Ejemplo n.º 1
0
 def destroyEntity(self, entity):
     for p in self.allPositions:
         if p.coordinate == entity.coordinate:
             if self.isPlayer(entity):
                 entity.coordinate = pos.Coordinate(-1, -1)
                 p.entity = None
                 if p.coordinate not in self.freeCoordinates:
                     self.freeCoordinates.append(p.coordinate)
             elif self.isBubble(entity) or self.isEnemy(entity):
                 entity.coordinate = pos.Coordinate(-1, -1)
                 print("Entity: ", entity, " is no more alive!!!")
                 entity.alive = False
                 p.entity = None
                 if p.coordinate not in self.freeCoordinates:
                     self.freeCoordinates.append(p.coordinate)
Ejemplo n.º 2
0
    def keyPressListener(self, key):
        if key == Qt.Key_A or key == Qt.Key_W or key == Qt.Key_D or key == Qt.Key_Space:

            current_row = self.player1.coordinate.row
            current_column = self.player1.coordinate.column
            desiredCoordinate = pos.Coordinate(current_row,current_column)
            shoot = False
            
            if key == Qt.Key_A:
                desiredCoordinate.column -= 1
            elif key == Qt.Key_D:
                desiredCoordinate.column += 1
            elif key == Qt.Key_W:
                desiredCoordinate.row -= 1
            else:
                shoot = True
            if self.player1.isAlive() and self.player1.spawned:
                self.player1_move_thread = Thread(None,self.move_player,args=[self.player1, desiredCoordinate], name="Player1Thread")
                self.player1_move_thread.start()
                
                if shoot:
                    self.player1_shoot_thread = Thread(None, self.shoot, args=[self.player1], name="Player1ShootThread")
                    self.player1_shoot_thread.start()

        elif key == Qt.Key_Left or Qt.Key_Right or Qt.Key_Up or Qt.Key_0:
            
            current_row = self.player2.coordinate.row
            current_column = self.player2.coordinate.column
            desiredCoordinate = pos.Coordinate(current_row,current_column)
            shoot = False

            if key == Qt.Key_Left :
                desiredCoordinate.column -= 1
            elif key == Qt.Key_Right:
                desiredCoordinate.column += 1
            elif key == Qt.Key_Up:
                desiredCoordinate.row -= 1
            else:
                shoot = True
            if self.player2.isAlive() and self.player2.spawned:
                self.player2_move_thread = Thread(None,self.move_player,args=[self.player2, desiredCoordinate], name="Player2Thread")
                self.player2_move_thread.start()
                
                if shoot:
                    self.player2_shoot_thread = Thread(None, self.shoot, args=[self.player2], name="Player2ShootThread")
                    self.player2_shoot_thread.start()
Ejemplo n.º 3
0
 def __init__(self, name):
     self.name = name
     self.label_right = None
     self.label_left = None
     self.label = None
     self.action = None
     self.coordinate = pos.Coordinate(-1, -1)
     self.speed = 1
Ejemplo n.º 4
0
 def __init__(self, id):
     self.coordinate = pos.Coordinate(-1, -1)
     self.id = id
     self.action = None
     self.label_mode_1 = None
     self.label_mode_2 = None
     self.label_mode_3 = None
     self.mode = -1
     self.alive = False
Ejemplo n.º 5
0
 def shoot(self, coordinate, bubble):
     print("Bubble shoot called for bubble: ", bubble, " with coordinate: ", coordinate)
     cor = pos.Coordinate(coordinate.row, coordinate.column)
     for i in range(3):
         sleep(BUBBLE_SPEED)
         if self.map.isCoordinateAvailable(cor, bubble) and bubble.isAlive():
             self.move_success(cor, bubble)
             if bubble.action == "shoot_r":
                 cor.column += 1
             elif bubble.action == "shoot_l":
                 cor.column -= 1
         else:
             break
     
     print("Bubble shoot ended for bubble: ", bubble, " now coordinate is: ", bubble.coordinate)
     # After shoot is done, we need to start moving bubble on top
     cor = pos.Coordinate(bubble.coordinate.row - 1, bubble.coordinate.column)
     self.bubbleAntiGravityThread = Thread(None, self.bubbleAntiGravity, args=[bubble, cor], name="BubbleAGThread")
     self.bubbleAntiGravityThread.start()
Ejemplo n.º 6
0
 def __init__(self, name, id):
     super().__init__()
     self.id = id
     self.name = name
     self.label_left = None
     self.label_left_imuned = None
     self.label_right = None
     self.label_right_imuned = None
     self.label = None
     self.action = None
     self.canMove = False
     self.coordinate = pos.Coordinate(-1, -1)
     self.initCoordinate = pos.Coordinate( -1, -1)
     self.lifes = 3
     self.imune = False
     self.spawned = False
     self.dir = None
     self.imuneTimerThread = None
     self.movePlayerAfterLifeLossThread = None
     self.game_engine = None
Ejemplo n.º 7
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 def jump(self, coordinate, entity):
     cor = pos.Coordinate(coordinate.row, coordinate.column)
     for i in range(3):
         sleep(JUMP_SLEEP_DURATION)
         if self.map.isCoordinateAvailable(cor, entity):
             self.move_success(cor, entity)
             cor.row = cor.row - 1
         else:
             break
             
     # when we finish jump we need to check for gravity
     self.gravity(entity)
Ejemplo n.º 8
0
 def _initPositions(self):
     index = 0
     for row in range(16):
         for column in range(16):
             p = pos.Position()
             p.setPosition(pos.Coordinate(row, column), None, False)
             if self.board[row][column] == 1:
                 self.freeCoordinates.append(p.coordinate)
             else:
                 p.setWall(True)
             index = 16 * row + column
             self.allPositions.insert(index, p)
Ejemplo n.º 9
0
    def startAI(self, enemy):        
        while(self.running):
            # Find which player is closer. If distance is same, attack player 1 :P
            id = self.getCloserPlayer(enemy)
            #print("Goten id: ", id)

            # Execute step to move closer to player which is closer
            desiredCoordinate = None
            if id == 1:
                desiredCoordinate = pos.Coordinate(self.player1.coordinate.row, self.player1.coordinate.column)
            else:
                desiredCoordinate = pos.Coordinate(self.player2.coordinate.row, self.player2.coordinate.column)

            # Try to move to same column as player, so either gravity will move you to player,
            # or jump can move you to the player
            if desiredCoordinate.column < enemy.coordinate.column:
                enemy.action = "move_left"
                self.gameEngine.move(pos.Coordinate(enemy.coordinate.row, enemy.coordinate.column - 1), enemy)
            elif desiredCoordinate.column > enemy.coordinate.column:
                enemy.action = "move_right"
                self.gameEngine.move(pos.Coordinate(enemy.coordinate.row, enemy.coordinate.column + 1), enemy)
            else:
                if desiredCoordinate.row > enemy.coordinate.row:
                    print("F**k it, i am confused, just go right, as real patriot")
                    enemy.action = "move_right"
                    self.gameEngine.move(pos.Coordinate(enemy.coordinate.row, enemy.coordinate.column + 1), enemy)
                elif desiredCoordinate.row < enemy.coordinate.row:
                    enemy.action = "jump"
                    self.gameEngine.move(pos.Coordinate(enemy.coordinate.row-1 , enemy.coordinate.column), enemy)

            sleep(self.thinkTime)
Ejemplo n.º 10
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 def gravity(self, entity):
     if not self.map.isGravityNeeded(entity):
         return
     coordinateBellow = pos.Coordinate(entity.coordinate.row + 1, entity.coordinate.column)        
     gravity = True
     while(gravity):
         sleep(GRAVITY_SLEEP_DURATION)
         if not self.map.isGravityNeeded(entity):
             gravity = False
         else:
             entity.action = "gravity"
             self.move_success(coordinateBellow, entity)
             coordinateBellow.row += 1
Ejemplo n.º 11
0
    def getCloserPlayer(self, enemy):
        print("Get closer player called")
        # If both players are dead, stop game
        if not self.player1.isAlive() and not self.player2.isAlive():
            print("Killed both players, stopping game...")
            self.running = False
        else:
            # If p1 is dead, chase p2
            if not self.player1.isAlive():
                return 2
            # If p2 is dead, chase p1
            elif not self.player2.isAlive():
                return 1

        # When player lost life, he becomes imune to enemy. So while he is imune, he is of no iterest to us
        if self.player1.imune:
            print("P1 is imune, so i am chasing p2")
            return 2
        elif self.player2.imune:
            print("P2 is imune, so i am chasing p1")
            return 1
        
        p1Coordinate = pos.Coordinate(self.player1.coordinate.row, self.player1.coordinate.column)
        p2Coordinate = pos.Coordinate(self.player2.coordinate.row, self.player2.coordinate.column)
        enemyCoordinate = pos.Coordinate(enemy.coordinate.row, enemy.coordinate.column)

        p1Value = 16 * p1Coordinate.row + p1Coordinate.column
        p2Value = 16 * p2Coordinate.row + p2Coordinate.column
        enemyValue = 16 * enemyCoordinate.row + enemyCoordinate.column

        p1Diff = abs(enemyValue - p1Value)
        p2Diff = abs(enemyValue - p2Value)

        chase = min(p1Diff, p2Diff)

        if chase == p1Diff:
            return 1
        else:
            return 2
Ejemplo n.º 12
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 def afterLifeLoss(self):
     
     # Reset coordinates and set player to be imuned, so enemy is not interested in us anymore!
     self.coordinate = pos.Coordinate(-1, -1)
     self.imune = True
     # Disable pressing buttons untill player is not again spawned on map
     self.spawned = False
     
     # Create imune time thread, which will start when we return to our init pos
     # Try to move player to init pos, after life loss
          
     self.imuneTimerThread = Thread(None,self.startImuneTimer, name="imuneTimerThread")
     self.movePlayerAfterLifeLossThread = Thread(None,self.movePlayerAfterLifeLoss, name="moveAfterLifeLossThread")
     self.movePlayerAfterLifeLossThread.start()
Ejemplo n.º 13
0
    def _updateFreeCoordinates(self, oldCoordinate, newCoordinate):
        # We have moved to some new position. Need to remove that coordinates from list
        if newCoordinate in self.freeCoordinates:
            #print("Removing coordinate from list of free: ", newCoordinate)
            self.freeCoordinates.remove(newCoordinate)

        # We have moved from some coordinate. If it is not init coordinates(-1,-1), we need to add
        # them to list of free coordinates
        if oldCoordinate == pos.Coordinate(-1, -1):
            #print("Initial moving of players...")
            return
        if oldCoordinate not in self.freeCoordinates:
            #print("Adding old coordinate: ", oldCoordinate, " to the list of free coordinates!")
            self.freeCoordinates.append(oldCoordinate)
Ejemplo n.º 14
0
    def isGravityNeeded(self, entity):
        coordinateBellow = pos.Coordinate(entity.coordinate.row + 1,
                                          entity.coordinate.column)
        atCoordinate = self.getEntityAtCoordinate(coordinateBellow)

        if self.isPlayer(entity):
            # Player can land on:
            # 1. Wall
            # 2. Another player
            # 3. On bubble -> TODO
            if self._isWall(coordinateBellow) or self.isPlayer(atCoordinate):
                return False
            elif self.isBubble(atCoordinate):
                if atCoordinate.mode == 1:
                    self.playerLostLife(entity)
                    # Killed, return false, not really need to drop down
                    return False
                else:
                    # For now when we fall, and encounter bubble which is not full, call foundBubble
                    # For NOW we DON'T WANT on bubble which is going up.
                    # TODO: If it is empty bubble - land on bubble, so return false here
                    # TODO: If it is bubble which have enemy iside it - take points, destroy bubble and keep faling (return True)
                    #entity.foundBubble(atCoordinate)
                    return True
            elif self.isEnemy(atCoordinate):
                self.playerLostLife(entity)
                return False
            else:
                return True

        elif self.isEnemy(entity):
            # Enemy can land on
            # 1. On wall
            # 2. On another enemy
            if self._isWall(coordinateBellow) or self.isEnemy(atCoordinate):
                return False
            elif self.isBubble(atCoordinate):
                if atCoordinate.mode == 1:
                    # If it is full bubble, we are dead
                    self.destroyEntity(entity)
                    return False
                else:
                    return True
            elif self.isPlayer(atCoordinate):
                self.playerLostLife(atCoordinate)
                return False
            else:
                return True
Ejemplo n.º 15
0
 def setupPlayer(self, initCoordinate, game_engine):
     self.action = "init"
     self.canMove = True
     self.spawned = True
     self.game_engine = game_engine
     self.initCoordinate = pos.Coordinate(initCoordinate.row, initCoordinate.column)
     if self.id == 1:
         self.label_left = "characters/bub_left.png"
         self.label_left_imuned = "characters/bub_left_imuned.png"
         self.label_right = "characters/bub_right.png"
         self.label_right_imuned = "characters/bub_right_imuned.png"
         self.dir = "right"
     else:
         self.label_left = "characters/bob_left.png"
         self.label_left_imuned = "characters/bob_left_imuned.png"
         self.label_right = "characters/bob_right.png"
         self.label_right_imuned = "characters/bob_right_imuned.png"
         self.dir = "left"
Ejemplo n.º 16
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 def shoot(self, player):
     bub = bubble.Bubble(player.id)
     coordinate = pos.Coordinate(-1,-1)
     
     if player.dir == "right":
         if player.id == 1:
             bub.setupBubble(1)
         else:
             bub.setupBubble(1)
         bub.action = "shoot_r"
         coordinate.setCoordinate(player.coordinate.row, player.coordinate.column + 1)
     elif player.dir == "left":
         if player.id == 1:
             bub.setupBubble(1)
         else:
             bub.setupBubble(1)  
         bub.action = "shoot_l"
         coordinate.setCoordinate(player.coordinate.row, player.coordinate.column - 1)
 
     self.gameEngine.move(coordinate, bub)
Ejemplo n.º 17
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import key_notifier
import map
import game_engine
import player
import pos
import enemy
import bubble

from threading import Thread
from time import sleep

SCREEN_WIDTH = 1200
SCREEN_HEIGHT = 960

P1_INIT_COORDINATE = pos.Coordinate(14,1)
P2_INIT_COORDINATE = pos.Coordinate(14,14)
ENEMY_INIT_COORDIATE = pos.Coordinate(5,7)

class GameWindow(QMainWindow):

    win_change_signal = QtCore.pyqtSignal()

    def __init__(self, list_of_names):
        super().__init__()

        # p1 = green
        # p2 = blue

        # Create map and game engine       
        self.map = map.Map()
Ejemplo n.º 18
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 def move_success(self, coordinate, entity):
     oldCoordinate = pos.Coordinate(entity.coordinate.row, entity.coordinate.column)        
     entity.coordinate.setCoordinate(coordinate.row, coordinate.column)
     #print("Entity: ", entity, " executed action: ", entity.action, " from: ", oldCoordinate, " to: ", coordinate)
     self.map.updateMap(oldCoordinate, coordinate, entity)
Ejemplo n.º 19
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 def _drawP2Lives(self, painter, numOfLives):
     for i in range(numOfLives):
         self._drawPixmap(
             painter, pos.Coordinate(LIVES_ROW_POS, P2_LIFE_1_COLUMN + i),
             'characters/heart.png')