Ejemplo n.º 1
0
    def __init__(self, speed, starting_position, texture, window_rectangle,
                 collision_manager):
        self.window_rectangle = window_rectangle
        self.starting_position = starting_position
        self.speed = speed
        self.collision_manager = collision_manager
        self.direction = 1 if speed > 0 else -1

        # Plane
        fly_anim = Animation()
        fly_anim.texture = texture
        fly_anim.add_frame(sf.Rectangle((0, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((176, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))

        self.plane = AnimatedSprite(sf.seconds(0.2), False, True)
        self.plane.play(fly_anim)
        self.plane.size = sf.Vector2(self.plane.global_bounds.width / 2,
                                     self.plane.global_bounds.height / 2)
        self.plane.origin = self.plane.global_bounds.width / 2.0, self.plane.global_bounds.height / 2.0
        self.plane.scale((self.direction * 0.5, 0.5))

        self.plane.position = self.starting_position
        self.plane_speed = sf.Vector2(speed, 0)

        self.is_dead = False
        self.jump_time = None
        self.plane_jumped = False

        self.immortal = None

        self.bullets = set()

        SoundManager.play_player_appear_sound()
Ejemplo n.º 2
0
    def __init__(self, speed, starting_position, texture, window_rectangle, collision_manager):
        self.window_rectangle = window_rectangle
        self.starting_position = starting_position
        self.speed = speed
        self.collision_manager = collision_manager
        self.direction = 1 if speed > 0 else -1

        # Plane
        fly_anim = Animation()
        fly_anim.texture = texture
        fly_anim.add_frame(sf.Rectangle((0, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((176, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))

        self.plane = AnimatedSprite(sf.seconds(0.2), False, True)
        self.plane.play(fly_anim)
        self.plane.size = sf.Vector2(self.plane.global_bounds.width / 2, self.plane.global_bounds.height / 2)
        self.plane.origin = self.plane.global_bounds.width / 2.0, self.plane.global_bounds.height / 2.0
        self.plane.scale((self.direction * 0.5, 0.5))

        self.plane.position = self.starting_position
        self.plane_speed = sf.Vector2(speed, 0)

        self.is_dead = False
        self.jump_time = None
        self.plane_jumped = False

        self.immortal = None

        self.bullets = set()

        SoundManager.play_player_appear_sound()
Ejemplo n.º 3
0
    def display_list(self):

        self.win.clear(self.backgnd)
        states = sf.RenderStates()
        if self.use_shader:
            states.shader = self.cycle.shader
        self.win.draw(self.screen_spr, states)

        if self.boxzoom == 1:
            if self.clock.elapsed_time.milliseconds > 1000.0:
                self.boxzoom = 2

        elif self.boxzoom == 2:

            fac = (self.clock.elapsed_time.milliseconds - 1000.0) / 1000.0
            fac2 = math.sin((fac * 0.5 * math.pi))
            x, y = self.endpos * fac2
            w, h = self.endsize + (self.startsize - self.endsize) * (1 - fac2)

            self.view.reset(sf.Rectangle((x, y), (w, h)))
            self.win.view = self.view

        self.win.display()
        if self.cycle_switch:
            self.cycle.update(self.step)

        if self.clock.elapsed_time > sf.seconds(2):
            self.clock.restart()
            self.view_index += 1
            if self.view_index == len(self.view_list):
                self.view_index = 0

            self.mode = "init_display_list"
Ejemplo n.º 4
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    def move_randomly(self, dt):
        if self.direction_timer.elapsed_time > sf.seconds(5) \
                or not MAP_RECT.contains(self.position + (self.direction * self.speed * 10)):
            self.direction = random_unit_vector()
            self.direction_timer.restart()

        self.move(self.direction * self.speed, dt)
Ejemplo n.º 5
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    def move_randomly(self, dt):
        if self.direction_timer.elapsed_time > sf.seconds(5) \
                or not MAP_RECT.contains(self.position + (self.direction * self.speed * 10)):
            self.direction = random_unit_vector()
            self.direction_timer.restart()

        self.move(self.direction * self.speed, dt)
Ejemplo n.º 6
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    def create_animation(self, action):
        action, direction, duration = self.current_action

        texture, frames = self.data.mobs[self.mob][action, direction]
        body = AnimationSprite(texture, frames)

        return MobAnimation(body, sf.seconds(1))
	def run(self):

		clock = sf.Clock()
		time_since_last_update = sf.seconds(0)
		for i in range(settings.INITIAL_ENTITIES):
			self.entities.append(Entity(sf.Vector2(
				random.randrange(width),
				random.randrange(height))))

		while self.window.is_open:

			dt = clock.restart()
			time_since_last_update += dt

			while time_since_last_update > time_per_update:
				time_since_last_update -= time_per_update

				t = clock.elapsed_time
				self.update(time_per_update)
				t = clock.elapsed_time - t
				self.statistics.t_update.append(t.microseconds)

			self.process_events()
			self.statistics.update_texts(dt)

			t = clock.elapsed_time
			self.render()
			self.statistics.num_frames += 1
			t = clock.elapsed_time - t
			self.statistics.t_render.append(t.microseconds)
Ejemplo n.º 8
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    def update(self, elapsed_time):
        for bullet in self.bullets:
            bullet.update(elapsed_time)



        self.check_bounds()

        if self.is_dead:
            return

        if not self.plane_jumped and (self.plane.rotation <= 60 or self.plane.rotation >= 300):
            self.plane.rotate(1.25 * self.direction)

        if self.immortal and self.immortal.elapsed_time.seconds > IMMORTAL_TIME:
            self.immortal = None
            self.plane.color = sf.Color(255, 255, 255, 255)

        if self.plane_jumped:
            self.plane_speed.y = -200.0

            if self.jump_time.elapsed_time.seconds < 0.25:
                self.plane.rotate(-2.5 * self.direction)
            else:
                self.plane_jumped = False
                self.jump_time = None
            if self.plane.rotation % 300 > 60:
                self.plane.rotation = (300, 60)[self.plane.rotation * self.direction > 300]

        if self.plane_speed.y <= 50 * GRAVITY:
            self.plane_speed += sf.Vector2(0.0, GRAVITY)

        self.plane.move(self.plane_speed * elapsed_time)
        self.plane.update(sf.seconds(elapsed_time))
Ejemplo n.º 9
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 def __init__(self, framestime, name):
     self.framestime = sf.seconds(framestime)
     self.clock = sf.Clock()
     self.currentframe = 0
     self.name = name
     self.frames = []
     self._itersCount = 0
Ejemplo n.º 10
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    def update(self, elapsed_time):
        for bullet in self.bullets:
            bullet.update(elapsed_time)

        self.check_bounds()

        if self.is_dead:
            return

        if not self.plane_jumped and (self.plane.rotation <= 60
                                      or self.plane.rotation >= 300):
            self.plane.rotate(1.25 * self.direction)

        if self.immortal and self.immortal.elapsed_time.seconds > IMMORTAL_TIME:
            self.immortal = None
            self.plane.color = sf.Color(255, 255, 255, 255)

        if self.plane_jumped:
            self.plane_speed.y = -200.0

            if self.jump_time.elapsed_time.seconds < 0.25:
                self.plane.rotate(-2.5 * self.direction)
            else:
                self.plane_jumped = False
                self.jump_time = None
            if self.plane.rotation % 300 > 60:
                self.plane.rotation = (
                    300, 60)[self.plane.rotation * self.direction > 300]

        if self.plane_speed.y <= 50 * GRAVITY:
            self.plane_speed += sf.Vector2(0.0, GRAVITY)

        self.plane.move(self.plane_speed * elapsed_time)
        self.plane.update(sf.seconds(elapsed_time))
Ejemplo n.º 11
0
 def __init__(self, gameSize):
     self.computerPaddle = sf.RectangleShape()
     self.computerPaddle.size = sf.Vector2(98, 23)
     self.computerPaddle.origin = self.computerPaddle.size / 2
     self.computerPaddle.fill_color = sf.Color(252, 216, 72)
     self.computerPaddle.position = gameSize.x / 2, 25
     self.computerPaddle.outline_thickness = 2
     self.computerPaddle.outline_color = sf.Color.WHITE
     self.paddleSpeed = 0
     self.ai_timer = sf.Clock()
     self.ai_time = sf.seconds(0.1)
Ejemplo n.º 12
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    def update(self, elapsed_time):
        # Backgrounds
        self.backgrounds[0].move(
            sf.Vector2(-GROUND_SPEED / 10.0, 0.0) * elapsed_time)
        self.backgrounds[1].position = self.backgrounds[0].position + \
                                       sf.Vector2(self.backgrounds[0].global_bounds.width, 0)

        if self.backgrounds[0].position.x <= -WWIDTH:
            self.backgrounds[0], self.backgrounds[1] = self.backgrounds[
                1], self.backgrounds[0]

        # Grounds
        self.grounds[0].move(sf.Vector2(-GROUND_SPEED, 0) * elapsed_time)
        self.grounds[1].position = self.grounds[0].position + sf.Vector2(
            self.grounds[0].global_bounds.width, 0)

        if self.grounds[0].position.x <= -WWIDTH:
            self.grounds[0], self.grounds[1] = self.grounds[1], self.grounds[0]

        # Plane
        if not self.plane_jumped and (self.plane.rotation <= 60
                                      or self.plane.rotation >= 300):
            self.plane.rotate(1.25)

        if self.plane_jumped:
            self.plane_speed = sf.Vector2(0.0, -150.0)

            if self.jump_time.elapsed_time.seconds < 0.25:
                self.plane.rotate(-2.5)
            else:
                self.plane_jumped = False
                self.jump_time = None
            if self.plane.rotation % 300 > 60:
                self.plane.rotation = (300, 60)[self.plane.rotation > 300]

        if self.plane_speed.y <= 50 * GRAVITY:
            self.plane_speed += sf.Vector2(0.0, GRAVITY)

        self.plane.move(self.plane_speed * elapsed_time)
        self.plane.update(sf.seconds(elapsed_time))

        # Rocks
        if len(self.rocks) > 0:
            self.rocks[0].move(sf.Vector2(-GROUND_SPEED, 0.0) * elapsed_time)
            self.rocks[1].position = sf.Vector2(
                self.rocks[0].position.x + 300,
                WHEIGHT - self.rocks[0].global_bounds.height)

            if self.rocks[1].position.x <= -self.rocks[1].global_bounds.width:
                for i in xrange(2):
                    self.rocks.pop(0)
                self.spawn_rocks()
    def __init__(self, font):

        sf.Drawable.__init__(self)

        self.time_per_text_update = sf.seconds(1 / UPDATES_PER_SECOND)
        self.update_time = sf.seconds(0)
        self.num_frames = 0

        self.fps = deque([], UPDATES_PER_SECOND)
        self.t_update = deque([], UPDATES_PER_SECOND)
        self.t_render = deque([], UPDATES_PER_SECOND)

        self.text = sf.Text()
        self.text.font = font
        self.text.position = (5, 5)
        self.text.character_size = 14
        self.text.color = sf.Color(220, 220, 100, 220)

        self.settings_text = sf.Text()
        self.settings_text.font = font
        self.settings_text.position = (5, settings.HEIGHT - 65)
        self.settings_text.character_size = 14
        self.settings_text.color = sf.Color(220, 220, 100, 220)

        self.num_entities = 0
        self.collision_checks = 0

        self.help_text = sf.Text()
        self.help_text.font = font
        self.help_text.position = (settings.WIDTH - 300, 5)
        self.help_text.character_size = 14
        self.help_text.color = sf.Color(220, 220, 100, 220)
        r = re.compile(r'(.+=) *sf\.Keyboard\.(.*)')
        with open("settings.py") as s:
            t = r.findall(s.read())
            t = '\n'.join(map(' '.join, t))
            self.help_text.string = "KEYBINDINGS:\n" + "------------\n" + t
        self.help = settings.HELP_ON
	def __init__(self, font):

		sf.Drawable.__init__(self)

		self.time_per_text_update = sf.seconds(1/UPDATES_PER_SECOND)
		self.update_time = sf.seconds(0)
		self.num_frames = 0

		self.fps = deque([], UPDATES_PER_SECOND)
		self.t_update = deque([], UPDATES_PER_SECOND)
		self.t_render = deque([], UPDATES_PER_SECOND)

		self.text = sf.Text()
		self.text.font = font
		self.text.position = (5, 5)
		self.text.character_size = 14
		self.text.color = sf.Color(220, 220, 100, 220)

		self.settings_text = sf.Text()
		self.settings_text.font = font
		self.settings_text.position = (5, settings.HEIGHT-65)
		self.settings_text.character_size = 14
		self.settings_text.color = sf.Color(220, 220, 100, 220)

		self.num_entities = 0
		self.collision_checks = 0

		self.help_text = sf.Text()
		self.help_text.font = font
		self.help_text.position = (settings.WIDTH-300, 5)
		self.help_text.character_size = 14
		self.help_text.color = sf.Color(220, 220, 100, 220)
		r = re.compile(r'(.+=) *sf\.Keyboard\.(.*)')
		with open("settings.py") as s:
			t = r.findall(s.read())
			t = '\n'.join(map(' '.join, t))
			self.help_text.string = "KEYBINDINGS:\n" + "------------\n" + t
		self.help = settings.HELP_ON
Ejemplo n.º 15
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    def __init__(self, frametime=sf.seconds(0.2), paused=False, looped=True):
        super(AnimatedSprite, self).__init__()

        self.animation = None
        self.frametime = frametime
        self.paused = paused
        self.looped = looped

        self.current_time = None
        self.current_frame = 0

        self.texture = None

        self.vertices = sf.VertexArray(sf.PrimitiveType.QUADS, 4)
    def __init__(self, body, underwear, hair=None, duration=sf.seconds(1)):
        Animation.__init__(self, body.size(), duration)

        self._body = body
        self._underwear = underwear
        self._hair = hair

        self._mantle = None
        self._shoes = None
        self._legging = None
        self._hauberk = None
        self._armor = None

        self._weapon = None
        self._shield = None
Ejemplo n.º 17
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    def update(self, elapsed_time):
        # Backgrounds
        self.backgrounds[0].move(sf.Vector2(-GROUND_SPEED / 10.0, 0.0) * elapsed_time)
        self.backgrounds[1].position = self.backgrounds[0].position + \
                                       sf.Vector2(self.backgrounds[0].global_bounds.width, 0)

        if self.backgrounds[0].position.x <= -WWIDTH:
            self.backgrounds[0], self.backgrounds[1] = self.backgrounds[1], self.backgrounds[0]

        # Grounds
        self.grounds[0].move(sf.Vector2(-GROUND_SPEED, 0) * elapsed_time)
        self.grounds[1].position = self.grounds[0].position + sf.Vector2(self.grounds[0].global_bounds.width, 0)

        if self.grounds[0].position.x <= -WWIDTH:
            self.grounds[0], self.grounds[1] = self.grounds[1], self.grounds[0]

        # Plane
        if not self.plane_jumped and (self.plane.rotation <= 60 or self.plane.rotation >= 300):
            self.plane.rotate(1.25)

        if self.plane_jumped:
            self.plane_speed = sf.Vector2(0.0, -150.0)

            if self.jump_time.elapsed_time.seconds < 0.25:
                self.plane.rotate(-2.5)
            else:
                self.plane_jumped = False
                self.jump_time = None
            if self.plane.rotation % 300 > 60:
                self.plane.rotation = (300, 60)[self.plane.rotation > 300]

        if self.plane_speed.y <= 50 * GRAVITY:
            self.plane_speed += sf.Vector2(0.0, GRAVITY)

        self.plane.move(self.plane_speed * elapsed_time)
        self.plane.update(sf.seconds(elapsed_time))

        # Rocks
        if len(self.rocks) > 0:
            self.rocks[0].move(sf.Vector2(-GROUND_SPEED, 0.0) * elapsed_time)
            self.rocks[1].position = sf.Vector2(self.rocks[0].position.x + 300,
                                                WHEIGHT - self.rocks[0].global_bounds.height)

            if self.rocks[1].position.x <= -self.rocks[1].global_bounds.width:
                for i in xrange(2):
                    self.rocks.pop(0)
                self.spawn_rocks()
Ejemplo n.º 18
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    def __init__(self):
        # Window
        self.window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE,
                                      sf.Style.CLOSE | sf.Style.TITLEBAR,
                                      SETTINGS)
        self.window.framerate_limit = 60

        # Clock
        self.clock = sf.Clock()

        # View
        self.view = sf.View(sf.Rectangle((0, 0), (WWIDTH, WHEIGHT)))
        self.window.view = self.view

        # Loading assets
        self.load_assets()

        self.backgrounds = [sf.Sprite(self.bg_texture) for i in xrange(2)]
        self.grounds = [sf.Sprite(self.ground_texture) for i in xrange(2)]

        self.grounds[0].position = 0, 409
        self.grounds[1].position = 0, 409

        # Plane
        fly_anim = Animation()
        fly_anim.texture = self.plane_sheet
        fly_anim.add_frame(sf.Rectangle((0, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((176, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))

        self.plane = AnimatedSprite(sf.seconds(0.2), False, True)
        self.plane.play(fly_anim)
        self.plane.origin = self.plane.global_bounds.width / 2.0, self.plane.global_bounds.height / 2.0

        self.plane.position = sf.Vector2(150, 200)

        self.plane_speed = sf.Vector2(0.0, 0.0)

        self.jump_time = None

        self.plane_jumped = False

        # Rocks
        self.rocks = []
        self.spawn_rocks()
Ejemplo n.º 19
0
    def __init__(self):
        # Window
        self.window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE, sf.Style.CLOSE | sf.Style.TITLEBAR,
                                      SETTINGS)
        self.window.framerate_limit = 60

        # Clock
        self.clock = sf.Clock()

        # View
        self.view = sf.View(sf.Rectangle((0, 0), (WWIDTH, WHEIGHT)))
        self.window.view = self.view

        # Loading assets
        self.load_assets()

        self.backgrounds = [sf.Sprite(self.bg_texture) for i in xrange(2)]
        self.grounds = [sf.Sprite(self.ground_texture) for i in xrange(2)]

        self.grounds[0].position = 0, 409
        self.grounds[1].position = 0, 409

        # Plane
        fly_anim = Animation()
        fly_anim.texture = self.plane_sheet
        fly_anim.add_frame(sf.Rectangle((0, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((176, 0), (88, 73)))
        fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73)))

        self.plane = AnimatedSprite(sf.seconds(0.2), False, True)
        self.plane.play(fly_anim)
        self.plane.origin = self.plane.global_bounds.width / 2.0, self.plane.global_bounds.height / 2.0

        self.plane.position = sf.Vector2(150, 200)

        self.plane_speed = sf.Vector2(0.0, 0.0)

        self.jump_time = None

        self.plane_jumped = False

        # Rocks
        self.rocks = []
        self.spawn_rocks()
Ejemplo n.º 20
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    def create_animation(self, action):
        gender = self.gender
        skin_color = self.skin_color
        underwear_color = self.underwear_color

        mantle = self.mantle

        action, direction, duration = self.current_action

        texture, frames = self.data.human[gender, skin_color, action, direction]
        body = AnimationSprite(texture, frames)

        texture, frames = self.data.underwear[gender, action, direction, underwear_color]
        underwear = AnimationSprite(texture, frames)

        animation = HumanAnimation(body, underwear, None, sf.seconds(1))

        if mantle:
            texture, frames = self.data.mantles[gender, mantle.appearance, action, direction]
            mantle = AnimationSprite(texture, frames)
            animation.mantle = mantle

        return animation
Ejemplo n.º 21
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    def run(self):
        if not self.load_assets():
            sys.exit(-1)

        self.bird_animation = Animation()
        self.bird_animation.texture = self.bird_texture

        self.bird_animation.add_frame(sf.Rectangle((0, 0), (34, 24)))
        self.bird_animation.add_frame(sf.Rectangle((34, 0), (34, 24)))
        self.bird_animation.add_frame(sf.Rectangle((68, 0), (34, 24)))

        self.bird_sprite = AnimatedSprite(sf.seconds(0.2), False, True)

        self.bird_sprite.position = sf.Vector2(50, 50)

        while self.window.is_open:
            for e in self.window.events:
                self.event_handler(e)

            elapsed_time = self.clock.restart()

            self.update(elapsed_time)
            self.render()
Ejemplo n.º 22
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    def step(self, dt):
        #self.debug = []

        #self.debug.append("(dt=%i/16 ms)" % dt) 

        if not self.has_treasure and self.treasure_time.elapsed_time >= sf.seconds(120):
            self.treasure = Treasure(*random_point_not_near(self.player.position))
            self.boss = Boss(*random_point_not_near(self.player.position))
            self.creatures.append(self.boss)
            sound.boss1.play()

            #print("Treasure spawned at %s" % self.treasure.position)
            self.has_treasure = True

        if self.has_treasure and self.treasure.win_condition(self.player):
            self.has_ended = True
            self.next_state = GameWonState

        for c in self.creatures:
            if c.collides_with(self.player):
                self.creatures.remove(c)
                c.bite(self.player)
                if self.player.health <= 0:
                    self.has_ended = True
                    self.next_state = GameOverState

        for h in self.lives:
            if h.collides_with(self.player):
                self.lives.remove(h)
                h.heal(self.player)

        def exhaust():
            self.is_running = False
            self.player.stamina -= 1
            if self.player.stamina <= 0:
                sound.exhausted.play()
            self.stamina_regeneration_timer.restart()

        for event in self.window.events:
            if type(event) is sf.CloseEvent \
                    or (type(event) is sf.KeyEvent \
                    and event.pressed and event.code == sf.Keyboard.ESCAPE):
                self.next_state = ExitState
                self.has_ended = True
            elif type(event) is sf.KeyEvent and event.pressed \
                    and event.code == sf.Keyboard.X:
                self.is_dark = not self.is_dark
            elif type(event) is sf.KeyEvent and event.code == sf.Keyboard.L_SHIFT:
                if event.pressed and not self.is_running:
                    self.is_running = True
                    self.run_timer.restart()
                elif event.released and self.is_running:
                    exhaust()

        if self.is_running and self.run_timer.elapsed_time >= sf.seconds(1):
            exhaust()

        #if self.is_running:
        #    self.debug.append("sprint (" + str(self.run_timer.elapsed_time.seconds) + ")")

        if self.player.stamina > 0:
            delta = self.player_movement_vector(self.player)
        else:
            delta = sf.Vector2()

        view_delta = sf.Vector2()
        if self.player.position.x > WIDTH / 2 \
                and self.player.position.x < MAP_WIDTH - WIDTH / 2:
                    view_delta += (delta.x, 0)
        if self.player.position.y > HEIGHT / 2 \
                and self.player.position.y < MAP_HEIGHT - HEIGHT / 2:
                    view_delta += (0, delta.y)

        #self.debug.append("dr: %s" % delta)
        self.player.move(delta, dt)

        sf.Listener.set_position((self.player.position.x,
            self.player.position.y, 0))
        self.view.move(view_delta.x * dt, view_delta.y * dt)

        #self.debug.append("Pos: %s" % self.player.position)

        #Monster movement
        for creature in self.creatures:
            creature.step(self.player, self.is_dark, dt)
            creature.sound_tick()

        if self.stamina_regeneration_timer.elapsed_time >= sf.seconds(5) \
                and self.player.stamina < self.player.max_stamina:
            if self.player.stamina < 0:
                self.player.stamina = 0
            self.player.stamina += 1
            self.stamina_regeneration_timer.restart()

        self.life_point_display.points = self.player.health
        self.stamina_display.points = self.player.stamina
Ejemplo n.º 23
0
def main():
    window = sf.RenderWindow(sf.VideoMode(800, 600), "PySFML Animation")
    window.framerate_limit = 60

    texture = sf.Texture.from_file("assets/images/player.png")

    walking_down = Animation()
    walking_down.texture = texture
    walking_down.add_frame(sf.Rectangle((32, 0), (32, 32)))
    walking_down.add_frame(sf.Rectangle((64, 0), (32, 32)))
    walking_down.add_frame(sf.Rectangle((32, 0), (32, 32)))
    walking_down.add_frame(sf.Rectangle((0, 0), (32, 32)))

    walking_up = Animation()
    walking_up.texture = texture
    walking_up.add_frame(sf.Rectangle((32, 96), (32, 32)))
    walking_up.add_frame(sf.Rectangle((64, 96), (32, 32)))
    walking_up.add_frame(sf.Rectangle((32, 96), (32, 32)))
    walking_up.add_frame(sf.Rectangle((0, 96), (32, 32)))

    walking_left = Animation()
    walking_left.texture = texture
    walking_left.add_frame(sf.Rectangle((32, 32), (32, 32)))
    walking_left.add_frame(sf.Rectangle((64, 32), (32, 32)))
    walking_left.add_frame(sf.Rectangle((32, 32), (32, 32)))
    walking_left.add_frame(sf.Rectangle((0, 32), (32, 32)))

    walking_right = Animation()
    walking_right.texture = texture
    walking_right.add_frame(sf.Rectangle((32, 64), (32, 32)))
    walking_right.add_frame(sf.Rectangle((64, 64), (32, 32)))
    walking_right.add_frame(sf.Rectangle((32, 64), (32, 32)))
    walking_right.add_frame(sf.Rectangle((0, 64), (32, 32)))

    current_anim = walking_down
    anim_sprite = AnimatedSprite(sf.seconds(0.2), True, False)
    anim_sprite.position = sf.Vector2(400, 300)

    frame_clock = sf.Clock()

    speed = 80.0

    no_key_pressed = True

    while window.is_open:
        for event in window.events:
            if type(event) is sf.CloseEvent:
                window.close()

        delta = frame_clock.elapsed_time
        frame_clock.restart()

        movement = sf.Vector2(0.0, 0.0)

        if sf.Keyboard.is_key_pressed(sf.Keyboard.DOWN):
            current_anim = walking_down
            movement += sf.Vector2(0.0, speed)
            no_key_pressed = False

        if sf.Keyboard.is_key_pressed(sf.Keyboard.UP):
            current_anim = walking_up
            movement += sf.Vector2(0.0, -speed)
            no_key_pressed = False

        if sf.Keyboard.is_key_pressed(sf.Keyboard.LEFT):
            current_anim = walking_left
            movement += sf.Vector2(-speed, 0.0)
            no_key_pressed = False

        if sf.Keyboard.is_key_pressed(sf.Keyboard.RIGHT):
            current_anim = walking_right
            movement += sf.Vector2(speed, 0.0)
            no_key_pressed = False

        anim_sprite.play(current_anim)
        anim_sprite.move(movement * delta.seconds)

        if no_key_pressed:
            anim_sprite.stop()
        no_key_pressed = True

        anim_sprite.update(delta)

        window.clear()
        window.draw(anim_sprite)
        window.display()
Ejemplo n.º 24
0
 pos_y = ret[1]
 
 # load textures
 textureEven = load_texture(textureEven, "Player.png")
 textureOdd = load_texture(textureOdd, "Player2.png")
 textureSwim = load_texture(textureSwim, "PlayerSwim.png")
 texture_fight = load_texture(texture_fight, "fight.png")
 
 font = sf.Font.from_file("arial.ttf")
 
 vDatoInt = 0
 
 # Asigno teclas segun si es par o impar
 texture = define_keyboard(keyboard, ident)
 
 animated_sprite = AnimatedSprite(sf.seconds(0.2), True, False)
 
 ret = set_animations(texture)
 walking_down = ret[0]
 walking_left = ret[1]
 walking_right = ret[2]
 walking_up = ret[3]
 current_animation = walking_down
 
 animated_sprite.texture = texture
 
 animated_sprite.position = (320, 320)
 
 final_tile = map_j.final_tile # TODO map_j.get_final_tile()
 
 frame_clock = sf.Clock()
Ejemplo n.º 25
0
import sfml as sf


# STATIC VALUES

TIME_PER_UPDATE = sf.seconds(1/60)

WIDTH = 1280
HEIGHT = 720
CELL_SIZE = 60

ENTITY_SIZE = 20
ENTITY_MAX_SPEED = 100
INITIAL_ENTITIES = 50

HELP_ON = True


# DEFAULT FLOCKING PARAMETERS

attractive_mouse = False
scary_mouse = False

boid_sight_radius = 60
desired_separation = 50
max_steering_force = 80

separation = 0.2
alignment = 0.1
cohesion = 0.1
Ejemplo n.º 26
0
ball.origin = (ball_radius / 2, ball_radius / 2)

# load the font
font = sf.Font.from_file("data/sansation.ttf")

# initialize the pause message
pause_message = sf.Text()
pause_message.font = font
pause_message.character_size = 40
pause_message.position = (170, 150)
pause_message.color = sf.Color.WHITE
pause_message.string = "Welcome to pySFML pong!\nPress space to start the game"

# define the paddles properties
ai_timer = sf.Clock()
ai_time = sf.seconds(0.1)
paddle_speed = 400.
right_paddle_speed = 0.
ball_speed = 400.
ball_angle = 0.  # to be changed later

clock = sf.Clock()
is_playing = False

while window.is_open:

    # handle events
    for event in window.events:
        # window closed or escape key pressed: exit
        if type(event) is sf.CloseEvent:
            window.close()
Ejemplo n.º 27
0
import sfml as sf

# STATIC VALUES

TIME_PER_UPDATE = sf.seconds(1 / 60)

WIDTH = 1280
HEIGHT = 720
CELL_SIZE = 60

ENTITY_SIZE = 20
ENTITY_MAX_SPEED = 100
INITIAL_ENTITIES = 50

HELP_ON = True

# DEFAULT FLOCKING PARAMETERS

attractive_mouse = False
scary_mouse = False

boid_sight_radius = 60
desired_separation = 50
max_steering_force = 80

separation = 0.2
alignment = 0.1
cohesion = 0.1

# KEYBINDINGS
toggle_help = sf.Keyboard.F1
Ejemplo n.º 28
0
    def __update(self):
        for event in self.window.events:
            ###
            ### Process window events
            ####
            if type(event) is sf.CloseEvent:
                self.running = False
                ###
                ### Kill signal exit program...
                ####
            if type(event) is sf.ResizeEvent:
                self.window.size(event.size)
                ###
                ### Resize viewport if user changed the window dimensions...
                ### (Note: User can not do this.)
                ####

            ###
            ### Left Click Mouse Event...
            ### Prevent placement of a node to close to other nodes.
            ####
            if type(event) is sf.MouseButtonEvent and event.button is sf.Mouse.LEFT and event.pressed:

                ###
                ### This is for the placement of nodes...
                ####
                isOverNode = False
                for node in self.nodeList:
                    if event.position.x > (node.x+20)-self.nodePaddingPlacement and\
                    event.position.x < (node.x+20)+self.nodePaddingPlacement and\
                    event.position.y > (node.y+20)-self.nodePaddingPlacement and\
                    event.position.y < (node.y+20)+self.nodePaddingPlacement:
                            isOverNode = True

                if isOverNode == False and event.position.y < (self.window_height - 200) and\
                   event.position.y > 100 and event.position.x > 40 and\
                   event.position.x < (self.window_width - 40):
                    tmp = Node()
                    tmp.x = (event.position.x - 20)
                    tmp.y = (event.position.y - 20)

                    guiListItems = ApplicationInterface()
                    listFromGui = guiListItems.getInventory()

                    if len(listFromGui) > 0:
                        tmp.setIteams(listFromGui)
                        tmp.setNumber(self.NodeCount)
                        self.nodeList.append(tmp)
                        self.NodeCount += 1
                    else:
                        self.infoText = sf.Text("*** You can not make an empty Node ***", self.font, 18)
                        self.infoText.position = 20, 40

                ###
                ### this is for the help box...
                ####
                if self.isOverHelp == True:
                    myHelp = ApplicationHelp()

            ###
            ### Right Click Mouse Event...
            ### Find the Node under the cursor and gets its Inventory.
            ####
            if type(event) is sf.MouseButtonEvent and event.button is sf.Mouse.RIGHT and event.pressed:
                for node in self.nodeList:
                    node.isCurrunt = False
                    if event.position.x > (node.x+20)-self.nodePadding and\
                    event.position.x < (node.x+20)+self.nodePadding and\
                    event.position.y > (node.y+20)-self.nodePadding and\
                    event.position.y < (node.y+20)+self.nodePadding:

                        tmpstr = str(node.getIteams())
                        tmpstr = re.sub('[(){}<>\'\']', '', tmpstr)
                        tmpstr = re.sub('[,]', '\n', tmpstr)
                        tmpstr = re.sub('[:]', ':  ', tmpstr)

                        self.listString = sf.Text("Inventory:\n"+ " " + str(tmpstr), self.font, 20)
                        self.listString.position = 20, self.window_height - 180
                        node.isCurrunt = True

            ###
            ### Middle Click Mouse Event...
            ### Place the pybot under the cursor location.
            ####
            if type(event) is sf.MouseButtonEvent and event.button is sf.Mouse.MIDDLE and event.pressed:
                tmp = Node()
                tmp.x = (event.position.x - 25)
                tmp.y = (event.position.y - 30)
                self.pyBot = tmp

        ###
        ### Esc key pressed exit program...
        ####
        if sf.Keyboard.is_key_pressed(sf.Keyboard.ESCAPE):
            self.running = False

        ###
        ### E keyboard key pressed start pybot...
        ####
        if sf.Keyboard.is_key_pressed(sf.Keyboard.E):
            if self.NodeCount > 1:
                self.waitForNextRun = False
                self.gui_find = ApplicationInterfaceLookFor()
                self.TimeToWait = sf.seconds(self.gui_find.getTime())
                self.Sorting.Find(self.gui_find.getItem())
                self.isPathing = True
                self.Clock.restart()
                self.clockTriggered = True
            else:
                self.infoText = sf.Text("*** You must have more then 2 nodes for pybot to function. ***", self.font, 18)
                self.infoText.position = 20, 40

        ###
        ### R keyboard key pressed pause pybot...
        ####
        if sf.Keyboard.is_key_pressed(sf.Keyboard.R):
            self.isPathing = False
    def __init__(self, body, duration=sf.seconds(1)):
        Animation.__init__(self, body.size(), duration)

        self._body = body
Ejemplo n.º 30
0
    def step(self, dt):
        #self.debug = []

        #self.debug.append("(dt=%i/16 ms)" % dt)

        if not self.has_treasure and self.treasure_time.elapsed_time >= sf.seconds(
                120):
            self.treasure = Treasure(
                *random_point_not_near(self.player.position))
            self.boss = Boss(*random_point_not_near(self.player.position))
            self.creatures.append(self.boss)
            sound.boss1.play()

            #print("Treasure spawned at %s" % self.treasure.position)
            self.has_treasure = True

        if self.has_treasure and self.treasure.win_condition(self.player):
            self.has_ended = True
            self.next_state = GameWonState

        for c in self.creatures:
            if c.collides_with(self.player):
                self.creatures.remove(c)
                c.bite(self.player)
                if self.player.health <= 0:
                    self.has_ended = True
                    self.next_state = GameOverState

        for h in self.lives:
            if h.collides_with(self.player):
                self.lives.remove(h)
                h.heal(self.player)

        def exhaust():
            self.is_running = False
            self.player.stamina -= 1
            if self.player.stamina <= 0:
                sound.exhausted.play()
            self.stamina_regeneration_timer.restart()

        for event in self.window.events:
            if type(event) is sf.CloseEvent \
                    or (type(event) is sf.KeyEvent \
                    and event.pressed and event.code == sf.Keyboard.ESCAPE):
                self.next_state = ExitState
                self.has_ended = True
            elif type(event) is sf.KeyEvent and event.pressed \
                    and event.code == sf.Keyboard.X:
                self.is_dark = not self.is_dark
            elif type(event
                      ) is sf.KeyEvent and event.code == sf.Keyboard.L_SHIFT:
                if event.pressed and not self.is_running:
                    self.is_running = True
                    self.run_timer.restart()
                elif event.released and self.is_running:
                    exhaust()

        if self.is_running and self.run_timer.elapsed_time >= sf.seconds(1):
            exhaust()

        #if self.is_running:
        #    self.debug.append("sprint (" + str(self.run_timer.elapsed_time.seconds) + ")")

        if self.player.stamina > 0:
            delta = self.player_movement_vector(self.player)
        else:
            delta = sf.Vector2()

        view_delta = sf.Vector2()
        if self.player.position.x > WIDTH / 2 \
                and self.player.position.x < MAP_WIDTH - WIDTH / 2:
            view_delta += (delta.x, 0)
        if self.player.position.y > HEIGHT / 2 \
                and self.player.position.y < MAP_HEIGHT - HEIGHT / 2:
            view_delta += (0, delta.y)

        #self.debug.append("dr: %s" % delta)
        self.player.move(delta, dt)

        sf.Listener.set_position(
            (self.player.position.x, self.player.position.y, 0))
        self.view.move(view_delta.x * dt, view_delta.y * dt)

        #self.debug.append("Pos: %s" % self.player.position)

        #Monster movement
        for creature in self.creatures:
            creature.step(self.player, self.is_dark, dt)
            creature.sound_tick()

        if self.stamina_regeneration_timer.elapsed_time >= sf.seconds(5) \
                and self.player.stamina < self.player.max_stamina:
            if self.player.stamina < 0:
                self.player.stamina = 0
            self.player.stamina += 1
            self.stamina_regeneration_timer.restart()

        self.life_point_display.points = self.player.health
        self.stamina_display.points = self.player.stamina
Ejemplo n.º 31
0
        menubar = self.menuBar()
        file_menu = menubar.addMenu('&File')
        file_menu.addAction(new_game)
        file_menu.addAction(close_action)
        self.setGeometry(500, 500, 500, 500) 
        self.setWindowTitle('pedeRPG')
        self.show() 
        
def main():
    
    app = QtGui.QApplication(sys.argv)
    menu = Menu()
    sys.exit(app.exec_())


if __name__ == '__main__':
    main()    



RESOLUTION = 1024, 768
WALLPAPER = 'f****t.png'
TITLE = "Placeholder for shitfuck"
window = sf.RenderWindow(sf.VideoMode(*RESOLUTION), TITLE)
texture = sf.Texture.from_file(WALLPAPER)
sprite = sf.Sprite(texture)
window.draw(sprite)
window.display()
sf.sleep(sf.seconds(5))
Ejemplo n.º 32
0
ball.origin = (ball_radius / 2, ball_radius / 2)

# load the font
font = sf.Font.from_file("data/sansation.ttf")

# initialize the pause message
pause_message = sf.Text()
pause_message.font = font
pause_message.character_size = 40
pause_message.position = (170, 150)
pause_message.color = sf.Color.WHITE
pause_message.string = "Welcome to pySFML pong!\nPress space to start the game"

# define the paddles properties
ai_timer = sf.Clock()
ai_time = sf.seconds(0.1)
paddle_speed = 400.0
right_paddle_speed = 0.0
ball_speed = 400.0
ball_angle = 0.0  # to be changed later

clock = sf.Clock()
is_playing = False

while window.is_open:

    # handle events
    for event in window.events:
        # window closed or escape key pressed: exit
        if type(event) is sf.CloseEvent:
            window.close()