def _generate_platforms(self, game): ground1 = Ground(game) ground1.set_size_and_position(3 * 240, 3 * 16, 0, 3 * (226 - 16)) self.platforms.add(ground1) ground2 = Ground(game) ground2.set_size_and_position(3* 40, 3 * 16, 0, 3 * (226 - 64)) self.platforms.add(ground2)
def __init__(self, parent=None, FRA=None): super().__init__(parent) self.isCorrect = None #사용자가 주어진 단어 입력 성공을 확인하는 변수이다 self.noTyping = None #사용자가 주어진 단어 입력 성공을 확인하는 변수이다 self.isClear = None #게임 종료 후 버튼이 눌렸는지 확인하기 위한 변수이다 self.timer = QBasicTimer() # QBasicTimer()=>timer events을 제공한다 self.timer.start( FRAME_PER_MS, self) # .start(int msec)=>주어진 msec주기로 타이머를 시작하거나 재시작한다 self.back1 = Ground() #배경 이미지를 가진 Ground객체를 생성한다 self.back1.setPos(0, GROUND_HEIGHT) # .setPos(x, y)=>위치를 지정한다 self.addItem(self.back1) # .addItem('')=>QGrahphicsScene에 항목을 추가한다 self.back2 = Ground() #배경 이미지를 가진 Ground객체를 생성한다 self.back2.x = 1000 #생성한 객체의 x좌표를 지정한다 self.back1.setPos(0, GROUND_HEIGHT) # .setPos(x, y)=>위치를 지정한다 self.addItem(self.back2) # .addItem('')=>QGrahphicsScene에 항목을 추가한다 self.user = User() #게임 진행 중인 사용자 이미지를 가진 User객체를 생성한다 self.user.setPos(180, 320) # .setPos(x, y)=>위치를 지정한다 self.addItem(self.user) # .addItem('')=>QGrahphicsScene에 항목을 추가한다 self.croco = Croco() #악어 이미지를 가진 Croco객체를 생성한다 self.croco.setPos(-130, 350) # .setPos(x, y)=>위치를 지정한다 self.addItem(self.croco) # .addItem('')=>QGrahphicsScene에 항목을 추가한다 self.house = House() #게임 성공의 목적지인 집의 이미지를 가진 House객체를 생성한다 self.house.setPos(700, 250) # .setPos(x, y)=>위치를 지정한다 self.addItem(self.house) # .addItem('')=>QGrahphicsScene에 항목을 추가한다 self.win = Win() #게임 성공했을 때의 사용자 이미지를 가진 Win객체를 생성한다 self.win.setPos(800, 390) # .setPos(x, y)=>위치를 지정한다 self.addItem(self.win) # .addItem('')=>QGrahphicsScene에 항목을 추가한다 self.win.setVisible(False) #self.win으로 생성한 객체를 보이지 않도록 지정한다 self.view = QGraphicsView( self) #QGrahicsView()=>구상한 QGraphicsScene을 시각화한다 self.view.setHorizontalScrollBarPolicy( Qt.ScrollBarAlwaysOff) #가로 방향 스크롤을 off로 설정한다 self.view.setVerticalScrollBarPolicy( Qt.ScrollBarAlwaysOff) #세로 방향 스크롤을 off로 설정한다 self.view.setFixedSize( SCREEN_WIDTH, SCREEN_HEIGHT) # .setFixedSize()=>self.view의 크기 고정한다 self.setSceneRect( 0, 100, SCREEN_WIDTH, SCREEN_HEIGHT) # .setFixedSize()=>self.view의 시작 위치와 크기 고정한다
def reset(self, lives: int, settings: dict, score: int): self._settings = settings self._arena = Arena((ARENA_W, ARENA_H)) self._arena.add_to_score(score) Mountain(self._arena, (MOUNTAIN_X, MOUNTAIN_Y)) Hill(self._arena, (HILL_X, HILL_Y), self._settings['level']) self._ground = Ground(self._arena, (GROUND_X, GROUND_Y), self._settings['difficulty']) self._start_time = time() self.bg_list = [Mountain, Hill, Ground] self._time_to_generate_alien = time() self._hero = [] self._hero.append(Rover(self._arena, (ROVER_X, ROVER_Y), 1)) if self._settings['mode'] == 'co-op': self._hero.append(Rover(self._arena, (ROVER_2_X, ROVER_2_Y), 2)) self._start = time() self._playtime = 80 self.hero_lives = lives self._aliens = [] self._obstacles = [] self._type_obstacles = [Rock, Hole] self._rand_x_bomb = 0 self._time_to_generate_bomber = time() self._bomb_ready = False self._second = time() if self._settings['difficulty'] == 'Easy': self.OBS_RANGE = 400 elif self._settings['difficulty'] == 'Normal': self.OBS_RANGE = 300 else: self.OBS_RANGE = 200
def __init__(self): pygame.init() self.camera = Vector2(400, 0) self.ground = Ground() self.clock = pygame.time.Clock() self.screen = pygame.display.set_mode((screenWidth, screenHeight)) self.player = Player()
def __init__(self): """Initialize the game, and create game resources.""" pygame.init() self.settings = Settings() self.stats = GameStats(self) self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) # Fullscreen mode #self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) #self.settings.screen_width = self.screen.get_rect().width #self.settings.screen_height = self.screen.get_rect().height self.block = Block(self) self.bowser = Bowser(self) self.ground = Ground(self) self.axe = Axe(self) self.fireballs = pygame.sprite.Group() self.iceballs = pygame.sprite.Group() self.gravity = self.settings.gravity self.groundY = 0 # Make the Play button. self.play_button = Button(self, "Play")
def __init__(self, width, height, title): # Window initializing code self.win_size = width, height self.win = pygame.display.set_mode((width, height)) pygame.display.set_caption(title) self.running = True self.background = (0, 0, 0) # Pymunk initializing code pymunk.pygame_util.positive_y_is_up = False self.space = pymunk.Space() self.space.gravity = 0, 700 # Create game objects self.ground = Ground(self.win_size[0], 150, self.win_size) self.player1 = Tank("red") self.player2 = Tank("blue") self.bullets = [] # Setup code self.current_player = self.player1 self.other_player = self.player2 self.moves_left = 100 self.shoot_wait = 380 self.shooting = False self.player1.body._set_position((100, 250)) self.player2.body._set_position((width-136, 250)) # Add game objects to space self.ground.add_to_space(self.space) self.player1.add_to_space(self.space) self.player2.add_to_space(self.space)
def add_comp(self, comp, x, y): """ Adds a component to the sprite group of a given type and position""" xpos, ypos = self.grid_snap(x, y) new_component = None if comp == 'r': value = input('Please enter a resistor value (-1 to cancel): ') value = int(value) if not value == -1: new_component = Resistor(value, xpos, ypos) else: print('canceling') elif comp == 'v': value = 5 new_component = Voltage(value, xpos, ypos) self.vcc = new_component elif comp == 'g': value = 0 new_component = Ground(xpos, ypos) else: print('Not an existing component') #just for debugging if not new_component is None: self.components.add(new_component) self.graph.update({(xpos, ypos): (comp, value)}) #component info for analysis self.connections[new_component] = list() print(self.graph)
def test_connect_database(self): g = Ground() self.assertTrue(g != None) s = Spider() self.assertTrue(s != None) h = Horace() self.assertTrue(h != None)
def __init__(self, mw, ball): #self.mw = mw self.ground = Ground() self.points = [0 for _ in range(9)] self.records = [] self.sumrecords = [] self.games = 0 self.top_players = [Player(True, i, mw) for i in range(9)] self.bottom_players = [] for i in range(9): if i == 0: p = Pitcher(False, i, mw) elif i == 1: p = Catcher(False, i, mw) elif i == 2: p = First(False, i, mw) elif i == 3: p = Second(False, i, mw) elif i == 4: p = Third(False, i, mw) elif i == 5: p = Short(False, i, mw) else: p = Player(False, i, mw) self.bottom_players.append(p) self.ball = ball
def run_game(): pygame.init() settings = Settings() clock = pygame.time.Clock() #tela screen = pygame.display.set_mode(settings.SCREEN_DIMENSION) pygame.display.set_caption('Flappy Bird - Python') surface = pygame.image.load('images/bluebird-midflap.png') pygame.display.set_icon(surface) #objetos bird = Bird(settings, screen) ground = Ground(screen, settings) button = Button(screen, settings) game_over = GameOverButton(screen, settings) score = Scoreboard(screen) #grupos ground_group = Group() pipe_up_group = Group() pipe_down_group = Group() #adições ground_group.add(ground) #------------------------------------------------------------------------------------------------------------------- while True: clock.tick(30) function.check_events(bird, screen, settings, pipe_up_group, pipe_down_group, score) function.update_screen(screen, bird, settings, ground_group, button, game_over, pipe_up_group, pipe_down_group, score)
def enter(): gfw.world.init([ 'bg', 'ground', 'enemy_melee', 'enemy_range', 'enemy_charge', 'bullet', 'player' ]) obj_gen.init() global stage_sel stage_sel = stage() global player player = Player() gfw.world.add(gfw.layer.player, player) global bg bg = Bg() bg.image = gfw.image.load(stage_sel.bg_selector()) gfw.world.add(gfw.layer.bg, bg) global ground ground = Ground() gfw.world.add(gfw.layer.ground, ground) global game_state game_state = STATE_IN_GAME global music_bg music_bg = load_wav('res/Bg_music.wav') music_bg.repeat_play()
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) ground = Ground() game_world.add_object(ground, 0)
def enter(): global ground, character, stage, hp global scoreLabel, Label global jelly_sound, collide_sound, item_eat character = Cookie() stage = Stage() ground = Ground() hp = HP() game_world.add_object(character, 1) game_world.add_object(stage, 0) game_world.add_object(ground, 0) game_world.add_object(hp, 0) label = score.Label("Score: ", 50, get_canvas_height() - 50, 45, 0) label.color = (255, 255, 255) score.labels.append(label) scoreLabel = label jelly_sound = load_wav('jelly.wav') jelly_sound.set_volume(32) item_eat = load_wav('item.wav') item_eat.set_volume(32) collide_sound = load_wav('collide.wav') collide_sound.set_volume(50)
def update(self): for col in self._map: for panel in col: if panel.is_road() and panel.update() == 1: ground = Ground(panel.point.x, panel.point.y) self.replace_panel(ground) self.i_manager.update()
def enter(): global stage, ground, hp, cookie, jelly, potion, jtrap, djtrap, strap global scoreLabel, Label global jelly_sound, item_sound, collide_sound stage = Stage() # 스테이지 ground = Ground() # 바닥 hp = HP() # 체력 cookie = Cookie() # 캐릭터 game_world.add_object(stage, game_world.layer_bg) game_world.add_object(ground, game_world.layer_bg) game_world.add_object(hp, game_world.layer_bg) game_world.add_object(cookie, game_world.layer_player) # 점수 label = score.Label("Score: ", 50, get_canvas_height() - 50, 45, 0) label.color = (255, 255, 255) score.labels.append(label) scoreLabel = label # 사운드 jelly_sound = load_wav('jelly.wav') jelly_sound.set_volume(32) item_sound = load_wav('item.wav') item_sound.set_volume(32) collide_sound = load_wav('collide.wav') collide_sound.set_volume(50)
def enter(): gfw.world.init([ 'bg', 'ground', 'spine', 'jelly', 'h_item', 's_item', 'missile', 'skill_w', 'skill_f', 'skill_g', 'player' ]) global score score = 0 for n, speed in [(1, 10), (2, 100)]: bg = Background('cookie_run_bg_%d.png' % n) bg.speed = speed gfw.world.add(gfw.layer.bg, bg) global ground for l, sp in [(0, n_speed), (500, n_speed), (1000, n_speed), (1500, n_speed)]: ground = Ground(l, sp) gfw.world.add(gfw.layer.ground, ground) global font font = gfw.font.load('res/CookieRun.ttf', 30) global Select Select = cookie_state.Select global player player = Player(Select) gfw.world.add(gfw.layer.player, player)
def __init__(self, bg): self.bg = bg #self.x, self.y = 64 * 6, 64 * 2 + 32 # 32 = 플레이어 높이 // 2 self.x = 64 * 6 # 전체 백그라운드 중에서 드로우 좌표 self.y = 360 + 64 * 3 + 32 # 전체 백그라운드 중에서 드로우 좌표 self.canvas_width = get_canvas_width() self.canvas_height = get_canvas_height() self.image = load_image('image\Player\Idle.png') self.runImage = load_image('image\Player\Run.png') self.jumpImage = load_image('image\Player\Jump.png') self.attackImage = load_image('image\Player\Attack.png') self.image_dash = load_image('image\dash_effect.png') self.hurtImage = load_image('image\Player\Hurt.png') self.dir = 1 self.jump_timer = 0.1 self.jumped = False self.workingJump = True self.stop_jump_while_dash = 0 self.dash_timer = 0 self.velocity = 0 self.velocityOnY = 0 self.fall_speed = 400 self.jumping = False self.frame = 0 self.attackFrame = 0 self.hurtFrame = 0 self.hurting = False self.invincibilityTime = 10 self.HP = 100 self.STR = 30 self.INT = 50 self.attack_count = 0 self.coinCount = 0 self.groundList = Ground.groundList self.groundYList = Ground.groundYList self.ax = 0 self.bx = 0 self.ay = 0 self.by = 0 self.ground0 = Ground(0, self.bg) self.ground1 = Ground(1, self.bg) self.ground2 = Ground(2, self.bg) self.ground3 = Ground(3, self.bg) self.ground4 = Ground(4, self.bg) self.ground5 = Ground(5, self.bg) self.ground6 = Ground(6, self.bg) self.chicken = None self.inCure = False self.onFire = False self.onFlatform = False self.potionHealthy = 40 self.itemList = [[], [], []] # Item self.magicList = [[], [], []] # Magic self.fireSpellCount = 0 self.light = None self.fire = None self.font = load_font('ConsolaMalgun.ttf') self.event_que = [] self.cur_state = IdleState self.cur_state.enter(self, None)
def __init__(self): self.running = False self.window = pygame.display.set_mode( (self.WIN_WIDTH, self.WIN_HEIGHT)) self.clock = pygame.time.Clock() self.score = 0 self.bird = Bird(230, 350) self.ground = Ground(730) self.pipes = [Pipe(600)]
def enter(): server.boy = Boy() game_world.add_object(server.boy, 1) server.zombie = Zombie() game_world.add_object(server.zombie, 1) server.ground = Ground() game_world.add_object(server.ground, 0)
def returnMap(posx, posy, mappos, direction, length, height): grnd = Ground(length, height) grnd.renderGround(mappos) mrio = Mario(posx, posy) if mappos >= 2: mapMatrix = renderBlocks(grnd.length - (mappos - 2), 7, grnd) grnd.updateMap(mapMatrix) mapMatrix = mrio.renderMario(grnd, direction) return mapMatrix
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global zombie zombie = Zombie() game_world.add_object(zombie, 1) ground = Ground() game_world.add_object(ground, 0)
def __init__(self, player): self.platform_list = pygame.sprite.Group() self.enemy_list = pygame.sprite.Group() self.chest_list = pygame.sprite.Group() self.teleporter_list = pygame.sprite.Group() self.player = player self.world_shift = 0 ground = Ground() wall = Wall() self.platform_list.add(ground) self.platform_list.add(wall)
def initEnemies(): x = 0 while (x < cfg.numPipes): pipeSet = PipeSet(x, enemy_list) pipeSets.append(pipeSet) x += 1 x = 0 while (x < cfg.numGround): ground = Ground(x) enemy_list.add(ground) x += 1
def __init__(self): self.display = (1000, 800) # window'un boyutlari self.mouseX = 0 # mouse hareketinin x koordinati self.mouseY = 0 # mouse hareketinin y koordinati self.flag = False self.flag2 = False self.currentValue = 0 self.antenna = Antenna() self.plane = Plane() self.ground = Ground(100, 100) # ground'un boyutlari self.sidebar = SideBar()
def __init__(self, images, gravity=1): super(World, self).__init__() self.background = images['sky'] self.image = self.background.copy() self.scroll = cycle(range(self.background.get_width())) self.rect = self.image.get_rect() self.ground = Ground(images['ground'], self.rect.midleft) self.background.fill((33, 22, 7), self.ground.rect) self.gravity = gravity self.start_locs = [ tuple(map(add, (0, self.ground.rect.height), loc)) for loc in self.ground.start_locs ]
def create_ground_slice(filename): with open(filename) as f: lines = f.readlines() clay_coords = set() for line in lines: raw_coords = line.strip().split(', ') intermediate_coords = parse_coordinates(raw_coords, reverse=line[0] == 'y') clay_coords = clay_coords.union(set(intermediate_coords)) return Ground(clay_coords)
def initEnemies(pipeDistance, pipeGap): x = 0 while (x < display_width + 678): ground = Ground(x, display_width) enemy_list.add(ground) x += 336 x = 0 y = -160 while (x < display_width): upperPipe = UpperPipe(x, y) enemy_list.add(ground) lowerPipe = LowerPipe(x, y + pipeGap) enemy_list.add(ground) x += pipeDistance
def __init__(self): """ Constructor """ pygame.init() pygame.mixer.init() # Load game icon self.game_icon = pygame.image.load('images/game/icon.png') pygame.display.set_icon(self.game_icon) self.settings = Settings() # Set screen dimensions. self.SCREEN_HEIGHT, self.SCREEN_WIDTH = self.settings.screen_height, self.settings.screen_width pygame.display.set_caption("Flappy Unicorn") self.screen = pygame.display.set_mode( (self.SCREEN_WIDTH, self.SCREEN_HEIGHT)) self.screen_rect = self.screen.get_rect() self.game_active = False self.game_over = False self.pillar_time_elapsed = 0 self.cloud_time_elapsed = 0 self.clock_tick = 0 # Audio instance. self.audio = Audio() # Create start and game over screens. self.start_screen = StartScreen(self) self.game_over_screen = GameOver(self) # Create an animated flying unicorn self.unicorn = Unicorn(self) self.unicorn_sprite = pygame.sprite.Group(self.unicorn) # Create the background self.background = Background(self) # Create ground. self.ground = Ground(self) # Create cloud. self.clouds = pygame.sprite.Group() # Create pillar sprite group. self.pillars = pygame.sprite.Group() # Create the scoreboard. self.scoreboard = Scoreboard(self)
def __init__(self): #generer joueur self.player = Player(self) self.all_players = pygame.sprite.Group self.all_players.add(self.player) self.ground = Ground(self) self.background = pygame.image.load("assets/background.png") self.background_x = 0 self.pressed = {} self.game_clock = pygame.time.Clock() self.fps = 30 self.rect = pygame.Rect(0, 0, 720, 480) self.nb_obstacles = 0 self.liste_obstacles = pygame.sprite.Group()
def _generate_territory(self, x, y): u""" x, yの位置に設置されるTerritoryを返す プレイヤー人数によって配置が異なるのでその処理をココで行う """ if self.player_count == 1: if 6 <= x <= 9: return Territory(x, y, self.players[0]) else: return Ground(x, y) elif self.player_count == 2: u""" 2-5 Player 1 10-13 Player 2 """ if 2 <= x <= 5: return Territory(x, y, self.players[0]) elif 10 <= x <= 13: return Territory(x, y, self.players[1]) else: return Ground(x, y) elif self.player_count == 3: u""" 1~4 Player 1 6-9 Player 2 11-14 Player 3 """ if 1 <= x <= 4: return Territory(x, y, self.players[0]) elif 6 <= x <= 9: return Territory(x, y, self.players[1]) elif 11 <= x <= 14: return Territory(x, y, self.players[2]) else: return Ground(x, y) elif self.player_count == 4: return Territory(x, y, self.players[int(x / 4)])