def __init__(self, score): SceneBase.__init__(self) self.score = score self.slain = pygame.image.load("res/slain.png").convert_alpha() self.slain = pygame.transform.scale(self.slain, (round(WINDOW_WIDTH/1.7), round(WINDOW_HEIGHT/5))) self.go_bg = pygame.image.load("res/go_bg.png").convert() self.go_bg = pygame.transform.scale(self.go_bg, (round(WINDOW_WIDTH), round(WINDOW_HEIGHT)))
def __init__(self): SceneBase.__init__(self) playerimage = pygame.transform.scale(pygame.image.load("Images/player.png"), (30, 30)) # creates the Player character in the location 20, 20 self.player = Player.Player(30, 30, playerimage) blueParticle = pygame.image.load("Images/particle_blue.png") redParticle = pygame.image.load("Images/particle_red.png") # Defines the starting positions of the first two Particles for level 1 of the game self.particle1 = Particle.Particle(100, 100, False, None, redParticle, False) self.particle2 = Particle.Particle(100, 200, True, self.particle1, blueParticle, False) # Particle 2 is entangled to Particle one # Defines the position for the first goal for level 1 of the game self.goal = Goal.Goal(400, 400) # NOTE: Negative numbers in wall declarations ruin collision detection self.leftWall = Wall.Wall(0, 0, 20, 600) self.rightWall = Wall.Wall(780, 0, 20, 600) self.topWall = Wall.Wall(0, 0, 800, 20) self.bottomWall = Wall.Wall(0, 580, 800, 20) self.door = Door.Door(760, 300, 20, 100) self.walls=[self.leftWall,self.rightWall,self.bottomWall,self.topWall] # Defines the objects that the Player character cannot pass through self.entities = [self.player,self.particle1, self.particle2, self.leftWall, self.rightWall, self.topWall, self.bottomWall] self.particles=[self.particle1,self.particle2] self.startTime=int(round(time.time())) pygame.mixer.music.load('A Strange Charm.wav') pygame.mixer.music.play(-1)
def __init__(self): SceneBase.__init__(self) self.rankedbg = pygame.image.load("res/ranked.png").convert() self.rankedbg = pygame.transform.scale(self.rankedbg, (WINDOW_WIDTH, WINDOW_HEIGHT)) self.currentline = [] self.indent = WINDOW_HEIGHT/3 - WINDOW_HEIGHT/4 self.x = 0
def __init__(self, level, score): SceneBase.__init__(self) pygame.display.set_caption('Space Invaders² © ® ™ № 1') # Spielbreite festlegen self.width = width # Spielhöhe festlegen self.height = height # Spielzeit anlegen self.clock = pygame.time.Clock() # LocalPlayer mit Anfangsschiff hinzufügen self.player = LocalPlayer(self, width / 2, height - 20, Ship_Five, ProjectileWeapon) # Spielobjekte anlegen self.object = LocalObjects(self) # Gegner anlegen self.enemys = LocalEnemys(self) # Bedingung für die Schleife, Spielabbruch self.quitgame = False # Zeitstempel fürs Schießen self.vorherZeit = pygame.time.get_ticks() # Animationsgruppe self.animations_Explosions = pygame.sprite.Group() # Tastatur Invoker self.tastatur = Invoker() # Level self.level = level # Levelmanager self.levelmanager = Levelmanager(self) # Kollisionhandler self.collisionhandler = CollisionHandler(self) # Scorelabel self.scorelabel = TextBox((0, 0, 200, 32), "Score") # levellabel self.levellabel = TextBox((1000, 0, 200, 32), "Level") # Tastatur EInstellungen festlegen command_Down = PlayerDown(self) command_Up = PlayerUp(self) command_Right = PlayerRight(self) command_Left = PlayerLeft(self) command_Space = PlayerSpace(self) self.tastatur.setBefehl(pygame.K_DOWN, command_Down) self.tastatur.setBefehl(pygame.K_UP, command_Up) self.tastatur.setBefehl(pygame.K_RIGHT, command_Right) self.tastatur.setBefehl(pygame.K_LEFT, command_Left) self.tastatur.setBefehl(pygame.K_SPACE, command_Space) self.levelmanager.level = self.level self.player.setScore(score)
def __init__(self, player, clock): SceneBase.__init__(self) # creates the Player character in the location 20, 20 self.player = player player.x = 30 player.y = 30 # Defines the starting positions of the first two Particles for level 3 of the game self.particle1 = Particle.Particle(90, 360, False, None, greenParticle, False) self.particle2 = Particle.Particle( 90, 80, True, self.particle1, greenParticle, False) # Particle 2 is entangled to Particle one # Defines the position for the first goal for level 3 of the game self.goal = Goal.Goal(720, 530) self.door = Door.Door(760, 100, 20, 100) # NOTE: Negative numbers in wall declarations ruin collision detection self.leftWall = Wall.Wall(0, 0, 20, 600) self.rightWall = Wall.Wall(780, 0, 20, 600) self.topWall = Wall.Wall(0, 0, 800, 20) self.bottomWall = Wall.Wall(0, 580, 800, 20) self.centerWallObstacle = Wall.Wall(20, 290, 780, 30) self.lowerWallObstacle = Wall.Wall(20, 390, 280, 20) self.middleWallObstacle = Wall.Wall(380, 300, 20, 180) self.rightWallObstacleOne = Wall.Wall(500, 450, 20, 130) self.rightWallObstacleTwo = Wall.Wall(580, 360, 200, 20) self.walls = [ self.leftWall, self.rightWall, self.bottomWall, self.topWall, self.centerWallObstacle, self.lowerWallObstacle, self.middleWallObstacle, self.rightWallObstacleOne, self.rightWallObstacleTwo ] # Defines the objects that the Player character cannot pass through self.entities = [ self.player, self.particle1, self.particle2, self.leftWall, self.rightWall, self.topWall, self.bottomWall, self.centerWallObstacle, self.lowerWallObstacle, self.middleWallObstacle, self.rightWallObstacleOne, self.rightWallObstacleTwo ] self.particles = [self.particle1, self.particle2] self.startTime = clock
def __init__(self): SceneBase.__init__(self) self.player = Circle(round(WINDOW_WIDTH / 2), round(WINDOW_HEIGHT / 2), PLAYER_SIZE, GREEN, 0, 0, 0) self.score = 0 self.moveDown = False self.moveUp = False self.moveRight = False self.moveLeft = False self.pause = False self.circles = generate_circles(CIRCLES_NUM, self.player) self.minions = [ pygame.image.load('res/minion_1.png'), pygame.image.load('res/minion_2.png'), pygame.image.load('res/minion_3.png'), pygame.image.load('res/minion_4.png'), pygame.image.load('res/minion_5.png'), pygame.image.load('res/minion_6.png') ] self.background_image = pygame.image.load("res/bg.png").convert() self.background_image = pygame.transform.scale( self.background_image, (WINDOW_WIDTH, WINDOW_HEIGHT))
def __init__(self): SceneBase.__init__(self) UnitLoader.__init__() self.counter = 0 self.Economy = False self.MoneyCounter = 0 self.AttackRate = 0 self.EAttackRate = 0 self.Health = 1000 if UpgradeData.defense: self.EHealth = 1500 elif not UpgradeData.defense: self.EHealth = 1000 print(self.Health) self.offset = 0 self.movecamera = 0 self.scrollfactor = 25 self.UnitMovement = UnitMovement() if Options.hardcoremode: self.AI = BaseAI(6) else: self.AI = BaseAI(3) self.defendbutton = Button("Defend", (60, 635), self.Attack, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.holdbutton = Button("Hold", (185, 635), self.HoldPosition, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.attackbutton = Button("Attack", (310, 635), self.DefendPosition, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.openmenu = Button("Build List", (1130, 600), self.Menu, size=(120, 30), font_size=20, bg=(109, 177, 255)) self.resourcebar = Bar("Moon Crystals: 100", (1080, 15), size=(240, 30), font_size=20, bg=(176, 185, 186)) self.supplybar = Bar("Units: 0/40", (1080, 45), size=(240, 30), font_size=20, bg=(176, 185, 186)) self.buildmenu = ToggleMenu((1140, 350), size=(160, 400), bg=(176, 185, 186), shown=False) self.buildrifleblaster = Button("RifleBlaster 100", (1130, 275), self.BRB, size=(120, 60), font_size=15, bg=(109, 177, 255)) self.buildhorserifleblaster = Button("HorseRifleBlaster 200", (1130, 435), self.BHRB, size=(120, 60), font_size=12, bg=(109, 177, 255)) self.buildspaceraider = Button("SpaceRaider 50", (1130, 195), self.BSR, size=(120, 60), font_size=15, bg=(109, 177, 255)) self.buildtank = Button("Tank 300", (1130, 355), self.BTANK, size=(120, 60), font_size=15, bg=(109, 177, 255)) self.buildmenutoggle = False self.buildqueue = StatBar(" ", (1090, 635), size=(200, 20), bg=(176, 185, 186), fg=(109, 177, 255)) self.basehealth = StatBar(" ", (80, 45), size=(150, 20), bg=(176, 185, 186), fg=(219, 40, 0)) self.ebasehealth = StatBar(" ", (80, 15), size=(150, 20), bg=(176, 185, 186), fg=(109, 177, 255)) self.text = Text(15, 80, "Base Health", bold=True, fontSize=18) self.etext = Text(45, 80, "Enemy Base Health", bold=True, fontSize=18) self.buildmenu.AddButton(self.buildhorserifleblaster) self.buildmenu.AddButton(self.buildrifleblaster) self.buildmenu.AddButton(self.buildspaceraider) self.buildmenu.AddButton(self.buildtank) b = Boombox() b.PlayMusic("level6playmusic")
def __init__(self, txt): self.txt = txt SceneBase.__init__(self) # Scorelabel self.endscreenlabel = TextBox((480, 200, 240, 30), self.txt)
def __init__(self): SceneBase.__init__(self) self.menubutton = Button("BUTTON", (60,30), self.function)
def __init__(self): SceneBase.__init__(self)
def __init__(self): SceneBase.__init__(self) self.menubg = pygame.image.load("res/title.png").convert() self.menubg = pygame.transform.scale(self.menubg, (WINDOW_WIDTH, WINDOW_HEIGHT))
def __init__(self, level, score): SceneBase.__init__(self) self.level = level self.score = score