def ZombieCollection(settings, shooter, zombies):
    # Requirement ID: 2.1.7
    """Zombie Collection. This method determines how many zombies to put on the screen.
    With each level the zombies get smaller and more zombies fit on the screen. """

    zomb = Zomb.Zombie(settings)
    available_space_x = settings.screen_width - zomb.rect.width

    if zomb.rect.width < 5: zomb.rect.width = 5
    number_zombies_x = int(available_space_x / (zomb.rect.width))

    #this method determines the space available to fit zombies.
    available_space_y = (settings.screen_height - (3 * zomb.rect.height) -
                         shooter.rect.height)

    if zomb.rect.height < 5: zomb.rect.height = 5
    number_rows = int(available_space_y / (2 * zomb.rect.height))

    for row_number in range(number_rows):
        for zombie_number in range(number_zombies_x):
            zomb = Zomb.Zombie(settings)
            zombie_width = zomb.rect.width
            zomb.x = zombie_width + zombie_width * zombie_number
            zomb.rect.x = zomb.x
            zomb.rect.y = zomb.rect.height + 2 * zomb.rect.height * row_number
            zomb.CenterZombie()
            zomb.x = float(zomb.rect.x)
            zomb.y = float(zomb.rect.y)
            zombies.add(zomb)
Ejemplo n.º 2
0
    def start_game(self, random_mode=False):
        self.enable_bt_scanning(False)
        self.exclude_out_moves()
        self.stop_tracking_moves()
        time.sleep(0.2)
        game_moves = [move.get_serial() for move in self.moves if self.out_moves[move.get_serial()] == Alive.on.value]
        self.teams = {serial: self.move_opts[serial][Opts.team.value] for serial in self.tracked_moves.keys() if self.out_moves[serial] == Alive.on.value}


        if random_mode:
            if len(self.con_games) <= 1:
                selected_game = self.con_games[0]
            else:
                if len(self.rand_game_list) >= len(self.con_games):
                    #empty rand game list, append old game, to not play it twice
                    self.rand_game_list = [self.old_game_mode]

                selected_game = random.choice(self.con_games)
                while selected_game in self.rand_game_list:
                    selected_game = random.choice(self.con_games)

                self.old_game_mode = selected_game
                self.rand_game_list.append(selected_game)

            self.game_mode = selected_game

        if self.instructions:
            self.play_random_instructions()
        
        if self.game_mode == common.Games.Zombies.value:
            zombie.Zombie(game_moves, self.sensitivity)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Commander.value:
            commander.Commander(game_moves, self.sensitivity)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Ninja.value:
            speed_bomb.Bomb(game_moves)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Swapper.value:
            swapper.Swapper(game_moves, self.sensitivity)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.KingoftheHill.value:
            kingofthehill.KingoftheHill(game_moves, self.sensitivity)
            self.tracked_moves = {}
        else:
            #may need to put in moves that have selected to not be in the game
            joust.Joust(self.game_mode, game_moves, self.teams, self.sensitivity)
            self.tracked_moves = {}
        if random_mode:
            self.game_mode = common.Games.Random.value
            if self.instructions:
                Audio('audio/Menu/tradeoff2.wav').start_effect()
                time.sleep(8)
            
        #turn off admin mode so someone can't accidentally press a button    
        self.admin_move = None
        self.random_added = []
Ejemplo n.º 3
0
 def load_data(self):
     self.map = TiledMap("Images/til.tmx")
     self.transicio = ''
     self.pf = PathFinder(self.map)
     self.gchamp = pygame.sprite.Group()
     self.champ = champs.Champ2(np.true_divide(self.map.camera.size,2),conf.mides_champ)
     self.gchamp.add(self.champ)
     self.pressed_keys = []
     self.npcs = pygame.sprite.Group()
     self.z1 = zombie.Zombie(np.multiply(conf.tile_size,2))
Ejemplo n.º 4
0
    def start_game(self, random_mode=False):
        self.enable_bt_scanning(False)
        self.exclude_out_moves()
        self.stop_tracking_moves()
        time.sleep(0.2)
        game_moves = [
            move.get_serial() for move in self.moves
            if self.out_moves[move.get_serial()] == Alive.on.value
        ]
        self.teams = {
            serial: self.move_opts[serial][Opts.team.value]
            for serial in self.tracked_moves.keys()
            if self.out_moves[serial] == Alive.on.value
        }
        old_game_mode = self.game_mode

        if random_mode:
            if len(self.rand_game_list) <= 0:
                self.rand_game_list = list(range(GAME_MODES))
                self.rand_game_list.remove(common.Games.JoustTeams.value)
                self.rand_game_list.remove(common.Games.Random.value)
                self.rand_game_list.remove(common.Games.Commander.value)
            self.game_mode = random.choice(self.rand_game_list)
            self.rand_game_list.remove(self.game_mode)
            self.play_random_instructions()

        if self.game_mode == common.Games.Zombies.value:
            zombie.Zombie(game_moves)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Commander.value:
            commander.Commander(game_moves)
            self.tracked_moves = {}
        else:
            #may need to put in moves that have selected to not be in the game
            joust.Joust(self.game_mode, game_moves, self.teams)
            self.tracked_moves = {}
        if random_mode:
            self.game_mode = old_game_mode
            Audio('audio/Menu/tradeoff2.wav').start_effect()
            time.sleep(8)
        self.random_added = []
Ejemplo n.º 5
0
# import the entire file with a .py extension
import zombie
# from zombie import Zombie
import hero

# Make a zombie object from the class
zombie_object = zombie.Zombie(6, 8, 19, 'bat', 15)

# ugly version of print all
# print dir(zombie_object);

# print vars(zombie_object);

# make a hero object from the hero class
heroObject = hero.Hero()
# print vars(hero);
hero.cheer_hero(heroObject)
Ejemplo n.º 6
0
def create_zombies(n):
    for i in range(n):
        z = zombie.Zombie()
        z.rect.x = random.randint(0, 500)
        z.rect.y = random.randint(0, 500)
        zombies.add(z)
Ejemplo n.º 7
0
    def on_execute(self):
        if self.on_init() == False:
            self._running = False

        while self._running:
            #
            # event handling loop
            #

            for event in pygame.event.get():
                if event.type == pygame.locals.QUIT:
                    pygame.quit()
                    sys.exit()

                #handling keyboard input
                #start moving
                if event.type == pygame.locals.KEYDOWN:
                    if event.key == pygame.locals.K_w:
                        self.pressed_up = True
                    if event.key == pygame.locals.K_d:
                        self.pressed_right = True
                    if event.key == pygame.locals.K_s:
                        self.pressed_down = True
                    if event.key == pygame.locals.K_a:
                        self.pressed_left = True
                #stop moving
                elif event.type == pygame.locals.KEYUP:
                    if event.key == pygame.locals.K_w:
                        self.pressed_up = False
                    if event.key == pygame.locals.K_d:
                        self.pressed_right = False
                    if event.key == pygame.locals.K_s:
                        self.pressed_down = False
                    if event.key == pygame.locals.K_a:
                        self.pressed_left = False

                #handling mouse input
                #looking around / aiming
                elif event.type == pygame.MOUSEMOTION:
                    mousePos = event.pos
                #firing
                elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                    self.pressed_lmouse = True
                    mousePos = event.pos
                    shot = Shot.Shot(mousePos, self.player.getPosition())
                    self.shotList.append(shot)
                    self.lineColor = (0, 0, 255)

                elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
                    self.pressed_lmouse = False
                    mousePos = event.pos
                    self.lineColor = (255, 0, 0)

                #spawning zombies
                if event.type == self.ZOMBIESPAWN:
                    newZombie = zombie.Zombie()
                    self.zombieList.append(newZombie)
                    newZombie.spawn(self.player.getPosition(),
                                    self.displaysurf)
                    print("Zombie spawned")
            #
            # moving the player
            #
            if self.pressed_up:
                if self.player.getPosition().top > 0:
                    self.player.move(0, -self.player.pace)
            if self.pressed_right:
                if self.player.getPosition(
                ).right < self.WINDOWWIDTH - self.player.pace:
                    self.player.move(self.player.pace, 0)
            if self.pressed_down:
                if self.player.getPosition(
                ).bottom < self.WINDOWHEIGHT - self.player.pace:
                    self.player.move(0, self.player.pace)
            if self.pressed_left:
                if self.player.getPosition().left > 0:
                    self.player.move(-self.player.pace, 0)

            #
            # render
            #
            self.displaysurf.fill((255, 255, 255))

            pygame.draw.line(self.displaysurf, self.lineColor,
                             (self.player.getPosition().left +
                              self.player.appearance.get_width() / 2,
                              self.player.getPosition().top +
                              self.player.appearance.get_height() / 2),
                             mousePos)

            #
            # checking shot collision
            #
            for shot in self.shotList:

                #checking if the shot is out of the screen
                if shot.isOutOfScreen(self.WINDOWWIDTH, self.WINDOWHEIGHT):
                    self.shotList.remove(shot)
                    print("deleting shot")
                else:
                    shot.move(self.displaysurf)

                # good style? (regarding the different data types in a single return statement)

                #checking if the shot is hitting a zombie
                collisionArray = shot.collisionCheck(self.zombieList)
                if collisionArray[0] == True:
                    self.shotList.remove(shot)
                    self.zombieList = collisionArray[1]
                    print("deleting shot")
            #
            # zombie spawner
            #
            for zomb in self.zombieList:
                zomb.move(self.displaysurf)

            self.player.draw(self.displaysurf)
            self.fpsClock.tick(self.FPS)
            pygame.display.update()
Ejemplo n.º 8
0
from math import pi
from time import sleep
gen, positionC, sizeC, rangeC, positionZ, sizeZ, distance, nzomb = int(sys.argv[1]), [int(i) for i in sys.argv[2].split(',')],\
    [int(i) for i in sys.argv[3].split(',')], int(sys.argv[4]), [int(i) for i in sys.argv[5].split(',')],\
    [int(i) for i in sys.argv[6].split(',')], int(sys.argv[7]), int(sys.argv[8])

pop = evaluation.Population(nzomb, (positionC, sizeC, rangeC, 1000),
                            (nzomb, sizeZ, positionZ, 2, distance))
pop.evaluate(gen)
pygame.init()

screen = pygame.display.set_mode((100, 100))

chromo = pop.population[-1]
zs = [
    zombie.Zombie(sizeZ, [positionZ[0], positionZ[1] + i * distance], 1)
    for i in range(nzomb)
]

done = False
count = 0
k = 0

while not done:
    #print(chromo.xposition)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    if count % 10 == 0:
        if k < 100: chromo.move(chromo.angles[k])
Ejemplo n.º 9
0
    def start_game(self, random_mode=False):
        self.enable_bt_scanning(False)
        self.exclude_out_moves()
        self.stop_tracking_moves()
        time.sleep(0.2)
        self.teams = {
            serial: self.move_opts[serial][Opts.team.value]
            for serial in self.tracked_moves.keys()
            if self.out_moves[serial] == Alive.on.value
        }
        game_moves = [
            move.get_serial() for move in self.moves
            if self.out_moves[move.get_serial()] == Alive.on.value
        ]

        if len(game_moves
               ) < self.game_mode.minimum_players and self.ns.settings[
                   'enforce_minimum']:
            Audio('audio/Menu/notenoughplayers.wav').start_effect()
            self.tracked_moves = {}
            return
        self.update_status('starting')

        if random_mode:
            good_random_modes = [
                game for game in common.Games
                if game.name in self.ns.settings['random_modes']
            ]
            good_random_modes = [
                common.Games[game] for game in self.ns.settings['random_modes']
            ]
            if self.ns.settings['enforce_minimum']:
                good_random_modes = [
                    game for game in good_random_modes
                    if game.minimum_players <= len(game_moves)
                ]
            if len(good_random_modes) == 0:
                selected_game = common.Games.JoustFFA  #force Joust FFA
            elif len(good_random_modes) == 1:
                selected_game = good_random_modes[0]
            else:
                if len(self.rand_game_list) >= len(good_random_modes):
                    #empty rand game list, append old game, to not play it twice
                    self.rand_game_list = [self.old_game_mode]

                selected_game = random.choice(good_random_modes)
                while selected_game in self.rand_game_list:
                    selected_game = random.choice(good_random_modes)

                self.old_game_mode = selected_game
                self.rand_game_list.append(selected_game)

            self.game_mode = selected_game

        if self.ns.settings['play_instructions'] and self.ns.settings[
                'play_audio']:
            self.play_random_instructions()

        if self.game_mode == common.Games.Zombies:
            zombie.Zombie(game_moves, self.command_queue, self.ns,
                          self.zombie_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Commander:
            commander.Commander(game_moves, self.command_queue, self.ns,
                                self.commander_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Ninja:
            speed_bomb.Bomb(game_moves, self.command_queue, self.ns,
                            self.commander_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Swapper:
            swapper.Swapper(game_moves, self.command_queue, self.ns,
                            self.joust_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Tournament:
            tournament.Tournament(game_moves, self.command_queue, self.ns,
                                  self.joust_music)
            self.tracked_moves = {}
        else:
            if self.game_mode == common.Games.JoustFFA and self.experimental:
                print("Playing EXPERIMENTAL FFA Mode.")
                moves = [
                    common.get_move(serial, num)
                    for num, serial in enumerate(game_moves)
                ]
                game = ffa.FreeForAll(moves, self.joust_music)
                game.run_loop()
            else:
                #may need to put in moves that have selected to not be in the game
                joust.Joust(game_moves, self.command_queue, self.ns,
                            self.joust_music, self.teams, self.game_mode)
            self.tracked_moves = {}
        if random_mode:
            self.game_mode = common.Games.Random
            if self.ns.settings['play_instructions']:
                if self.ns.settings['play_audio']:
                    Audio('audio/Menu/tradeoff2.wav').start_effect_and_wait()
        #reset music
        self.choose_new_music()
        #turn off admin mode so someone can't accidentally press a button
        self.admin_move = None
        self.random_added = []
Ejemplo n.º 10
0
def gameloop():
    son = pygame.mixer.Sound("./assets/song/runnerz.wav")
    son.play()
    orientation = 'horizontal'
    bg = parallax.ParallaxSurface(
        (1280, 720), pygame.RLEACCEL
    )  #importations des différentes images du parallax ('...png')
    #      + affectation d'une valeur pour la vitesse (', ...')
    bg.add('./assets/images/parallax/1.6.png', 6)
    bg.add('./assets/images/parallax/1.5.png', 5)
    bg.add('./assets/images/parallax/1.4.png', 4)
    bg.add('./assets/images/parallax/1.3.png', 3)
    bg.add('./assets/images/parallax/1.2.png', 2)
    bg.add('./assets/images/parallax/1.1.png', 1)
    run = True
    speed = 0
    t_ref = 0
    global wave_zombie
    global wave
    while run:  #définition des différentes interractions (parallax)
        for event in pygame.event.get():
            if event.type == QUIT:
                run = False
                paused = False
                pygame.quit()
                quit()
            if event.type == KEYDOWN and event.key == K_RIGHT:
                speed += 10
            if event.type == KEYUP and event.key == K_RIGHT:
                speed -= 10
            if event.type == KEYDOWN and event.key == K_LEFT:
                speed -= 10
            if event.type == KEYUP and event.key == K_LEFT:
                speed += 10
            if event.type == KEYDOWN and event.key == K_DOWN:
                orientation = 'horizontal'

            if event.type == KEYDOWN and event.key == K_SPACE:
                balles.append(
                    balle.Balle(((player.rect.x), (player.rect.y + 50)),
                                'right'))
                shoot = pygame.mixer.Sound("./assets/song/shoot.wav")
                shoot.play()

            if event.type == pygame.USEREVENT:
                for i in range(wave_zombie):
                    zombies.append(zombie.Zombie((1000 + i * 100, 570)))
                    pygame.time.set_timer(pygame.USEREVENT, 0)

            if event.type == KEYDOWN and event.key == K_p:
                pygame.mixer.pause()
                paused = True
                pause()

        bg.scroll(speed, orientation)  #mouvement du parallax
        t = pygame.time.get_ticks()
        if (t - t_ref) > 60:
            bg.draw(screen)
        systeme_vie()

        for z in zombies:
            if z.life > 0:
                z.handle_event(event)
                screen.blit(z.image, z.rect)
                waves_system(player, z)
            for b in balles:
                if b.life > 0:
                    b.handle_event(event)
                    screen.blit(b.image, b.rect)
                    checkCollision(b, z)
                    spawn(z)

        player.handle_event(event)  #evenement du personnage
        screen.blit(player.image,
                    player.rect)  #affiche le personnage sur la fenetre pygame
        nbzombie_wave = sum(z.life for z in zombies)
        message_display('Vague : ' + str(wave) + ' Nombre de Zombies : ' +
                        str(nbzombie_wave))
        pygame.display.flip()
        clock.tick(10)
        if player.life == 0:
            gameover()
    pygame.quit()
Ejemplo n.º 11
0
pygame.init()
screen = pygame.display.set_mode(
    (1280, 720), pygame.DOUBLEBUF)  #création de la fenetre pygame
pygame.display.set_caption('Runner Z')  #titre de la fenetre pygame
pygame.mouse.set_visible(
    0)  #afficher/cacher le curseur de souris (0:non visible / 1: visible)
clock = pygame.time.Clock()
player = nikita.Nikita(
    (150, 570))  #position sur la fenetre pygame du personnage
zombies = []
balles = []
wave_zombie = 5
wave = 1
nbzombie_wave = 5
for i in range(wave_zombie):
    zombies.append(zombie.Zombie((1000 + i * 100, 570)))
gameIcon = pygame.image.load('./assets/images/fond/logo1.png'
                             )  #création de l'icone de la fenetre pygame
pygame.display.set_icon(gameIcon)  #affiche l'icone sur la fenetre pygame


#--------------------------------------------------------------------- Menu pause  ------------------------------------------------------------------------------
def main_background():
    """
    Fonction menu - affiche l'arrière plan (couleur) quand il est actif
    """
    screen.fill(COLOR_BACKGROUND)


def pause():
Ejemplo n.º 12
0
 def AddEnemy(self, x, y, health=3, score=100, damage=1, reach=5):
     newenemy = zombie.Zombie(x, y, health, score, damage, reach)
     self.enemies.append(newenemy)
     return newenemy
Ejemplo n.º 13
0
Archivo: game.py Proyecto: jaxsenh/z
    def __init__(self, parent):
        Frame.__init__(self, parent, background="black")
        self.parent = parent

        self.parent.title("z")
        self.pack(fill=BOTH, expand=1)

        self.p = player.Player(self)

        w = 900
        h = 550
        sw = self.parent.winfo_screenwidth()
        sh = self.parent.winfo_screenheight()

        x = (sw - w) / 2
        y = (sh - h) / 2
        self.parent.geometry('%dx%d+%d+%d' % (w, h, x, y))

        # create canvas
        canvas = Canvas(self, bg='black')
        canvas.pack(fill=BOTH, expand=1)
        self.canvas = canvas

        # create cells [for displaying coords]
        self.canvas_coords = canvas.create_text(725,
                                                20,
                                                text="coords:",
                                                fill="white")
        self.cells = []
        for x in range(0, 121):
            row = (math.floor(x / 11))  # row
            col = (x * 50) - (row * 550)
            colcoord = x - (row * 11)
            rel = [colcoord - 5, row - 5]
            c = Cell(col, row * 50, rel, self)

            self.cells.append(c)

        # create map [holds coords]
        self.map = []
        map_max_range = 25
        for x in range(0, map_max_range):
            for y in range(0, map_max_range):
                new_coord = coord.Coord(x, y, self)
                self.map.append(new_coord)

        # inputs
        self.parent.bind("<Key>", self.kpress)

        # create zombies
        self.zombies = []
        for x in range(0, 10):
            z = zombie.Zombie(self, randint(1, 21), randint(1, 21))
            self.zombies.append(z)

        # version
        self.version = canvas.create_text(725,
                                          525,
                                          text="demo 2",
                                          fill="white")

        # things to appear in the side menu
        self.update_coords()
        self.xp_holder = canvas.create_rectangle(600,
                                                 50,
                                                 850,
                                                 75,
                                                 outline="white",
                                                 fill="black")
        self.xp_bar = canvas.create_rectangle(602, 52, 603, 73, fill="green")
        self.xp_label = canvas.create_text(725, 62.5, text="", fill="white")
        self.xp_level_label = canvas.create_text(725,
                                                 85,
                                                 text=str(self.p.level),
                                                 fill="white")
        self.update_xp()
Ejemplo n.º 14
0
    def start_game(self, random_mode=False):
        self.enable_bt_scanning(False)
        self.exclude_out_moves()
        self.stop_tracking_moves()
        time.sleep(0.2)
        self.teams = {
            serial: self.move_opts[serial][Opts.team.value]
            for serial in self.tracked_moves.keys()
            if self.out_moves[serial] == Alive.on.value
        }
        game_moves = [
            move.get_serial() for move in self.moves
            if self.out_moves[move.get_serial()] == Alive.on.value
        ]

        if len(game_moves) < common.minimum_players[
                self.game_mode] and self.enforce_minimum:
            Audio('audio/Menu/notenoughplayers.wav').start_effect()
            self.tracked_moves = {}
            return
        self.update_status('starting')

        if random_mode:
            if self.enforce_minimum:
                good_con_games = [
                    i for i in self.con_games
                    if common.minimum_players[i] <= len(game_moves)
                ]
            else:
                good_con_games = self.con_games
            if len(good_con_games) == 0:
                selected_game = 0  #force Joust FFA
            elif len(good_con_games) == 1:
                selected_game = good_con_games[0]
            else:
                if len(self.rand_game_list) >= len(good_con_games):
                    #empty rand game list, append old game, to not play it twice
                    self.rand_game_list = [self.old_game_mode]

                selected_game = random.choice(good_con_games)
                while selected_game in self.rand_game_list:
                    selected_game = random.choice(good_con_games)

                self.old_game_mode = selected_game
                self.rand_game_list.append(selected_game)

            self.game_mode = selected_game

        if self.instructions and self.audio_toggle:
            self.play_random_instructions()

        if self.game_mode == common.Games.Zombies.value:
            zombie.Zombie(game_moves, self.sensitivity, self.command_queue,
                          self.status_ns, self.audio_toggle, self.zombie_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Commander.value:
            commander.Commander(game_moves, self.sensitivity,
                                self.command_queue, self.status_ns,
                                self.commander_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Ninja.value:
            speed_bomb.Bomb(game_moves, self.command_queue, self.status_ns,
                            self.audio_toggle, self.commander_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Swapper.value:
            swapper.Swapper(game_moves, self.sensitivity, self.command_queue,
                            self.status_ns, self.audio_toggle,
                            self.joust_music)
            self.tracked_moves = {}
        elif self.game_mode == common.Games.Tournament.value:
            tournament.Tournament(game_moves, self.sensitivity,
                                  self.command_queue, self.status_ns,
                                  self.audio_toggle, self.joust_music)
            self.tracked_moves = {}
        else:
            #may need to put in moves that have selected to not be in the game
            joust.Joust(self.game_mode, game_moves, self.teams,
                        self.sensitivity, self.command_queue, self.status_ns,
                        self.audio_toggle, self.joust_music)
            self.tracked_moves = {}
        if random_mode:
            self.game_mode = common.Games.Random.value
            if self.instructions:
                if self.audio_toggle:
                    Audio('audio/Menu/tradeoff2.wav').start_effect()
                    time.sleep(8)
        #reset music
        self.choose_new_music()
        #turn off admin mode so someone can't accidentally press a button
        self.admin_move = None
        self.random_added = []