.move_R(1)
                elif c == 'm':
                    # ui.startConversation('Hak: Good morning fellow traveler!')

                    dialoge += 1
                    if dialoge == 1:
                        player.speak('Good morning!')
                        # ui.startConversation('Hak: Good morning fellow traveler!')
                    elif dialoge == 2:
                        player.speak('Would you like to buy something?')
                        # ui.updateConversation('Hak: Would you like to buy something?')
                    elif dialoge == 3:
                        player.speak('Ha, maybe next time. Farewell! ')
                        # ui.updateConversation('Hak: Ha, maybe next time. Farewell! ')
                    elif dialoge == 4:
                        player.speak('...')
                        # ui.updateConversation('Hak: Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test Test')
                    else:
                        # ui.endConversation()
                        dialoge = 0

                elif c == 'n':
                    ui.endConversation()
                else:
                    input(ord(c))
            else:
                player.idle()

            if abs(wave.pos_x) > 60:
                wave.pos_x = 0
            if abs(cloud1.pos_x) > 120:
                cloud1.pos_x = 0
            if abs(cloud1.pos_x) > 60:
                cloud1.pos_x = 10

            wave.pos_x -= 0.1
            cloud1.pos_x += 0.05
            cloud2.pos_x += 0.025

        kb.set_normal_term()
Ejemplo n.º 17
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    def __init__(self):
        self.engine = Engine(24, 68)

        gravity = 0.25
        maxfallspeed = 200
        maxspeed = 80
        jumpforce = 300
        acceleration = 10

        # Sprites
        # thing = Thing(self)

        # ui = Sprite('ui', 0, 0)
        ui = UI(self)
        ui.setName('Fin The Human')
        ui.setLocation('Land of Ooo')
        ui.setHP(10)
        ui.setMP(10)

        background = Sprite(self, 'background', 0, 0)
        cloud = Sprite(self, 'cloud', 0, 0)
        ground = Sprite(self, 'ground', 0, 14)
        character = Character(self, 2, 8)

        background.add(layer='bg')
        cloud.add(layer='bg')
        ground.add(layer='fg')
        character.add(layer='fg')

        kb = Controller()

        self.engine.tick()
        while True:
            time.sleep(1 / 60)

            character.down(gravity)

            cloud.pos_x += 0.05
            self.engine.tick()

            if kb.kbhit():
                c = kb.getch()
                if ord(c) == 27:  # ESC
                    break
                elif c == 'w':
                    character.jump()
                elif c == 'a':
                    character.move_L(1)
                elif c == 's':
                    character.pos_y += 1
                elif c == 'd':
                    character.move_R(1)
            else:
                character.idle()

        kb.set_normal_term()
Ejemplo n.º 18
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class Enemy(Controllable, Collider, Movable, Killable, GameObject):
    """Models a simple NPC."""

    def __init__(self, canvas, image, **kw):
        """Initialize Enemy object."""
        Controllable.__init__(self,
                              kw.get('controller',
                                     ConstantController(-1, 0)))
        Collider.__init__(self, kw.get('shape', Collider.RECT))
        Movable.__init__(self, kw.get('position', (canvas[0] + 10,
                                      randint(50, canvas[1] - 50))))
        Killable.__init__(self, Explosion.SMALL, time_scale=0.5)
        GameObject.__init__(self, GameObject.Priority.NPC)
        self. __sprite = Sprite(image,
                                animate=kw.get('animate', False),
                                cast_shadow=kw.get('cast_shadow', True))

    def update(self, bounds):
        """Update enemy position."""
        if self.should_update:
            try:
                dx, dy = next(self.controller)
                dx *= -1
                self.move(dx, dy)
                self.offlimits(bounds)
            except Exception as e:
                pass
        else:
            Killable.update(self, bounds)

    def draw(self, screen):
        """Draw enemy on the screen."""
        if self.should_update:
            self.__sprite.draw(screen, self.position)
        else:
            Killable.draw(self, screen)

    def offlimits(self, limits):
        """Take action when object is off-limits, return if needs update."""
        wx, wy, ww, wh = limits
        x, y, w, h = self.bounds
        if x + w < wx:
            self.hide()
        dy = wy if y < wy else y
        dy = (wy + wh) - h if (y + h) > (wy + wh) else dy
        dy -= y
        self.move(0, dy)

    def collide_with(self, object):
        """Enemy wal killed."""
        if self.should_update:
            will_die = isinstance(object, Projectile) and \
                not isinstance(self, object.creator)
            if will_die or isinstance(object, Player):
                self.die()
                self.should_collide = False

    @property
    def bounds(self):
        """Query object bounds."""
        x, y = self.position
        _, _, w, h = self.__sprite.bounds
        return (x, y, w, h)