Example #1
0
 def __init__(self, id):
     """
     Arguments:
     o id - int
     """
     self.level="M"
     Entity.__init__(self, id)
 def __init__(self, x, y, image_path):
     Entity.__init__(self)
     self.image = pygame.image.load(image_path+"/plate.png")
     self.image = pygame.transform.scale(self.image, (32, 32))
     self.image.convert()
    
     self.rect = Rect(x, y, 32, 32)
Example #3
0
 def __init__(self):
     Entity.__init__(self)
     self.type = 0
     self.rage = False
     self.health = 1
     self.dead = False
     self.facingRight = True
Example #4
0
 def __init__(self):
   Entity.__init__(self)
   self.lastfm = pylast.LastFMNetwork(api_key=params.LASTFM_API_KEY,
                   api_secret=params.LASTFM_API_SECRET,
                   username=USERNAME,
                   password_hash=pylast.md5(PASSWORD))
   config.ECHO_NEST_API_KEY = params.ECHONEST_API_KEY
	def __init__(self, x, y, image_path):
		Entity.__init__(self)
		self.image = pygame.image.load(image_path+"/ground.png")
		self.image = pygame.transform.scale(self.image, (64*6, 64))
		self.image.convert()

		self.rect = Rect(x, y, 64*6, 64)
 def __init__(self, x, y):
     Entity.__init__(self)
     self.image = pygame.image.load("files/Platforms/Bad_Platform.png")
     self.image = pygame.transform.scale(self.image, (128, 32))
     self.image.convert()
    
     self.rect = Rect(x, y+10, 128, 32)  #Платформата се извежда "вкопана"
Example #7
0
 def __init__(self, id, name, numberOfUnits=1, parentBatch=None, parentBatchName=None, parentBatchId=None,
              remainingProcessingTime=0, currentStation=None, unitsToProcess=0,receiver=None,**kw):
     Entity.__init__(self, name=name, id=id, remainingProcessingTime=remainingProcessingTime,
                     currentStation=currentStation)
     self.numberOfUnits=int(numberOfUnits)
     self.parentBatch=parentBatch
     self.unitsToProcess=int(float(unitsToProcess))
     # if the parent batch was not given find it or create it
     if not self.parentBatch:
         # check if the parent batch is already created. If not, then create it
         batch=None
         from Batch import Batch
         from Globals import G
         for b in G.EntityList:
             if b.id==parentBatchId:
                 batch=b
         if batch:               #if the parent batch was found add the number of units of current sub-batch
             batch.numberOfUnits+=self.numberOfUnits
         else:     #if the parent batch was not found create it
             batch=Batch(parentBatchId,parentBatchName,numberOfUnits)
             G.EntityList.append(batch)
         self.parentBatch=batch
     self.batchId=self.parentBatch.id
     import Globals
     self.receiver=Globals.findObjectById(receiver)
     self.parentBatch.subBatchList.append(self)
    def __init__(self):
        Entity.__init__(self)
        UseableObject.__init__(self)
        self.pressSound = None
        self.pressIval = None

        self.assignToTrigger = False
Example #9
0
    def __init__(self, a):
        Entity.__init__(self, a)
        self.name = 'MouseEntity'
        self.mouse_pos = Vect2([0.0, 0.0])
        self.origImage = pygame.image.load('data/mousePlayer.png')
        self.image =  self.origImage
        self.imgState = 0
        self.image1 = pygame.image.load('data/mousePlayer_1.png')
        self.image2 = pygame.image.load('data/mousePlayer_2.png')
        self.image3 = pygame.image.load('data/mousePlayer_3.png')
        self.grabsound = pygame.mixer.Sound('data/grab.wav')
        self.dropsound = pygame.mixer.Sound('data/drop.wav')

        self.image = self.origImage
        self.radius = self.image.get_rect().width/2
        print self.radius
        self.rotate = 0

        self.radius = float(self.image.get_width()) / 2.0

        self.maxSpeed = 100
        
        self.grabbing = False
        self.grabDist = 60 # pixel distance within which you can grab something
        self.grabbedEntity = None
Example #10
0
    def __init__(self):
        Entity.__init__(self)
        self.setLightOff(1)
        #self.setShaderOff(1)
        self.setMaterialOff(1)

        self.lightGlow = None
Example #11
0
    def __init__(self, x, y, imageName=None, colorkey=None, coordsName=None, numImages=None, magicNumbers=(0, 0, 0, 0, 0, 0, 0, 0), director=None, *args):
        Entity.__init__(self, x, y, imageName, colorkey, coordsName, numImages)
        self.director = None
        self.speedX = 0
        self.speedY = 0
        self.controller = None
        self.equippedWpn = None
        self.attacking = False
        self.atk_delay_reset = 1.0 # Character dependent delay time
        self.atk_delay = self.atk_delay_reset  # Starts with cooldown. Trust me, it's better.
        self.hp = 40
        self.atk = 10

        # To what point is the character trying to attack? Useful for ranged
        # weapons.
        self.atkX = 0
        self.atkY = 0

        self.just_attacked = False

        if not imageName:
            self.rect = pygame.Rect(x, y, 15, 25)

        # Needed for a better weapon placement
        self.magicNumbers = magicNumbers
        self.atk_speed = PLAYER_ATTACK_SPEED
Example #12
0
 def __init__(self, id, name, numberOfUnits=1, currentStation=None, 
              remainingProcessingTime=0, unitsToProcess=0, **kw):
     Entity.__init__(self, name=name, id=id, remainingProcessingTime=remainingProcessingTime,
                     currentStation=currentStation)
     self.numberOfUnits=int(numberOfUnits)
     self.numberOfSubBatches=1       #integer that shows in how many sub batches is the batch broken
     self.subBatchList=[]            #list that contains the sub-batches that this batch has been broken into
     self.unitsToProcess=int(float(unitsToProcess))
Example #13
0
    def __init__(self, id=None, name=None):
        Entity.__init__(self,id=id,name = name)

        self.Res=Resource(self.capacity)
        #dimension data
        self.width=2.0
        self.height=2.0
        self.lenght=2.0        
Example #14
0
    def __init__(self, pos, radius, numVertices):
        Entity.__init__(self, radius, pos)
        if numVertices < 3:
            numVertices = 3

        self.numVertices = numVertices
        self.verts = [(0,0)]*numVertices
        self.recalcVerts()
Example #15
0
 def __init__(self, pos):
     Entity.__init__(self, pos, 0.5, 2)
     self.stats = Stats()
     self.input = InputController(self)
     self.motion = MotionController(self)
     self.action = ActionController(self)
     self.color = 0xAA0077
     self.net = -1
Example #16
0
	def __init__(self, x, y):
		Entity.__init__(self, x, y, "explosion.png", -1, "coordExplosion.txt", [25])
		self.rect.centerx = x + 2
		self.rect.bottom = y + 12

		sound = load_sound("explosion.wav")
		sound.set_volume(0.25)
		sound.play()
Example #17
0
 def __init__(self):
     Entity.__init__(self)
     self.weapon = Pistol()
     self.playerCharacter = 0
     self.onGround = True
     self.facingRight = True
     self.jumping= False
     self.jumpStart = 0
     self.keysDown = []
Example #18
0
 def __init__(self, id=None, name=None, capacityProjectId=None, requiredCapacity=10, priority=0, dueDate=0,
               orderDate=0, currentStation=None, isCritical=False, **kw):
     Entity.__init__(self, id, name, priority, dueDate, orderDate, isCritical, currentStation=currentStation)
     self.capacityProjectId=capacityProjectId    # the project id hat the capacity Entity is part of
     self.capacityProject=None                   # the project that the capacity Entity is part of. It is defined in initialize
     self.requiredCapacity=requiredCapacity  # the capacity that the capacity entity requires from the following station
     self.shouldMove=False
     from Globals import G
     G.CapacityEntityList.append(self)  
Example #19
0
 def __init__(self, params, pos):
     Entity.__init__(self)
     self.type = params[0]
     self.rage = False
     self.health = params[1]
     self.dead = False
     self.facingRight = True
     self.rect.size = params[2]
     self.rect.midtop = pos
     self.image = params[3]
Example #20
0
    def __init__(self, r_name, r_id, x_off, y_off, theta_off):

        self.current_load = 0
        self.firstLaserReading = []
        self.treesLeft = True
        self.disableSideLaser = False



        Entity.__init__(self, r_name, r_id,x_off,y_off, theta_off)
Example #21
0
 def __init__(self, id=None, name=None, capacityRequirementDict={}, earliestStartDict={}, dueDate=0,
              assemblySpaceRequirement=0, **kw):
     Entity.__init__(self, id, name, dueDate=dueDate)
     # a dict that shows the required capacity from every station
     self.capacityRequirementDict=capacityRequirementDict
     # a dict that shows the earliest start in every station
     self.earliestStartDict=earliestStartDict
     # the assembly space the project requires
     self.assemblySpaceRequirement=assemblySpaceRequirement
     from Globals import G
     G.CapacityProjectList.append(self)
Example #22
0
 def __init__(self, x, y, imageName=None, colorkey=None, coordsName=None, numImages=None, sound = None, soundVolume = 1, *args):
     Entity.__init__(self, x, y, imageName, colorkey, coordsName, numImages)
     self.active = False
     self.posIndex = POS_UP
     self.posImageIndex = 0  
     
     if sound:
         self.sound = load_sound(sound)
         self.sound.set_volume(soundVolume)
     else:
         self.sound = None   
Example #23
0
 def __init__(self, x, y, skin):
     Entity.__init__(self)
     self.skin = skin
     self.image = pygame.image.load(self.skin+"/enemy_right.png")
     self.image = pygame.transform.scale(self.image, (55, 72))
     self.image.convert()
     self.rect = Rect(x, y, 55, 72)  #Платформата се извежда
     self.xvel = 1              
     self.yvel = 0
     self.onGround = False
     self.hitPlatform = False
Example #24
0
 def __init__(self, pos, size):
     Entity.__init__(self)
     self.rect.size = size
     self.rect.center = pos
     self.damage = 0
     self.effectTravel = None
     self.effectCollision = None
     self.playerInteract = False
     self.timer = 0
     self.creationTime = 0
     self.impactDestroy = True
     self.enemyImpactDestroy = True #Projectile is destroyed on contatct with enemies
Example #25
0
	def __init__(self, pos, theta):
		Entity.__init__(self, pos)
		self.theta = float(theta)
		self.color = (0,112,0)
		self.velocity = 5
		self.angular_velocity = .524/6.0 # used to be 1.0

		self.rotatingCW = False
		self.rotatingCCW = False
		self.moving = True

		self.sensor_dist = 150
Example #26
0
    def __init__(self, id, serial_num=None):
        """
        Arguments:
        o id - int
        o serial_num - int
        """
        self.level = "M"
        if serial_num is None:
            self.serial_num = id
        else:
            self.serial_num = serial_num

        Entity.__init__(self, id)
Example #27
0
    def __init__(self, id, serial_num = None):
        """
        Arguments:
        o id - int
        o serial_num - int
        """
        self.level="M"
        if serial_num is None:
            self.serial_num=id
        else:
            self.serial_num=serial_num

        Entity.__init__(self, id)
Example #28
0
    def __init__(self, whichType, position=None, flipped=False):
        Entity.__init__(self, whichType, position=position, flipped=flipped)

        #Collision

        #Controls
        self.isJumping = False

        self.isFlying = False
        self.flyCounter = 0

        self.runState = None

        self.fireDelay = Player.FireDelay
Example #29
0
	def __init__(self, imageName=None, colorkey=None, clipRect=None, sound=None, soundVolume=1, *args):
		Entity.__init__(self, 0, 0, imageName, colorkey)

		if clipRect:
			self.rect = Rect(0, 0, clipRect.w, clipRect.h)
			self.sheetCoord = [[clipRect]]

		if sound:
			self.sound = load_sound(sound)
			self.sound.set_volume(soundVolume)
		else:
			self.sound = None

		self.melee = False
Example #30
0
 def __init__(self, id=None, name=None, route=[], priority=0, dueDate=0, orderDate=0, 
              extraPropertyDict=None,currentStation=None, isCritical=False,**kw):
     Entity.__init__(self, id=id,name=name, priority=priority, dueDate=dueDate, 
                     currentStation=currentStation, orderDate=orderDate, isCritical=isCritical)
     # instance specific attributes 
     # information on the routing and the stops of the entity
     self.route=route          # the route that the job follows, 
                                                 # also contains the processing times in each station
     self.remainingRoute=list(route)             # the remaining route. in the beginning 
                                                 # this should be the same as the full route
     self.extraPropertyDict = extraPropertyDict
     # variable used to differentiate entities with and entities without routes
     self.family='Job'
     # used by printRoute
     self.alias='J'+str(len(G.JobList))
Example #31
0
 def __init__(self):
     Entity.__init__(self, (0, 0), (0, 0), 25, True, GREEN)
     self.line = Line(self.posXY)
     self.health = 5
     self.accXY = (0, 0)
     self.invincibility = 0
     self.invincible = False
     self.colours = (RED, BLACK, self.colour)
     self.colourTimer = 0
     self.maxVelocity = 15
     self.legImage = ImageLoader.IMAGES['KNIGHT']['FRONT']['WALK'][0]
     self.bodyImage = ImageLoader.IMAGES['KNIGHT']['FRONT']['IDLE']
     self.swordImage = ImageLoader.IMAGES['KNIGHT']['SWORD']
     self.animationCounter = 0
     self.animationFlags = [False, False]
     return
Example #32
0
	def __init__(self, image_paths,fps=10):
		Entity.__init__(self,image_paths,(200,230),fps,1)	
		self.jumping = False # jumping flag
		self.can_jump = True
		self.health = 10
		self._invincible = False # for when player collides with an enemy
		self._invincible_time = 0 # timer for invincibility
		self._speedDecay = [0.9, 1.0]
		self._invisible_pic = self.image.copy()
		self._invisible_pic.fill([0,0,0,0])

		# scale images for player
		image_set = []
		for image in self._images:
			image_set.append( ( pygame.transform.scale( image, (130,67) ) ) )
		self._images = image_set
		self._rect = self._images[0].get_rect()
		self._rect.inflate_ip( -self._rect.width / 2, -self._rect.height / 2 )
Example #33
0
    def __init__(self,
                 start_x,
                 start_y,
                 sprite_dir,
                 width,
                 height,
                 frames,
                 cache=None):
        Entity.__init__(self)

        # Directory where all the sprites will be held
        # This must include up, down, left, right in both idle and walking positions
        # TODO: Implement other movement types
        self.sprite_dir = sprite_dir

        # We can preload the cache in for duplicated characters or just create a new one
        if cache is None:
            self.cache = ImageCache(sprite_dir)
        else:
            self.cache = cache

        # Default the sprite to face down
        self.image = self.cache.get_image("down_1")

        # Where to spawn the character
        self.x_speed = 0
        self.y_speed = 0
        self.width = width
        self.height = height

        # Define movement properties
        self.speed = 8
        self.sneak_mult = 0.4
        self.sprint_mult = 1.5

        # Animation properties
        self.anim_frames = frames  # How many animation frames
        self.current_anim_frame = 0
        self.frame_wait = 4  # How long to wait between frames
        self.current_frame_wait = 0

        self.rect = Rect(start_x, start_y, self.width, self.height)
Example #34
0
    def __init__(self, r_name, r_id, x_off, y_off, theta_offset):
        Entity.__init__(self, r_name, r_id, x_off, y_off, theta_offset)

        self.dict_of_visitors = {}

        #Initialise subscriber to visitor
        self.sub_to_visitor = rospy.Subscriber("visitor_dog_topic", String, self.Visitor_Subscription)

        self.linearX = 3

        self.animal_state = ""

        self._actions_ = {
            0: self.move_forward,
            1: self.goto_yx,
            2: self.turn,
            3: self.stop,
            4: self.go_to_rand_location,
            5: self.go_to_visitor
        }
 def __init__(self, pos):
     Entity.__init__(self, "RSC/Player Images/playerstep1.png", [0,0], pos)
     self.upImages = [pygame.image.load("RSC/Player Images/playerbackstep1.png"),
                         pygame.image.load("RSC/Player Images/playerbackstep2.png")]
     self.downImages = [pygame.image.load("RSC/Player Images/playerstep1.png"),
                         pygame.image.load("RSC/Player Images/playerstep2.png")]
     self.leftImages = [pygame.image.load("RSC/Player Images/player1side.png"),
                         pygame.image.load("RSC/Player Images/playerside1step.png")]
     self.rightImages = [pygame.image.load("RSC/Player Images/player2side.png"),
                         pygame.image.load("RSC/Player Images/playerside2step.png")]
     self.facing = "up"
     self.changed = False
     self.images = self.upImages
     self.frame = 0
     self.maxFrame = len(self.images) - 1
     self.waitCount = 0
     self.maxWait = 60*.25
     self.image = self.images[self.frame]
     self.rect = self.image.get_rect(center = self.rect.center)
     self.maxSpeed = 4