Ejemplo n.º 1
0
    def __init__(self):
        super().__init__()

        self.background = urwid.AttrMap(urwid.SolidFill(' '), 'bg')
        self.player = Player(Config.ARENA_WIDTH, Config.ARENA_HEIGHT)
        self.entities = [
            Entity(Config.ARENA_WIDTH, Config.ARENA_HEIGHT)
            for _ in range(Config.ENEMIES)
        ]

        self.loop = urwid.MainLoop(self.__get_screen(),
                                   palette=Config.PALLETE,
                                   unhandled_input=self.handle_input)
Ejemplo n.º 2
0
def main():
    # Set window size
    windowSize = [600, 600]

    # Create variable keep_going
    keep_going = True

    # Create pygame Clock class instance
    timer = pygame.time.Clock()

    # Create display
    screen = pygame.display.set_mode(windowSize)

    # Create instances of local classes
    sound = Sound()
    sound.playMusic(sound.soundtrack)
    object = Object(screen, windowSize[0] // 2, windowSize[1] // 2, "#e00000")
    player = Player(2, screen, windowSize[0] // 2, windowSize[1] // 2)
    background = Background(screen, -windowSize[0], -windowSize[1])

    # Play soundtrack in sound class
    sound.playMusic(sound.soundtrack)

    # Game loop
    while keep_going:
        # Fill screen with blue
        screen.fill("#4287f5")

        # Update entities
        background.update()
        player.update()
        object.update()

        # Flip display
        pygame.display.flip()

        # Check if quit
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                # Set keep_going to false
                keep_going = False

    # Call tick method in timer instance
    timer.tick(720)
Ejemplo n.º 3
0
    def __init__(self, block_positions):
        Player.__init__(self, img=c.enemy_img[0])

        list_block_positions = block_positions + c.not_block_positions
        self.appear = 0

        count = 0
        while count != len(list_block_positions):
            count = 0
            for i in list_block_positions:
                if i[0] == self.rect.x and i[1] == self.rect.y:
                    self.rect.x = randrange(c.BLOCK[0],
                                            c.WINDOW[0] - c.BLOCK[0],
                                            c.BLOCK[0])
                    self.rect.y = randrange(c.BLOCK[1],
                                            c.WINDOW[1] - c.BLOCK[1],
                                            c.BLOCK[1])
                else:
                    count += 1
Ejemplo n.º 4
0
class Game:
    def __init__(self):
        super().__init__()

        self.background = urwid.AttrMap(urwid.SolidFill(' '), 'bg')
        self.player = Player(Config.ARENA_WIDTH, Config.ARENA_HEIGHT)
        self.entities = [
            Entity(Config.ARENA_WIDTH, Config.ARENA_HEIGHT)
            for _ in range(Config.ENEMIES)
        ]

        self.loop = urwid.MainLoop(self.__get_screen(),
                                   palette=Config.PALLETE,
                                   unhandled_input=self.handle_input)

    def __get_screen(self):
        arena = urwid.AttrMap(urwid.SolidFill(' '), 'arena')
        arena = self.player.render(arena)
        for e in self.entities:
            arena = e.render(arena)
        return urwid.Overlay(arena, self.background, 'center',
                             Config.ARENA_WIDTH, 'middle', Config.ARENA_HEIGHT)

    def refresh(self):
        for e in self.entities:
            e.update()
        self.loop.widget = self.__get_screen()

    def start(self):
        self.loop.run()

    def handle_input(self, key):
        if key in ('q', 'Q', 'esc'):
            raise urwid.ExitMainLoop()
        if key in ('w', 'W', 'up'):
            self.player.move("up")
            self.refresh()
        if key in ('s', 'S', 'down'):
            self.player.move("down")
            self.refresh()
        if key in ('a', 'A', 'left'):
            self.player.move("left")
            self.refresh()
        if key in ('d', 'D', 'right'):
            self.player.move("right")
            self.refresh()
Ejemplo n.º 5
0
 def __init__(self, camera, luObserver, fxObserver, lvl):
     self.mSwitch = True
     self.mTimer = 0.0
     self.mLevelDone = False
     self.mCamera = camera
     self.mLuObs = luObserver
     self.mFxObs = fxObserver
     self.contactListener = ContactListener()
     self.gravity = Gravity()
     self.physWorld = b2World(gravity=(0,0),doSleep=True, contactListener=self.contactListener)
     self.level = Level(self.physWorld, self.gravity, lvl)
     self.player = Player(self.level.mStartPos, self.physWorld, self.gravity)
     self.mEntityToFollow = self.player
Ejemplo n.º 6
0
 def __init__(self, width: int, height: int, freedom: float,
              player: Player):
     self.area = [[(Empty() if random() < freedom else Mine())
                   for _ in range(width)] for _ in range(height)]
     for index in [-2, -1, 0, 1]:
         for cell_index in range(width):
             if isinstance(self.area[index][cell_index], Mine):
                 self.area[index][cell_index] = Empty()
     for index in range(height):
         self.area[index][0] = self.area[index][-1] = Wall()
     for index in range(width):
         self.area[0][index] = self.area[-1][index] = Wall()
     self.area[0][width // 2] = Exit()
     self.area[-1][width // 2] = Empty()
     self.area[0][-1 + width // 2] = Exit()
     self.area[-1][-1 + width // 2] = Empty()
     if width % 2 == 1:
         self.area[0][1 + width // 2] = Exit()
         self.area[-1][1 + width // 2] = Empty()
     self.player = player
     player.area = self
     player.position = [len(self.area[0]) // 2, len(self.area) - 1]
Ejemplo n.º 7
0
 def create_player(self,
                   player_id: str,
                   spaceship_id: str,
                   player_config: PlayerConfig,
                   status_x=15,
                   status_y=15):
     status = PlayerStatus(screen=self.screen,
                           x=status_x,
                           y=status_y,
                           color=player_config.bullet_color)
     return Player(player_id=player_id,
                   spaceship_id=spaceship_id,
                   player_config=player_config,
                   player_status=status)
Ejemplo n.º 8
0
    def __init__(self):
        self.window = Window()
        self.hud = Hud(self.window.screen, self.window.size)
        self.statistics = Statistic()
        self.clock = pygame.time.Clock()
        pygame.key.set_repeat(40, 30)
        self.size = [80, 80]
        self.player = Player(self.size, "entities/bb.png")
        self.enemies_buffer = 15

        self.knifeAnimation = load_image('entities/attack/a0.png'), load_image('entities/attack/a1.png'),load_image('entities/attack/a2.png'),\
            load_image('entities/attack/a3.png'), load_image('entities/attack/a4.png'),load_image('entities/attack/a5.png'),\
            load_image('entities/attack/a6.png'), load_image('entities/attack/a7.png'),load_image('entities/attack/a8.png'),\
            load_image('entities/attack/a9.png'), load_image('entities/attack/a10.png'),load_image('entities/attack/a11.png'),\
            load_image('entities/attack/a12.png'), load_image('entities/attack/a13.png'),load_image('entities/attack/a14.png')

        self.entities = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.bullets = pygame.sprite.Group()

        self.entities.add(self.player)
        self.old_time = pygame.time.get_ticks()
        self.new_time = pygame.time.get_ticks()
Ejemplo n.º 9
0
def play():
    player = Player()
    os.system('cls')
    print('Select complexity:')
    options = [
        f'{name} (freedom: {int(complexity * 100)}%)'
        for name, complexity in complexities
    ]
    area = Area(120, 20, complexities[select_option(options)][1], player)
    while player.area is not None:
        area.draw()
        act(area)
    if player.won:
        print("You won")
    else:
        print("Game over")
Ejemplo n.º 10
0
    def __init__(self):
        pygame.init()
        pygame.display.set_caption("Bomberman")

        self.BLOCKS_DESTRUCTIBLE = 100
        self.ENEMIES = 10
        self.appear = 0

        self.display = pygame.display.set_mode(c.WINDOW)
        self.clock = pygame.time.Clock()

        self.player = Player()
        self.block_positions = []

        self.gr_player = Group()
        self.gr_enemies = Group()
        self.gr_block = Group()
        self.gr_block_destructible = Group()
        self.gr_bomb = Group()
        self.gr_bomb_collide = Group()

        self.start()
Ejemplo n.º 11
0
 def add_player(self, name, color, type_of_player):
     self.__check_for_too_many_players()
     self.__check_if_color_is_already_been_used(color)
     self.players.append(Player(name, color, type_of_player))
Ejemplo n.º 12
0
class Game:
    def __init__(self):
        self.window = Window()
        self.hud = Hud(self.window.screen, self.window.size)
        self.statistics = Statistic()
        self.clock = pygame.time.Clock()
        pygame.key.set_repeat(40, 30)
        self.size = [80, 80]
        self.player = Player(self.size, "entities/bb.png")
        self.enemies_buffer = 15

        self.knifeAnimation = load_image('entities/attack/a0.png'), load_image('entities/attack/a1.png'),load_image('entities/attack/a2.png'),\
            load_image('entities/attack/a3.png'), load_image('entities/attack/a4.png'),load_image('entities/attack/a5.png'),\
            load_image('entities/attack/a6.png'), load_image('entities/attack/a7.png'),load_image('entities/attack/a8.png'),\
            load_image('entities/attack/a9.png'), load_image('entities/attack/a10.png'),load_image('entities/attack/a11.png'),\
            load_image('entities/attack/a12.png'), load_image('entities/attack/a13.png'),load_image('entities/attack/a14.png')

        self.entities = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.bullets = pygame.sprite.Group()

        self.entities.add(self.player)
        self.old_time = pygame.time.get_ticks()
        self.new_time = pygame.time.get_ticks()

    def gameUpdate(self):
        if len(self.enemies.sprites()) == 0:
            self.statistics.plusRound()
            round = self.statistics.getRound()
            self.player.buffDamage()
            for amount in range(round % self.enemies_buffer):
                if (round % 15 == 0):
                    self.enemies_buffer += 5

                dice = random.randrange(0, 4)
                spawn = None
                if (dice == 0):
                    spawn = random.randrange(-100,
                                             1400), random.randrange(-100, 0)
                elif (dice == 1):
                    spawn = random.randrange(-100, 0), random.randrange(0, 800)
                elif (dice == 2):
                    spawn = random.randrange(0,
                                             1400), random.randrange(800, 900)
                else:
                    spawn = random.randrange(1400,
                                             1500), random.randrange(0, 800)
                self.enemies.add(Enemy(self.size, self.knifeAnimation, spawn))

    def collisions(self, group1, group2, kill1, kill2):
        collision = pygame.sprite.groupcollide(group1, group2, kill1, kill2)
        for unit in collision:
            for second_unit in collision[unit]:
                self.statistics.plusKill(
                    unit.getDamage(second_unit.dealDamage()))

    def enemies_collision(self, enemies):
        for enemy in enemies:
            for second_enemy in enemies:
                if pygame.sprite.collide_rect(enemy, second_enemy):
                    if (enemy == second_enemy):
                        enemy.speed = 0.01
                        continue
                    enemy.speed = 0
                else:
                    enemy.speed = 0.01

    def loop(self):
        pygame.mixer.Channel(0).set_volume(0.25)
        pygame.mixer.Channel(0).play(pygame.mixer.Sound('music.wav'), 99999)
        running = True
        paused = False
        while running:

            self.gameUpdate()

            for event in pygame.event.get():
                if event.type == pygame.QUIT or pygame.key.get_pressed()[
                        pygame.K_ESCAPE]:
                    sys.exit()

                self.player.move()

                if pygame.mouse.get_pressed()[0]:
                    self.new_time = pygame.time.get_ticks()
                    if (self.new_time - self.old_time >= 200):
                        pygame.mixer.music.load("shot.mp3")
                        self.bullets.add(self.player.fire())
                        pygame.mixer.music.set_volume(0.4)
                        pygame.mixer.music.play()
                        self.old_time = self.new_time

            if self.player.isAlive and not paused:

                self.collisions(self.enemies, self.bullets, False, True)
                self.collisions(self.entities, self.enemies, False, False)
                self.enemies_collision(self.enemies)

                self.window.update()
                self.entities.update()
                self.enemies.update(self.player.position())
                self.bullets.update()

                self.entities.draw(self.window.screen)
                self.enemies.draw(self.window.screen)
                self.bullets.draw(self.window.screen)
                self.hud.update(self.statistics, self.player)

            self.clock.tick(60)
            pygame.display.update()
Ejemplo n.º 13
0
    def __init__(self, singlemulti, level_number, parent=None):
        QGraphicsScene.__init__(self, parent)

        self.key_notifier = KeyNotifier()
        self.key_notifier.key_signal.connect(self.do_key_press)
        self.key_notifier.start()

        self.numberOfPlayer = singlemulti
        self.level_numberrr = level_number

        # Postavljanje pozadine
        self.set_background()

        #Postavljanje Glavnog igraca
        if (self.numberOfPlayer == 1):
            self.player = Player()
            self.player.setPos(400, 525)
            self.addItem(self.player)
            self.flag_playerOneDead = False

        elif (self.numberOfPlayer == 2):
            self.player = Player()
            self.player.setPos(400, 525)
            self.addItem(self.player)
            self.flag_playerOneDead = False

            self.player2 = Player2()
            self.player2.setPos(100, 525)
            self.addItem(self.player2)
            self.flag_playerTwoDead = False

        # Postavljanje neprijatelja
        self.enemies = []
        self.enemies.append(Enemy())
        self.enemies[0].setPos(100, 50)

        for i in range(0, 55):
            self.enemies.append(Enemy())
            if i == 11:
                self.enemies[i].setPos(self.enemies[0].x(),
                                       self.enemies[0].y() + 60)
                continue
            if i == 22:
                self.enemies[i].setPos(self.enemies[11].x(),
                                       self.enemies[11].y() + 60)
                continue
            if i == 33:
                self.enemies[i].setPos(self.enemies[22].x(),
                                       self.enemies[22].y() + 60)
                continue
            if i == 44:
                self.enemies[i].setPos(self.enemies[33].x(),
                                       self.enemies[33].y() + 60)
                continue
            self.enemies[i].setPos(self.enemies[i - 1].x() + 60,
                                   self.enemies[i - 1].y())

        for i in range(0, 55):
            self.addItem(self.enemies[i])

        # Pomeranje neprijatelja
        self.moveEnemy = MoveEnemy()
        self.moveEnemy.calc_done.connect(self.move_enemy)
        self.moveEnemy.start()

        # Pucanje igraca
        self.shootLaser = PlayerShoot()
        self.shootLaser.calc_done.connect(self.move_laser_up)
        self.shootLaser.collision_detected.connect(
            self.player_laser_enemy_collide)
        self.shootLaser.start()
        self.playerOneCanShoot = True
        self.playerTwoCanShoot = True

        # Pucanje protivnika
        self.enemyShoot = EnemyShoot()
        self.enemyShoot.can_shoot.connect(self.enemy_shoot_laser)
        self.enemyShoot.move_down.connect(self.move_enemy_laser)
        self.enemyShoot.collision_detected.connect(self.enemy_hit_player)
        self.enemyShoot.collision_detected_with_shield.connect(
            self.enemy_laser_shield_collide)
        #self.enemyShoot.next_level.connect(self.next_level)
        if self.numberOfPlayer == 1:
            self.enemyShoot.add_player(self.player)
        else:
            self.enemyShoot.add_player(self.player)
            self.enemyShoot.add_player(self.player2)
        self.enemyShoot.start()

        for i in range(0, 55):
            self.moveEnemy.add_enemy(self.enemies[i])
            self.shootLaser.add_enemy(self.enemies[i])
            self.enemyShoot.add_enemy(self.enemies[i])

        #Dodavanje stitova
        self.shields = []
        self.shields.append(Shield())
        self.shields[0].setPos(50, 350)
        self.shields.append(Shield())
        self.shields[1].setPos(375, 350)
        self.shields.append(Shield())
        self.shields[2].setPos(700, 350)

        for i in range(0, 3):
            self.addItem(self.shields[i])
            self.enemyShoot.add_shield(self.shields[i])

        self.view = QGraphicsView(self)
        self.view.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.view.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.view.show()
        self.view.setFixedSize(WINDOW_WIDTH, WINDOW_HEIGHT)
        self.setSceneRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)

        self.initUI(self.numberOfPlayer, self.level_numberrr)
Ejemplo n.º 14
0
class Window(QGraphicsScene):

    next_level = pyqtSignal(int)

    next_level2 = pyqtSignal(int)

    sound_invaderkilled = QtMultimedia.QSound(
        'assets/sounds/invaderkilled.wav')
    sound_shipexplosion = QtMultimedia.QSound(
        'assets/sounds/shipexplosion.wav')

    def __init__(self, singlemulti, level_number, parent=None):
        QGraphicsScene.__init__(self, parent)

        self.key_notifier = KeyNotifier()
        self.key_notifier.key_signal.connect(self.do_key_press)
        self.key_notifier.start()

        self.numberOfPlayer = singlemulti
        self.level_numberrr = level_number

        # Postavljanje pozadine
        self.set_background()

        #Postavljanje Glavnog igraca
        if (self.numberOfPlayer == 1):
            self.player = Player()
            self.player.setPos(400, 525)
            self.addItem(self.player)
            self.flag_playerOneDead = False

        elif (self.numberOfPlayer == 2):
            self.player = Player()
            self.player.setPos(400, 525)
            self.addItem(self.player)
            self.flag_playerOneDead = False

            self.player2 = Player2()
            self.player2.setPos(100, 525)
            self.addItem(self.player2)
            self.flag_playerTwoDead = False

        # Postavljanje neprijatelja
        self.enemies = []
        self.enemies.append(Enemy())
        self.enemies[0].setPos(100, 50)

        for i in range(0, 55):
            self.enemies.append(Enemy())
            if i == 11:
                self.enemies[i].setPos(self.enemies[0].x(),
                                       self.enemies[0].y() + 60)
                continue
            if i == 22:
                self.enemies[i].setPos(self.enemies[11].x(),
                                       self.enemies[11].y() + 60)
                continue
            if i == 33:
                self.enemies[i].setPos(self.enemies[22].x(),
                                       self.enemies[22].y() + 60)
                continue
            if i == 44:
                self.enemies[i].setPos(self.enemies[33].x(),
                                       self.enemies[33].y() + 60)
                continue
            self.enemies[i].setPos(self.enemies[i - 1].x() + 60,
                                   self.enemies[i - 1].y())

        for i in range(0, 55):
            self.addItem(self.enemies[i])

        # Pomeranje neprijatelja
        self.moveEnemy = MoveEnemy()
        self.moveEnemy.calc_done.connect(self.move_enemy)
        self.moveEnemy.start()

        # Pucanje igraca
        self.shootLaser = PlayerShoot()
        self.shootLaser.calc_done.connect(self.move_laser_up)
        self.shootLaser.collision_detected.connect(
            self.player_laser_enemy_collide)
        self.shootLaser.start()
        self.playerOneCanShoot = True
        self.playerTwoCanShoot = True

        # Pucanje protivnika
        self.enemyShoot = EnemyShoot()
        self.enemyShoot.can_shoot.connect(self.enemy_shoot_laser)
        self.enemyShoot.move_down.connect(self.move_enemy_laser)
        self.enemyShoot.collision_detected.connect(self.enemy_hit_player)
        self.enemyShoot.collision_detected_with_shield.connect(
            self.enemy_laser_shield_collide)
        #self.enemyShoot.next_level.connect(self.next_level)
        if self.numberOfPlayer == 1:
            self.enemyShoot.add_player(self.player)
        else:
            self.enemyShoot.add_player(self.player)
            self.enemyShoot.add_player(self.player2)
        self.enemyShoot.start()

        for i in range(0, 55):
            self.moveEnemy.add_enemy(self.enemies[i])
            self.shootLaser.add_enemy(self.enemies[i])
            self.enemyShoot.add_enemy(self.enemies[i])

        #Dodavanje stitova
        self.shields = []
        self.shields.append(Shield())
        self.shields[0].setPos(50, 350)
        self.shields.append(Shield())
        self.shields[1].setPos(375, 350)
        self.shields.append(Shield())
        self.shields[2].setPos(700, 350)

        for i in range(0, 3):
            self.addItem(self.shields[i])
            self.enemyShoot.add_shield(self.shields[i])

        self.view = QGraphicsView(self)
        self.view.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.view.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff)
        self.view.show()
        self.view.setFixedSize(WINDOW_WIDTH, WINDOW_HEIGHT)
        self.setSceneRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)

        self.initUI(self.numberOfPlayer, self.level_numberrr)

    def move_enemy(self, enemyPixMap: QGraphicsPixmapItem, newX, newY):
        enemyPixMap.setPos(newX, newY)

    def remove_enemy_label(self, enemy: QGraphicsPixmapItem):
        if enemy in self.enemies:
            self.enemies.remove(enemy)

    def remove_laser(self, laserLabel: QGraphicsPixmapItem):
        if laser in self.enemies:
            self.enemies.remove(enemy)
            self.enemyShoot.remove_enemy(
                enemy)  #Da ne pucaju kad su vec pogodjeni

    def keyPressEvent(self, event):
        self.key_notifier.add_key(event.key())

    def keyReleaseEvent(self, event):
        if (self.key_notifier.exists_key(event.key())):
            self.key_notifier.rem_key(event.key())

    # POKUSAJ PROCESA

    def do_key_press(self, key):
        try:
            # proc = multiprocessing.Process(target = self.__update_position__, args = [key])
            # proc.start()
            # proc.join()

            #(Process(target=__update_position__, args=[key])).start()

            self.__update_position__(key)
        except Exception as e:
            print('Exception: {}'.format(str(e)))

    def set_background(self):
        loadedPicture = QImage('assets/background.png')
        brushBackground = QBrush(loadedPicture)
        self.setBackgroundBrush(brushBackground)

    def player_laser_enemy_collide(self, enemyLabel: QGraphicsPixmapItem,
                                   laserLabel: QGraphicsPixmapItem):
        try:
            self.sound_invaderkilled.play()
            enemyLabel.hide()
            laserLabel.hide()
            self.shootLaser.remove_laser(laserLabel)
            self.shootLaser.remove_enemy(enemyLabel)
            self.remove_enemy_label(enemyLabel)
            self.enemyShoot.remove_enemy(enemyLabel)
            self.moveEnemy.remove_enemy(enemyLabel)

            if len(self.enemies) == 1:
                if (self.numberOfPlayer == 1):
                    # Gasenje threadova
                    self.shootLaser.die()
                    self.moveEnemy.die()
                    self.enemyShoot.die()
                    # Unistavanje postojecih projektila na screenu
                    for laser in self.shootLaser.laserLabels:
                        self.removeItem(laser)
                    for laser in self.enemyShoot.lasers:
                        self.removeItem(laser)
                    for shield in self.shields:
                        self.removeItem(shield)
                    self.shields.clear()

                    # Povecavanje nivoa za jedan i restart neprijatelja update gui
                    self.level_numberrr += 1
                    self.level_advance()
                    self.Widget.setZValue(50)

                elif (self.numberOfPlayer == 2):
                    # Gasenje threadova
                    self.shootLaser.die()
                    self.moveEnemy.die()
                    self.enemyShoot.die()
                    # Unistavanje postojecih projektila na screenu
                    for laser in self.shootLaser.laserLabels:
                        self.removeItem(laser)
                    for laser in self.enemyShoot.lasers:
                        self.removeItem(laser)
                    for shield in self.shields:
                        self.removeItem(shield)
                    self.shields.clear()

                    # Povecavanje nivoa za jedan i restart neprijatelja update gui
                    self.level_numberrr += 1
                    self.level_advance()
                    self.Widget.setZValue(50)

        except Exception as e:
            print(
                'Exception in Main_Thread/player_laser_enemy_collide method: ',
                str(e))

    def enemy_laser_shield_collide(self, laserLabel: QGraphicsPixmapItem,
                                   shieldLabel: QGraphicsPixmapItem):
        try:
            self.sound_shipexplosion.play()
            self.enemyShoot.remove_laser(laserLabel)
            laserLabel.hide()

            for shield in self.shields:
                if shield == shieldLabel:
                    shield.makeDamage()
                    if shield.health <= 0:
                        self.enemyShoot.remove_shield(shield)
                        self.shields.remove(shield)
                    shield.update_shield(shield)

        except Exception as e:
            print(str(e))

    def player_shoot_laser(self, laserLabel: QGraphicsPixmapItem, startX,
                           startY):
        laserLabel.setPos(startX + PLAYER_BULLET_X_OFFSETS[0],
                          startY - PLAYER_BULLET_Y)
        self.addItem(laserLabel)
        self.shootLaser.add_laser(laserLabel)

    def move_laser_up(self, laserLabel: QGraphicsPixmapItem, newX, newY):
        if newY > 0:
            laserLabel.setPos(newX, newY)
        else:
            laserLabel.hide()
            self.shootLaser.remove_laser(laserLabel)

    def enemy_shoot_laser(self, startX, startY):
        enemyLaserLabel = BulletEnemy()
        enemyLaserLabel.setPos(startX, startY)
        self.addItem(enemyLaserLabel)

        # dodamo laser da moze da se krece ka dole
        self.enemyShoot.add_laser(enemyLaserLabel)

    def move_enemy_laser(self, enemyLaser: QGraphicsPixmapItem, newX, newY):
        if newY < WINDOW_HEIGHT - 50:
            enemyLaser.setPos(newX, newY)
        else:
            enemyLaser.hide()
            self.enemyShoot.remove_laser(enemyLaser)

    def enemy_hit_player(self, laserLabel: QGraphicsPixmapItem,
                         playerLabel: QGraphicsPixmapItem):
        self.sound_shipexplosion.play()
        laserLabel.hide()

        if self.player == playerLabel:
            self.player.loseLife()
        if self.numberOfPlayer == 2:
            if self.player2 == playerLabel:
                self.player2.loseLife()

        self.update_GUI_lives(self.numberOfPlayer)

    def __update_position__(self, key):

        if self.player:
            playerPos = self.player.pos()

            dx = 0

            # Closing program
            if key == Qt.Key_Escape:
                self.shootLaser.die()
                self.moveEnemy.die()
                self.enemyShoot.die()
                self.key_notifier.die()
                self.view.hide()

            if playerPos.x() + dx <= 0:
                if key == Qt.Key_D:
                    dx += PLAYER_SPEED
            elif playerPos.x() + dx >= 845:
                if key == Qt.Key_A:
                    dx -= PLAYER_SPEED
            else:
                if key == Qt.Key_D:
                    dx += PLAYER_SPEED
                if key == Qt.Key_A:
                    dx -= PLAYER_SPEED
            self.player.setPos(playerPos.x() + dx, playerPos.y())

            if key == Qt.Key_Space:
                if self.playerOneCanShoot:
                    laserLabel = Bullet()
                    self.player_shoot_laser(laserLabel, playerPos.x(),
                                            playerPos.y())

        ## player 2 ##
        if self.numberOfPlayer == 2 and self.player2:
            playerPos2 = self.player2.pos()
            dx2 = 0

            if playerPos2.x() + dx2 <= 0:
                if key == Qt.Key_Right:
                    dx2 += PLAYER_SPEED
            elif playerPos2.x() + dx2 >= 845:
                if key == Qt.Key_Left:
                    dx2 -= PLAYER_SPEED
            else:
                if key == Qt.Key_Right:
                    dx2 += PLAYER_SPEED
                if key == Qt.Key_Left:
                    dx2 -= PLAYER_SPEED
            self.player2.setPos(playerPos2.x() + dx2, playerPos2.y())

            if key == Qt.Key_Control and self.player2:
                if self.playerTwoCanShoot:
                    laserLabel2 = Bullet()
                    self.player_shoot_laser(laserLabel2, playerPos2.x(),
                                            playerPos2.y())

    def initUI(self, numberOfPlayer, level_number):
        self.horizontalLayoutWidget = QWidget()
        self.horizontalLayoutWidget.setGeometry(QtCore.QRect(13, 10, 871, 10))
        self.horizontalLayoutWidget.setObjectName("horizontalLayoutWidget")

        self.horizontalLayout = QHBoxLayout(self.horizontalLayoutWidget)
        self.horizontalLayout.setContentsMargins(0, 0, 0, 0)
        self.horizontalLayout.setSpacing(230)
        self.horizontalLayout.setObjectName("horizontalLayout")
        self.horizontalLayout.setAlignment(Qt.AlignLeft)

        #Zivoti prvog igraca
        self.lab_lives1 = QtWidgets.QLabel(self.horizontalLayoutWidget)
        self.lab_lives1.setEnabled(True)
        font = QtGui.QFont()
        font.setPointSize(16)
        font.setBold(True)
        font.setWeight(QFont.Bold)
        self.lab_lives1.setFont(font)
        self.lab_lives1.setObjectName("lab_lives1")
        self.lab_lives1.setStyleSheet("color:yellow")
        self.horizontalLayout.addWidget(self.lab_lives1)

        self.lab_lives1.setText("Player1 Lives: 3")

        #Level
        self.lab_level = QtWidgets.QLabel(self.horizontalLayoutWidget)
        self.lab_level.setEnabled(True)
        font = QtGui.QFont()
        font.setPointSize(16)
        font.setBold(True)
        font.setWeight(75)
        self.lab_level.setFont(font)
        self.lab_level.setObjectName("lab_level")
        self.lab_level.setStyleSheet("color:yellow")
        self.horizontalLayout.addWidget(self.lab_level)

        self.lab_level.setText("Level: " + str(level_number))

        #Zivoti drugog igraca
        if self.numberOfPlayer == 2:
            self.lab_lives2 = QtWidgets.QLabel(self.horizontalLayoutWidget)
            self.lab_lives2.setEnabled(True)
            font = QtGui.QFont()
            font.setPointSize(16)
            font.setBold(True)
            font.setWeight(75)
            self.lab_lives2.setFont(font)
            self.lab_lives2.setObjectName("lab_lives2")
            self.lab_lives2.setStyleSheet("color:yellow")
            self.horizontalLayout.addWidget(self.lab_lives2)

            self.lab_lives2.setText("Player2 Lives: 3")

        self.horizontalLayoutWidget.show()
        self.horizontalLayoutWidget.setAttribute(
            QtCore.Qt.WA_TranslucentBackground)

        self.Widget = self.addWidget(self.horizontalLayoutWidget)

    def update_GUI_lives(self, playerNo):
        #if playerNo==1:
        lives = self.player.lives

        if lives == 3:
            self.lab_lives1Text = "Player1 Lives: 3"
            self.lab_lives1.setText(self.lab_lives1Text)
        elif lives == 2:
            self.lab_lives1Text = "Player1 Lives: 2"
            self.lab_lives1.setText(self.lab_lives1Text)
        elif lives == 1:
            self.lab_lives1Text = "Player1 Lives: 1"
            self.lab_lives1.setText(self.lab_lives1Text)
        elif lives <= 0:
            self.lab_lives1Text = "Player1 Lives: 0"
            self.lab_lives1.setText(self.lab_lives1Text)
            self.flag_playerOneDead = True
            self.player.hide()
            self.playerOneCanShoot = False
            #self.player = None

        if playerNo == 2:
            lives = self.player2.lives

            if lives == 3:
                self.lab_lives2Text = "Player2 Lives: 3"
                self.lab_lives2.setText(self.lab_lives2Text)
            elif lives == 2:
                self.lab_lives2Text = "Player2 Lives: 2"
                self.lab_lives2.setText(self.lab_lives2Text)
            elif lives == 1:
                self.lab_lives2Text = "Player2 Lives: 1"
                self.lab_lives2.setText(self.lab_lives2Text)
            elif lives <= 0:
                self.lab_lives2Text = "Player2 Lives: 0"
                self.lab_lives2.setText(self.lab_lives2Text)
                self.flag_playerTwoDead = True
                self.player2.hide()
                self.playerTwoCanShoot = False
                #self.player2 = None

        self.lab_levelText = "Level: {}".format(self.level_numberrr)
        self.lab_level.setText(self.lab_levelText)

        if self.numberOfPlayer == 1:
            if self.flag_playerOneDead == True:
                self.gameOver()
        elif self.numberOfPlayer == 2:
            if self.flag_playerOneDead == True and self.flag_playerTwoDead == True:
                self.gameOver()

    def gameOver(self):

        self.tempWidget = QWidget()
        self.tempWidget.setGeometry(QtCore.QRect(0, 0, 900, 600))
        self.tempWidget.setObjectName("tempWidget")

        self.horizontalLayout = QHBoxLayout(self.tempWidget)
        self.horizontalLayout.setContentsMargins(0, 0, 0, 0)
        self.horizontalLayout.setSpacing(230)
        self.horizontalLayout.setObjectName("horizontalLayout")
        self.horizontalLayout.setAlignment(Qt.AlignCenter)

        #Labela game over
        self.lab_gameOver = QtWidgets.QLabel(self.tempWidget)
        self.lab_gameOver.setEnabled(True)
        font = QtGui.QFont()
        font.setFamily("Calibri")
        font.setPointSize(60)
        font.setBold(True)
        font.setWeight(QFont.Bold)
        self.lab_gameOver.setFont(font)
        self.lab_gameOver.setObjectName("lab_gameOver")
        self.lab_gameOver.setStyleSheet(
            "color: red; background-color: transparent;")
        self.horizontalLayout.addWidget(self.lab_gameOver)
        self.lab_gameOver.setText("GAME OVER")

        self.tempWidget.setStyleSheet(
            "background-color: rgba(255,255,255,70);")

        self.Widget = self.addWidget(self.tempWidget)

        self.moveEnemy.die()
        self.shootLaser.die()
        self.enemyShoot.die()
        self.key_notifier.die()

    def level_advance(self):

        self.levelUP()
        self.player.lives = 3
        if (self.numberOfPlayer == 2):
            self.player2.lives = 3
            self.player.show()
            self.player2.show()
            self.playerOneCanShoot = True
            self.playerTwoCanShoot = True
            self.flag_playerOneDead = False
            self.flag_playerTwoDead = False

        self.update_GUI_lives(self.numberOfPlayer)

        # Postavljanje neprijatelja
        self.enemies = []
        self.enemies.append(Enemy())
        self.enemies[0].setPos(100, 50)

        for i in range(0, 55):
            self.enemies.append(Enemy())
            if i == 11:
                self.enemies[i].setPos(self.enemies[0].x(),
                                       self.enemies[0].y() + 60)
                continue
            if i == 22:
                self.enemies[i].setPos(self.enemies[11].x(),
                                       self.enemies[11].y() + 60)
                continue
            if i == 33:
                self.enemies[i].setPos(self.enemies[22].x(),
                                       self.enemies[22].y() + 60)
                continue
            if i == 44:
                self.enemies[i].setPos(self.enemies[33].x(),
                                       self.enemies[33].y() + 60)
                continue
            self.enemies[i].setPos(self.enemies[i - 1].x() + 60,
                                   self.enemies[i - 1].y())

        for i in range(0, 55):
            self.addItem(self.enemies[i])

        self.moveEnemy = MoveEnemy()
        self.moveEnemy.calc_done.connect(self.move_enemy)
        self.moveEnemy.start()

        self.enemyShoot = EnemyShoot()
        self.enemyShoot.can_shoot.connect(self.enemy_shoot_laser)
        self.enemyShoot.move_down.connect(self.move_enemy_laser)
        self.enemyShoot.collision_detected.connect(self.enemy_hit_player)
        self.enemyShoot.collision_detected_with_shield.connect(
            self.enemy_laser_shield_collide)
        # Ubrzavanje lasera igraca i enemya
        self.enemyShoot.enemyLaserSpeed += self.level_numberrr
        self.moveEnemy.enemyMoveSpeed += self.level_numberrr

        #print('Enemy move speed: {}'.format(self.moveEnemy.enemyMoveSpeed))
        #print('Enemy laser speed: {}'.format(self.enemyShoot.enemyLaserSpeed))

        if self.numberOfPlayer == 1:
            self.enemyShoot.add_player(self.player)
        else:
            # PROVERA AKO JE MRTAV NE IGRA VISE / A USTVARI IGRA PROCITANO IZ PROJEKTA, NEMA VEZE
            if self.player != None:
                self.enemyShoot.add_player(self.player)
            if self.player2 != None:
                self.enemyShoot.add_player(self.player2)
        self.enemyShoot.start()

        self.shootLaser = PlayerShoot()
        self.shootLaser.calc_done.connect(self.move_laser_up)
        self.shootLaser.collision_detected.connect(
            self.player_laser_enemy_collide)
        self.shootLaser.start()

        for i in range(0, 55):
            self.moveEnemy.add_enemy(self.enemies[i])
            self.shootLaser.add_enemy(self.enemies[i])
            self.enemyShoot.add_enemy(self.enemies[i])

        #Dodavanje stitova
        self.shields = []
        self.shields.append(Shield())
        self.shields[0].setPos(50, 350)
        self.shields.append(Shield())
        self.shields[1].setPos(375, 350)
        self.shields.append(Shield())
        self.shields[2].setPos(700, 350)

        for i in range(0, 3):
            self.addItem(self.shields[i])
            self.enemyShoot.add_shield(self.shields[i])

    def levelUP(self):

        self.tempWidget = QWidget()
        self.tempWidget.setGeometry(QtCore.QRect(0, 0, 900, 600))
        self.tempWidget.setObjectName("tempWidget")

        self.horizontalLayout = QHBoxLayout(self.tempWidget)
        self.horizontalLayout.setContentsMargins(0, 0, 0, 0)
        self.horizontalLayout.setSpacing(230)
        self.horizontalLayout.setObjectName("horizontalLayout")
        self.horizontalLayout.setAlignment(Qt.AlignCenter)

        #Labela next level
        self.lab_nextLevel = QtWidgets.QLabel(self.tempWidget)
        self.lab_nextLevel.setEnabled(True)
        font = QtGui.QFont()
        font.setFamily("Calibri")
        font.setPointSize(30)
        font.setBold(True)
        font.setWeight(QFont.Bold)
        self.lab_nextLevel.setFont(font)
        self.lab_nextLevel.setObjectName("lab_nextLevel")
        self.lab_nextLevel.setStyleSheet(
            "color: GREEN; background-color: transparent;")
        self.horizontalLayout.addWidget(self.lab_nextLevel)
        self.lab_nextLevel.setText("NEXT LEVEL")

        self.tempWidget.setStyleSheet("background-color: rgba(255,255,255,0)")
        self.WidgetLEVEL = self.addWidget(self.tempWidget)

        self.WidgetLEVEL.setZValue(20)

        self.timer = QTimer()
        self.timer.timeout.connect(self.levelUPdelete)
        self.timer.start(2000)

    def levelUPdelete(self):
        self.WidgetLEVEL.hide()
Ejemplo n.º 15
0
def main():
    sdl2.ext.init()

    # Create the window
    window = sdl2.ext.Window("Foo", size=(960, 640))
    window.show()

    # Create the spirte factory and the sprite for the player
    factory         = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE)

    # Create the worl and spriterenderer system
    world           = sdl2.ext.World()
    spriterenderer  = SoftwareRenderer(window)
    movement        = MovementSystem(0, 0, 960, 640)
    playerMovement  = PlayerMovementSystem()
    collision       = CollisionSystem()
    battleSystem = BattleSystem()

    # Add all systems to the world
    world.add_system(playerMovement)
    world.add_system(collision)
    world.add_system(movement)
    world.add_system(spriterenderer)
    world.add_system(battleSystem)

    # Test map generation
    grid = mapGen.buildMap(world, factory, 4)
    grid.build(world, factory)

    enemyTile = random.choice(grid.tiles)
    enemy = Enemy(world, factory, enemyTile.position.x, enemyTile.position.y)

    # Pick random location for player
    playerTile = random.choice(grid.tiles)
    player = Player(world, factory, playerTile.position.x, playerTile.position.y)
    player_speed = 1

    battleSystem.player = player

    playerMovement.player = player
    playerMovement.grid = grid

    gridSystem = GridSystem(960, 640, player)
    world.add_system(gridSystem)

    # Colliders for said items
    collision.player = player
    collision.grid   = grid

    # Main event loop
    running = True
    key_down = False
    while(running):

        events = sdl2.ext.get_events()

        for event in events:

            # Hittin' dat X button doe
            if event.type == sdl2.SDL_QUIT:
                running = False
                break

            if event.type == sdl2.SDL_KEYUP:
                key_down = False

            # Movement
            if event.type == sdl2.SDL_KEYDOWN:
                d = None

                if(not key_down):
                    if event.key.keysym.sym == sdl2.SDLK_UP:
                        d = Direction.NORTH
                        key_down = True

                    elif event.key.keysym.sym == sdl2.SDLK_e:
                        print("I'm attacking with", player.get_damage(), "!")
                        key_down = True

                    elif event.key.keysym.sym == sdl2.SDLK_f:
                        print("Consuming")
                        player.consume()
                        print("Player health now at,", player.playerdata.health)

                    elif event.key.keysym.sym == sdl2.SDLK_DOWN:
                        d = Direction.SOUTH
                        key_down = True

                    elif event.key.keysym.sym == sdl2.SDLK_LEFT:
                        d = Direction.EAST
                        key_down = True

                    elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
                        d = Direction.WEST
                        key_down = True

                    if d != None:
                        collision.player_dir = d
                        enemy.random_move(grid)
                        playerMovement.walk(d)

        sdl2.SDL_Delay(10)
        world.process()

    return 0
Ejemplo n.º 16
0
from KeyHandler import KeyHandler
from InteractionHandler import InteractionHandler

from terrain.Terrain import *

from Utils import *
"""
Testing Assets:

"""

pygame.init()
screen = pygame.display.set_mode((600, 600), RESIZABLE)
pygame.display.set_caption("Game")

player = Player(0, 0, 0)

interactionHandler = InteractionHandler(player)
keyHandler = KeyHandler(player)

entityHandler = EntityHandler(player)
entityHandler.add_entity(Rock(100, 100, 0))
entityHandler.add_entity(LittleRock(100, 200, 0))
entityHandler.add_entity(Rick(100, 0, 0))

tileHandler = TileHandler()
chunkHandler = ChunkHandler()


def tick():
    # interaction handler for player interaction
Ejemplo n.º 17
0
 def get_players():
     players = Player("Sebbe")
     players1 = Player('Linus')
     players2 = Player('Fredrik')
     return [players, players1, players2]
Ejemplo n.º 18
0
class WorldModel(object):
    
    DEBUG = False
    
    physWorld = None
    vel_iters, pos_iters = 6, 2 
    debugRender = None;
    player = None
    body = None
    dynamic_enities = []
    mFirstUpdate = True
    mEntityToFollow = None
    mTimer = None
    mDeathTimer = 1.0
    
    mSwitch = None
    
    
    def __init__(self, camera, luObserver, fxObserver, lvl):
        self.mSwitch = True
        self.mTimer = 0.0
        self.mLevelDone = False
        self.mCamera = camera
        self.mLuObs = luObserver
        self.mFxObs = fxObserver
        self.contactListener = ContactListener()
        self.gravity = Gravity()
        self.physWorld = b2World(gravity=(0,0),doSleep=True, contactListener=self.contactListener)
        self.level = Level(self.physWorld, self.gravity, lvl)
        self.player = Player(self.level.mStartPos, self.physWorld, self.gravity)
        self.mEntityToFollow = self.player
           
    def __resetWorld(self):
        self.mSwitch = True
        self.mDeathTimer = 1.0
        self.mTimer = 0.0
        self.dynamic_enities = []
        self.mFirstUpdate = True
        self.gravity.reset()
        self.player.reset(b2Vec2(self.level.mStartPos.x + self.player.size.x/3, self.level.mStartPos.y + self.player.size.y/2))
        self.mLuObs.levelChanged(self.level)
    
    def restart(self):
        self.level.retryLevel()
        self.__resetWorld()
     
    def update(self, delta):
        self.mTimer += delta
           
        #step the physicsworld
        self.physWorld.Step(delta, self.vel_iters, self.pos_iters)
        self.physWorld.ClearForces()
        
        for body in self.physWorld.bodies:
            #dynamic body
            if body.type == b2_dynamicBody:
                if self.mFirstUpdate:
                    if isinstance(body.userData, Player):
                        self.dynamic_enities.append(body)
                
                if isinstance(body.userData, Player):
                    body.userData.update(delta)
                elif isinstance(body.userData, Enemy):
                    body.userData.update(delta)
                elif isinstance(body.userData, PickableObject):
                    body.userData.update(delta)
                elif isinstance(body.userData, Particle):
                    body.userData.update(delta)
                    
        
        if self.mFirstUpdate == True:          
            self.mFirstUpdate = False
            
        #update level, if level is done, returns true
        if self.level.update(delta, self.player.position):
            self.mLevelDone = True
            
        #is player dead?
        if not self.player.alive:
            
            if self.mSwitch:
                SoundManager.getInstance().playSound(SoundID.FLESHEXPLOSION)
                self.mFxObs.addFx(BloodSplatter(self.physWorld, self.gravity.get(), self.player.position))
                self.mSwitch = False
            
            self.player.stopMovement()
            self.mDeathTimer -= delta
            
            if self.mDeathTimer < 0:
                self.level.retryLevel()
                self.__resetWorld()
        
    
    def changeGravity(self, gravitydirection):
        if self.player.isOnGround() == True:
            self.gravity.set(gravitydirection)
            
            for body in self.dynamic_enities:
                if not body.userData.isInGravityZone():
                    body.userData.flip(gravitydirection)
Ejemplo n.º 19
0
 def add_player(id_):
     Entities.players.append(
         Player(id_, Entities.colors[id_], Constants.map_width_screen / 2,
                Constants.map_height_screen / 2))
Ejemplo n.º 20
0
turn = 0

while True:
    # TURN START
    # Update the map for the new turn and get the latest version
    game_map = game.update_map()

    # map game data to states and entities
    allPlayers = game_map.all_players()
    playerList = []
    shipList = []
    planetList = []
    playerString = ""
    for p in allPlayers:
        playerList.append(Player(p.id))
        playerString += str(p.id) + " : "
        for s in game_map.get_player(p.id).all_ships():
            shipList.append(s)
    for p in game_map.all_planets():
        planetList.append(p)

    logging.info(playerString)
    states.addPlayer(playerList)
    states.addPlanets(planetList)
    states.addShips(shipList)

    # Here we define the set of commands to be sent to the Halite engine at the end of the turn
    command_queue = []
    # For every ship that I control
    for ship in game_map.get_me().all_ships():
Ejemplo n.º 21
0
from states.HaliteStates import HaliteStates

from persistence.Files import Files

from entities.Player import Player

file = "2018-07-28 18:39:14.334851_1"
state = HaliteStates()
persistence = Files("/home/fstuck/repros/hunger-games/haliteChallenge/data/")
p = Player(4)
'''
playerList =[]
playerList.append(Player(3))
playerList.append(Player(4))
playerList.append(Player(6))
playerList.append(Player(60))
state.addPlayer(playerList)
'''

persistence.file = file
#persistence.saveStateRandom(state)

stateBot = persistence.accessFile(file)
n = 0
Ejemplo n.º 22
0
 def on_hover(self, player: Player):
     player.destroy()