Example #1
0
def enter():
    global mario, map, enemy, object, fire_ball, chimney, mario_life
    global mario_life2, mario_life3, mario_life4
    global item_box, brick
    mario = Mario()
    map = Map()
    enemy = Enemy()
    object = Object()
    fire_ball = Ball()
    chimney = Chimney()
    mario_life = Mario_Life()
    mario_life2 = Mario_Life2()
    mario_life3 = Mario_Life3()
    mario_life4 = Mario_Life4()
    item_box = Object_Item()
    brick = Brick()

    game_world.add_object(map, 0)
    game_world.add_object(object, 1)
    game_world.add_object(mario, 0)
    game_world.add_object(enemy, 1)
    game_world.add_object(chimney, 0)
    game_world.add_object(mario_life, 1)
    game_world.add_object(mario_life2, 0)
    game_world.add_object(mario_life3, 1)
    game_world.add_object(mario_life4, 0)
    game_world.add_object(item_box, 1)
    game_world.add_object(brick, 0)
    pass
Example #2
0
def enter():
    global mario, map, enemy, object, fire_ball, chimney, mario_life
    global mario_life2, mario_life3, mario_life4
    global item_box, brick, item, coin_box, turtle, coin, balls
    mario = Mario()
    map = Map()
    enemy = Enemy()
    object = Object()
    fire_ball = Ball()
    chimney = Chimney()
    mario_life = Mario_Life()
    mario_life2 = Mario_Life2()
    mario_life3 = Mario_Life3()
    mario_life4 = Mario_Life4()
    item_box = Object_Item()
    brick = Brick()
    item = Item()
    coin_box = Coin_Box()
    turtle = Turtle()
    coin = Coin()

    game_world.add_object(map, 0)
    game_world.add_object(object, 1)
    game_world.add_object(mario, 0)
    game_world.add_object(enemy, 1)
    #game_world.add_object(chimney, 0)
    game_world.add_object(mario_life, 1)
    game_world.add_object(mario_life2, 0)
    game_world.add_object(mario_life3, 1)
    game_world.add_object(mario_life4, 0)
    game_world.add_object(item_box, 1)
    game_world.add_object(brick, 0)
    game_world.add_object(coin_box, 1)
    #game_world.add_object(turtle, 0)
    pass
Example #3
0
def enter():

    global mario, map, enemy, object, fire_ball, chimney, mario_life
    global mario_life2, mario_life3, mario_life4
    mario = Mario()
    map = Map()
    enemy = Enemy()
    object = Object()
    fire_ball = Ball()
    chimney = Chimney()
    mario_life = Mario_Life()
    mario_life2 = Mario_Life2()
    mario_life3 = Mario_Life3()
    mario_life4 = Mario_Life4()

    game_world.add_object(map, 0)
    game_world.add_object(object, 1)
    game_world.add_object(mario, 0)
    game_world.add_object(enemy, 1)
    game_world.add_object(chimney, 0)
    game_world.add_object(mario_life, 1)
    game_world.add_object(mario_life2, 0)
    game_world.add_object(mario_life3, 1)
    game_world.add_object(mario_life4, 0)
    pass
Example #4
0
    def update(self):
        # 아이템상자 충돌체크
        if self.is_collide_item_box:
            #self.is_jump = False
            pass

        # 점프
        if self.is_jump:
            self.y = (2 * self.t**2 - 3 * self.t + 1) * self.y1 + (
                -4 * self.t**2 + 4 * self.t) * self.y2 + (2 * self.t**2 -
                                                          self.t) * self.y3
            self.t += game_framework.frame_time

            if self.t >= 1:
                self.t = 0
                self.is_jump = False

        # 벽돌 위 올라감
        if self.is_collide_brick:
            brick = Brick()
            self.y = brick.y + 50
            if self.x < brick.x - 50 or self.x > brick.x + 45:
                self.is_collide_brick = False
        if not self.is_collide_brick:
            self.y -= game_framework.frame_time * 100

        # 굴뚝 위 올라감
        if self.is_collide_chimney:
            chimney = Chimney()
            self.y = chimney.y + 120
            if self.x < chimney.x - 30 or self.x > chimney.x + 10:
                self.is_collide_chimney = False
        if not self.is_collide_chimney:
            self.y -= game_framework.frame_time * 100

        # 코인박스 위 올라감
        if self.collide_coin_box:
            coin_box = Coin_Box()
            self.y = coin_box.y + 80
            if self.x < coin_box.x - 20 or self.x > coin_box.x + 15:
                self.collide_coin_box = False
        if not self.collide_coin_box:
            self.y -= game_framework.frame_time * 100

        self.cur_state.do(self)
        if len(self.event_que) > 0:
            event = self.event_que.pop()
            self.cur_state.exit(self, event)
            self.cur_state = next_state_table[self.cur_state][event]
            self.cur_state.enter(self, event)
        pass