def __init__(self):
        super(Player_2, self).__init__()
        self.skin = skeleton.BitmapSkin(animation.my_walk_skeleton.skeleton,
                                        animation.my_walk_skin.skin)
        self.add(self.skin)

        self.skin.position = 500, 100
        self.position = 500, 100
        self.life = 100

        img = pyglet.image.load(address + "\dot.png")
        self.spr = cocos.sprite.Sprite(img, opacity=0)  # hide the dot
        self.spr.position = 500, 100
        self.spr.velocity = (0, 0)
        self.spr.do(Mover_2())
        self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png")

        self.add(self.spr)
        self.add(self.life_bar)

        self.status = 3  # 1:walk left 2:walk right 3:stop 4:attack
        self.change = False
        self.block = False  # True means the character is having a continuous movement
        self.near_attack = False
        self.count = 0
        self.up = False
        self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 65,
                                     136)  # 136不够

        fp_1 = open((address_2 + "/animation/MOOOOVE.anim"), "rb+")
        self.walk = cPickle.load(fp_1)
        fp_2 = open((address_2 + "/animation/attack.anim"), "rb+")
        self.attack = cPickle.load(fp_2)
Example #2
0
    def __init__(self):
        super( TestLayer, self ).__init__()

        x,y = director.get_window_size()
        self.skin = skeleton.BitmapSkin(sample_skeleton.skeleton,
                                        sample_skin.skin)
        self.add( self.skin )
        x, y = director.get_window_size()
        self.skin.position = x//2, y//2
Example #3
0
def getAnim(dirName):
    boneName = os.path.join(dirName, 'human_bone.py')
    skinName = os.path.join(dirName, 'human_skin.py')
    animName = os.path.join(dirName, 'sample.anim')
    sk = imp.load_source('skeleton', boneName).skeleton
    skin = imp.load_source('skin', skinName).skin
    anim = pickle.load(open(animName, 'rb'))
    skin = skeleton.BitmapSkin(sk, skin)
    return skin, anim
Example #4
0
    def __init__(self):
        super(TestLayer, self).__init__()

        x, y = director.get_window_size()
        self.skin = skeleton.BitmapSkin(human_bone.skeleton, human_skin.skin)
        self.add(self.skin)
        x, y = director.get_window_size()
        self.skin.position = x / 2, y / 2
        anim = pickle.load(open("sample.anim", 'rb'))
        self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
    def __init__(self):
        super(TestLayer, self).__init__()

        x, y = director.get_window_size()
        self.skin = skeleton.BitmapSkin(sample_skeleton.skeleton,
                                        sample_skin.skin)
        self.add(self.skin)
        x, y = director.get_window_size()
        self.skin.position = x // 2, y // 2
        anim = pickle.load(open("SAMPLE.anim", "rb"))
        self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
    def __init__(self):
        super(Player_1, self).__init__()
        self.skin = skeleton.BitmapSkin(animation.model2_skeleton.skeleton,
                                        animation.model2_skin.skin)
        self.add(self.skin, 1)
        # self.width,self.height = 0,0        #可能有bug
        self.position = 100, 100
        self.skin.position = 100, 100
        self.life = 100
        self.protect = False

        img = pyglet.image.load(address + "\dot.png")
        self.spr = cocos.sprite.Sprite(img, opacity=0)
        self.spr.position = 100, 100
        self.spr.velocity = (0, 0)
        self.mover = Mover_1()
        self.spr.do(self.mover)
        self.add(self.spr)
        self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png")
        self.add(self.life_bar)
        self.fi = Fire()  # ParticleSystem
        self.fi.auto_remove_on_finish = True
        self.fi.position = (100, 50)

        self.status = 1  # 1:stop 2:walk 3:保持态 4:attack 5:leg_attack 6 :跳跃
        self.change = False
        self.bullet_move = False
        self.count = 0
        self.beheat = False
        self.up = False
        self.down = False

        fp_1 = open((address_2 + "/animation/MOOOOVE1.anim"), "rb+")
        self.walk = cPickle.load(fp_1)
        fp_2 = open((address_2 + "/animation/gun_shot.anim"), "rb+")
        self.attack = cPickle.load(fp_2)
        fp_3 = open((address_2 + "/animation/my_frozen.anim"), "rb+")
        self.frozen = cPickle.load(fp_3)
        fp_4 = open((address_2 + "/animation/leg_attack.anim"), "rb+")
        self.leg_attack = cPickle.load(fp_4)
        fp_5 = open((address_2 + "/animation/jump.anim"), "rb+")
        self.jump = cPickle.load(fp_5)

        mixer.init()
        music.load((address_2 + r"/sound/bgm.mp3").encode())
        music.play()
        music.set_volume(0.4)

        self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 80, 136)
        self.fire()
        self.bullet.cshape = cm.AARectShape(eu.Vector2(*self.bullet.position),
                                            self.bullet.width / 2,
                                            self.bullet.height / 2)
    def __init__(self):
        super(Mr_cai, self).__init__()

        x, y = director.get_window_size()
        self.skin = skeleton.BitmapSkin(animation.model1_skeleton.skeleton,
                                        animation.model1_skin.skin)
        self.add(self.skin)
        x, y = director.get_window_size()
        self.skin.position = 300, 150
        fp0 = open((address_2 + "/animation/Mr_cai.anim"), "rb+")
        anim = cPickle.load(fp0)
        self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
Example #8
0
    def __init__(self):
        super(TestLayer, self).__init__()

        x, y = director.get_window_size()

        # create a ColorSkin for our skeleton
        self.skin = skeleton.BitmapSkin(root_bone.skeleton, root_skin.skin)

        # add the skin to the scene
        self.add(self.skin)
        x, y = director.get_window_size()
        self.skin.position = x / 2, y / 2
Example #9
0
    def __init__(self):
        super(Moving_man, self).__init__()

        x, y = director.get_window_size()
        self.skin = skeleton.BitmapSkin(my_sample_skeleton.skeleton,
                                        my_sample_skin.skin)
        self.add(self.skin)
        x, y = director.get_window_size()
        self.skin.position = x / 2, y / 2
        fp = open(r"D:/MyCode/MyPython/BUPT_TowerDefence/my_SAMPLE.anim",
                  "rb+")
        # fp = open(r"D:/CSHE/BUPT_TowerDefence/my_SAMPLE.anim","rb+")
        anim = cPickle.load(fp)
        self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
    def __init__(self, skele, skin, walk, attack, frozen, num, speed, x, y,
                 sound):
        super(Enemy_1, self).__init__()
        self.x = x
        self.y = y
        self.sound = sound
        self.skin = skeleton.BitmapSkin(skele, skin)
        self.add(self.skin)
        self.num = num
        global block_1
        block.append(False)

        img = pyglet.image.load(address + "\dot.png")
        self.spr = cocos.sprite.Sprite(img, opacity=0)  # hide the dot
        self.spr.velocity = (0, 0)
        self.speed = speed
        self.private()  #私有函数 是它独有的部分
        self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png")

        self.add(self.spr)
        self.add(self.life_bar)

        self.status = 1  # 1:walk left 2:walk right 3:保持态 4:attack 5:beheat
        self.Attack = False  #表示判定开始攻击这一瞬间
        self.auto_attack = False  #表示处于攻击这一整个状态  包括僵直
        self.count = 0
        self.beheat = False
        self.damage = 100  #默认总属性值为300
        self.life = 100

        self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 65,
                                     136)  # 136不够
        fp_1 = open((address_2 + walk), "rb+")
        self.walk = cPickle.load(fp_1)
        fp_2 = open((address_2 + attack), "rb+")
        self.attack = cPickle.load(fp_2)
        fp_3 = open((address_2 + frozen), "rb+")
        self.frozen = cPickle.load(fp_3)