def __init__(self, pos, kierunek): if(kierunek=="prawo"): self.velX = 12 self.velY = 0 elif(kierunek=="lewo"): self.velX = -12 self.velY = 0 elif(kierunek=="prawogora"): self.velX = 12 self.velY = 12 elif(kierunek=="lewogora"): self.velX = -12 self.velY = 12 self.image = pyglet.image.load("resources/fireball.png") image_gride = pyglet.image.ImageGrid(self.image,8,8,item_width=64,item_height=64) self.animation=pyglet.image.Animation.from_image_sequence(image_gride[24:32],0.1,True) self.sprite = Sprite(self.animation) self.sprite.position = pos self.sprite.scale = 1 self.sprite.rotation = 0 self.liveTime = 10 self.sprite.cshape = cm.AARectShape( self.sprite.position, self.sprite.width/3, self.sprite.height/3 )
def __init__(self): super(Bullet, self).__init__("img/bullet.png") self.scale = 0.5 # self.schedule_interval(self.run_bullet,0.01) pygame.mixer.init() self.bullet_sound = pygame.mixer.Sound('sounds/bullet.ogg') self.cshape = collision.AARectShape(collision.eu.Vector2(0, 0), self.width // 2, self.height // 2)
def update_position(self, dt): #同步隐藏点的坐标到皮肤上 if not block[self.num]: self.skin.position = self.spr.position x, y = self.skin.position self.life_bar.position = (x, y + 160) self.life_bar.scale_x = self.life / 100 self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 65, 136)
def __init__(self): super().__init__("img/player.png") self.position = 700, 600 self.life = 100 self.cshape = cm.AARectShape(eu.Vector2(*self.position), self.width / 2, self.height / 2) self.do(Repeat(MoveTo((100, 500), 4) + MoveTo((1000, 500), 4)))
def _update_position(self): super(destroyableObject, self)._update_position() self.cshape = cm.AARectShape( self.position, self.width // 2, self.height // 2 )
def __init__(self, position, image): self.sprite = cocos.sprite.Sprite(image) self.sprite.position = position self.sprite.rotation = 180 self.lifeTime = 120 self.terminate = False self.sprite.cshape = cm.AARectShape(self.sprite.position, self.sprite.width / 2, self.sprite.height / 2)
def __init__(self, image, center_x, center_y): super().__init__(image) self.position = (center_x, center_y) half_width = self.width / 2 half_height = self.height / 2 self.cshape = cm.AARectShape(self.position, half_width, half_height) self.schedule(self.loop) self.schedule(self.update_shape)
def __init__(self, image, x, y): super(Actor, self).__init__(image) pos = eu.Vector2(x, y) # self.position is defined in cocos.sprite.Sprite with type (int, int) # assigning self.position type eu.Vector2(int,int) seems to assign the type (int,int) self.position = pos self.cshape = cm.AARectShape(self.position, self.width / 2, self.height / 2)
def __init__(self, id=0, position=(0, 0), rotation=0, clan=1): super(Center, self).__init__(id=id, position=position, rotation=rotation, clan=clan) self.scale = 0.7 self.cshape = cm.AARectShape(self.position, self.width // 2, self.height // 2)
def __init__(self, x, image): self.sprite = cocos.sprite.Sprite(image) self.sprite.position = x, 700 self.sprite.scale = 2 self.time = 0 self.canMove = True self.sprite.cshape = cm.AARectShape(self.sprite.position, self.sprite.width / 2, self.sprite.height / 2)
def __init__(self, image): super(EnemyBase, self).__init__(image) self.fj_image = image self.scale = 0.6 self.cshape = collision.AARectShape( collision.eu.Vector2(*self.position), self.width // 2, self.height // 2) self.reset_position() self.schedule(self.run)
def __init__(self, id=0, position=(0,0), rotation=0, clan=1): super(MiniGunTower, self).__init__(id=id, position=position, rotation=rotation, clan=clan) self.weapon = MiniGunWeapon() self.scale = 0.3 self.cshape = cm.AARectShape( self.position, self.width // 2, self.height // 2 )
def __init__(self): super().__init__("img/car.png") self.position = 200, 200 self.velocity = (0, 0) self.cshape = cm.AARectShape(eu.Vector2(*self.position), self.width / 2, self.height / 2) self.do(Mover())
def __init__(self, enemy_id, position): super().__init__("images/swin_right/Fall.png") self.position = position self.enemy_id = enemy_id self.cshape = cm.AARectShape(eu.Vector2(*self.position), self.width / 2, self.height / 2) self.alive = True self.state = 'passive' self.right = True self.activity = 'idle'
def __init__(self, position=(0, 0), rotation=0, fired_tank=None): super().__init__(self.spriteName) self.start_position = position self.position = position self.last_update_time = time() self.rotation = rotation self.fired_tank = fired_tank self.cshape = cm.AARectShape(self.position, self.width // 2, self.height // 2)
def __init__(self, hud, position, settings): super(CentralBase, self).__init__(position, settings) self.tag = 'CentralBase' self.hud = hud self.cshape = cm.AARectShape(self.position, self.width * 0.5, self.height * 0.5) self.cshape.center = eu.Vector2(self.position[0], self.position[1]) self.capacity = 1000 self.storage = {'copper': 200, 'iron': 70, 'titanium': 0} self.hud.update_resource(self.storage)
def __init__(self, x, y, r, g, b): super(Paddle, self).__init__('rectangle.png', color=(r, g, b), scale=.2) self.position = x, y center = eu.Vector2(x, y) self.cshape = cm.AARectShape(center, self.width/2, self.height/2) self.velocity = 0 self.accleration = 0 self.direction = 0 self.maxspeed = 100
def checkCollisionsWithObjects(self): self.target.cshape = cm.AARectShape(self.target.position, self.target.width // 2, self.target.height // 2) collisions = CollisionManager.objs_colliding(self.target) if collisions: return True return False
def __init__(self): self.Gun = Gun(self.spriteGunName, self) super(Tank, self).__init__(self.spriteName) self.scale = self.Gun.scale = 0.5 self.healthHelper = HealthSprite() self.updateHealthPosition() self.cshape = cm.AARectShape(self.position, self.width // 2, self.height // 2)
def __init__(self): super().__init__(anim, scale=.33) self.position = 800, 360 self.velocity = (0, 0) self.cshape = cm.AARectShape(eu.Vector2(*self.position), self.width / 4, self.height / 1.9) self.do(Mover())
def __init__(self, image, x, y, timeleft=6): super(Powerup, self).__init__(image) self.position = (x, y) self.time_left = timeleft # amount of time player has to pick up self.cshape = cm.AARectShape(self.position, self.width // 2, self.height // 2) self.speed = 100 self.shield = 50 self.bonus_time_left = 5 self.is_active = False self.player = None
def __init__(self, filename, position): super().__init__() img = pyglet.image.load(address + filename) spr = cocos.sprite.Sprite(img) spr.position = position[0], position[1] self.add(spr) self.life = 100 self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png") self.life_bar.position = position[0], position[1] + 70 self.add(self.life_bar) self.cshape = cm.AARectShape(eu.Vector2(*spr.position), 65, 136)
def __add_enemy(self, name, x, y, scale): sprite = cocos.sprite.Sprite('images/spaceship.png') sprite.scale = scale sprite.position = x, y sprite.btype = 'enemy' sprite.on_collide = lambda: self.remove(sprite) sprite.cshape = cm.AARectShape(center=eu.Vector2(x, y), half_width=sprite.image.width * 0.5, half_height=sprite.image.height * 0.5) self.add(sprite, name=name)
def __init__(self): image = 'imgs/bullet.png' super(Bullet, self).__init__(image) self.scale = 0.5 # 是否可以重新使用了 self.reuseable = False # cshape self.cshape = collision.AARectShape(collision.eu.Vector2(0, 0), self.width // 2, self.height // 2) audio.pygame.mixer.init() self.audio = audio.pygame.mixer.Sound('sounds/bullet.ogg') self.schedule(self.move)
def __init__(self, position, settings): super(SupplyBase, self).__init__(position, settings) self.tag = 'SupplyBase' self.cshape = cm.AARectShape(self.position, self.width * 0.5, self.height * 0.5) self.cshape.center = eu.Vector2(self.position[0], self.position[1]) self.receive_structure = None self.send_structure = None self.transporting_resource = None self.tempStorage = 0 self.transport_delay = 12 self.transport_count = 0
def init_image(self): frames = [] for x in range(1, 3): texure = pyglet.resource.image('img/hero/hero%d.png' % x) frames.append(texure) anim = Animation.from_image_sequence(frames, 0.05) super(Hero, self).__init__(anim) self.scale = 0.5 self.position = config.WINDOS_WIDTH // 2, 200 self.cshape = collision.AARectShape( collision.eu.Vector2(*self.position), self.width // 4, self.height // 4)
def __init__(self, position): super().__init__('assets/corgi1.png') self.position = position self.starting_position = position self.cshape = cm.AARectShape(position, self.width/6, self.height/12) self.update_cshape() self.lives = 3 self.jump_range = 150 self.speed = 0 self.max_speed = 4.5 self.acceleration = 0.15 self.image_load() self.may_jump = True
def __init__(self, e): super(EnemyObject, self).__init__(e[0].R.ENEMY[e[1]]) #X(axis)-Location for enemy self.e = e self.isDead = False self.scale = 0.7 self.position = (director._window_virtual_width, random.randint(30,director._window_virtual_height - 34 - self.height/2)) self.velocity = (-100, 0) self.deadtemplate = Delay(0.5) + CallFunc(self.destroy) self.do(Move()) #Collision Shape self.cshape = CollisionModel.AARectShape(self.position, self.width/2, self.height/2)
def __init__(self, position: Vector2, block_color, scale=1, b_type=""): self.block_color = block_color self.b_type = b_type image = get_img_by_color(block_color) Sprite.__init__(self, image=image, position=position, scale=scale) if (not b_type == ''): #retangulo para calculo de colisao, como coodenadas realtivas a layer do jogo principal pos = game_controller.game_controller.main_game.point_to_local( (self.x, self.y)) self.cshape = collision_model.AARectShape(pos, self.width / 2, self.height / 2)
def addImg(self, src, type): land = None if type == 'background': land = BackgroundSprite(src) if type == 'objects': land = ObjectSprite(src) if type == 'undestroyable_objects': land = UndestroyableObject(src) if type == 'unmovable_background': land = UnmovableBackground(src) assert land is not None, 'Land is none! type is undefined!' land.cshape = cm.AARectShape(land.position, land.width // 2, land.height // 2) land.src = src self.add(land) self.collisions.add(land)