Example #1
0
    def draw(self, location, screen, can_see=True):
        """Draws the player onto the screen."""
        loc = coda.Vector2(location[0], location[1])
        num_cards = len(self.hand)
        num_offsets = num_cards - 1
        length = num_cards * 160 + num_offsets * HAND_OFFSET
        start_loc = coda.Vector2(loc.x - length / 2 + card.WIDTH / 2, loc.y)
        jump = coda.Vector2(card.WIDTH + HAND_OFFSET, 0)
        self.health_text.text = "Health: " + str(self.health.value())
        self.health_text.location = (start_loc.x - card.WIDTH,
                                     start_loc.y + 30)
        self.attack_text.text = "Attack: " + str(self.attack.value())
        self.attack_text.location = (start_loc.x - card.WIDTH, start_loc.y)
        self.shield_text.text = "Shield: " + str(self.shield.value())
        self.shield_text.location = (start_loc.x - card.WIDTH,
                                     start_loc.y - 30)

        for cards in self.hand:
            cards.location = start_loc
            cards.draw(screen, can_see)
            start_loc += jump

        self.health_text.draw(screen)
        self.attack_text.draw(screen)
        self.shield_text.draw(screen)
Example #2
0
class Data:
    """Modifiable data"""
    tilesheet = coda.SpriteSheet("tileset.png", (32, 32))
    player_sheet = coda.SpriteSheet("player_sheet.png", (42, 48))
    tilemap = []
    floors = []
    walls = []
    player_start_position = coda.Vector2(0, 0)
    boss_start_position = coda.Vector2(0, 0)
    player = coda.Object(tilesheet.image_at(0))
    boss = coda.Object(BOSS_IMAGE)
    player_health = 100
    boss_health = 300
    player_dir = coda.dir.UP
    timer1 = coda.CountdownTimer(0.1)
    timer3 = coda.CountdownTimer(0.1)
    numberOfBullets = 0
    bullets = []
    bullet_owner = []
    rotation_speed = 180
    state = 0
    last_state = 2
    player_text = coda.TextObject(coda.color.BLACK, 24, "Player: ")
    player_hitbox = coda.Object(PROJECTILE_IMAGE)
    index = 0
    boss_logic = coda.StateMachine()
    player_logic = coda.StateMachine()
Example #3
0
def draw(screen):
    """Draws the state to the given screen."""
    MY.background.draw(screen)
    MY.player1.draw(screen)
    MY.player2.draw(screen)
    rect = MY.player1.get_transformed_rect()
    health_bar(screen, MY.player1_hp,
               PLAYER_MAX_HP, coda.Vector2(rect.width, 10), rect.topleft)
    rect = MY.player2.get_transformed_rect()
    health_bar(screen, MY.player2_hp,
               PLAYER_MAX_HP, coda.Vector2(rect.width, 10), rect.topleft)

    for i in range(len(MY.bullets)):
        if MY.bullets[i].active:
            MY.bullets[i].draw(screen)

    for i in range(len(MY.asteroids)):
        if MY.asteroids[i].active:
            MY.asteroids[i].draw(screen)
Example #4
0
class Data:
    """place changable state variables here."""
    player1 = coda.Object(IMAGE_PLAYER1)
    player1_hp = 1
    player2 = coda.Object(IMAGE_PLAYER2)
    player2_hp = 1
    bullets = []
    asteroids = []
    bullet_owner = []
    maxFrameTime = 0.05
    window = coda.Vector2(10, 10)
    background = coda.Object(IMAGE_BACKGROUND)
Example #5
0
def draw(screen):
    """Draws the state to the given screen."""
    MY.background.draw(screen)
    MY.player1.draw(screen)
    MY.player2.draw(screen)
    rect = MY.player1.sprite.surface().get_rect()
    rect.center = MY.player1.location
    health_bar(screen, MY.player1_hp,
               PLAYER_MAX_HP, coda.Vector2(rect.width, 10), rect.topleft)
    rect = MY.player2.sprite.surface().get_rect()
    rect.center = MY.player2.location
    health_bar(screen, MY.player2_hp,
               PLAYER_MAX_HP, coda.Vector2(rect.width, 10), rect.topleft)

    for i in range(len(MY.bullets)):
        if MY.bullets[i].active:
            MY.bullets[i].draw(screen)

    for i in range(len(MY.asteroids)):
        if MY.asteroids[i].active:
            MY.asteroids[i].draw(screen)
Example #6
0
def load_level(level_name_as_string):
    """Cleans up resources and loads a specified level. Can be used to reload the same level."""
    cleanup()
    MY.tilemap = coda.utilities.read_file(level_name_as_string + ".txt")
    obj = MY.player
    for row in range(len(MY.tilemap)):
        for column in range(len(MY.tilemap[row])):
            tile_value = int(MY.tilemap[row][column])
            obj = coda.Object(MY.tilesheet.image_at(tile_value))
            obj.location = coda.Vector2(column * TILE_SIZE + 16, row * TILE_SIZE + 16)
            if tile_value == GRASS:
                MY.floors.append(obj)
            else:
                MY.walls.append(obj)
Example #7
0
def update(delta_time):
    """Update method for shooter state."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.key_down(event, " "):
            SOUND_LASER[coda.utilities.rand(0, len(SOUND_LASER) - 1)].play()
            fire_bullet(1)
        elif coda.event.key_down(event, coda.pygame.K_RETURN):
            SOUND_LASER[coda.utilities.rand(0, len(SOUND_LASER) - 1)].play()
            fire_bullet(2)

    #Process rotation movement for player 1
    if coda.event.key_held_down("a"):
        MY.player1.add_rotation(SHIP_ROTATE_SPEED * delta_time)
    elif coda.event.key_held_down("d"):
        MY.player1.add_rotation(-SHIP_ROTATE_SPEED * delta_time)

    #Process forward and backward movement of player 1
    if coda.event.key_held_down("w"):
        MY.player1.add_velocity(MY.player1.rotation, SHIP_ACCEL, SHIP_MAX_SPEED)
    elif coda.event.key_held_down("s"):
        MY.player1.add_velocity(MY.player1.rotation, -SHIP_ACCEL, SHIP_MAX_SPEED)

    #Process rotation movement for player 2
    if coda.event.key_held_down(coda.pygame.K_LEFT):
        MY.player2.add_rotation(SHIP_ROTATE_SPEED * delta_time)
    elif coda.event.key_held_down(coda.pygame.K_RIGHT):
        MY.player2.add_rotation(-SHIP_ROTATE_SPEED * delta_time)

    #Process forward and backward movement of player 2
    if coda.event.key_held_down(coda.pygame.K_UP):
        MY.player2.add_velocity(MY.player2.rotation, SHIP_ACCEL, SHIP_MAX_SPEED)
    elif coda.event.key_held_down(coda.pygame.K_DOWN):
        MY.player2.add_velocity(MY.player2.rotation, -SHIP_ACCEL, SHIP_MAX_SPEED)

    MY.player1.update(delta_time)
    MY.player2.update(delta_time)

    for i in range(len(MY.asteroids)):
        if MY.asteroids[i].active:
            MY.asteroids[i].update(delta_time)
            screen_wrap(MY.asteroids[i], MY.window)

    # Check if players are outside of the screen!
    screen_wrap(MY.player1, MY.window)
    screen_wrap(MY.player2, MY.window)

    # Update bullets
    for i in range(len(MY.bullets)):
        # ignore if not active
        if MY.bullets[i].active:
            MY.bullets[i].update(delta_time)
            # Destroy bullets that hit the screen edge.
            if screen_wrap(MY.bullets[i], MY.window):
                MY.bullets[i].active = False
                continue

            for j in range(len(MY.asteroids)):
                if MY.bullets[i].collides_with(MY.asteroids[j]):
                    MY.bullets[i].active = False
            
            #check collisions
            if MY.bullet_owner[i] == 1 and MY.bullets[i].collides_with(MY.player2):
                MY.player2_hp = MY.player2_hp - 1
                MY.bullets[i].active = False
                SOUND_EXPLOSIONS[coda.utilities.rand(0, len(SOUND_EXPLOSIONS) - 1)].play()
            elif MY.bullet_owner[i] == 2 and MY.bullets[i].collides_with(MY.player1):
                MY.player1_hp = MY.player1_hp - 1
                MY.bullets[i].active = False
                SOUND_EXPLOSIONS[coda.utilities.rand(0, len(SOUND_EXPLOSIONS) - 1)].play()

    for asteroid in MY.asteroids:
        if MY.player1.collides_with(asteroid):
            MY.player1.velocity = coda.Vector2(0, 0)

        if MY.player2.collides_with(asteroid):
            MY.player2.velocity = coda.Vector2(0, 0)

    # Check win condition
    if MY.player1_hp < 1:
        coda.state.change(2)
    elif MY.player2_hp < 1:
        coda.state.change(1)
Example #8
0
"""This file is used to set up and register the state machine."""
import coda_kids as coda

# setup
WINDOW = coda.Vector2(800, 608)
SCREEN = coda.start(WINDOW, "Demo Project 3")

# states
import introduction
coda.state.Manager.register(introduction)

coda.state.Manager.run(SCREEN, WINDOW, coda.color.BLACK)

  
Example #9
0
"""This file is used to set up and register the state machine."""
import coda_kids as coda

# setup
WINDOW = coda.Vector2(632, 825)
SCREEN = coda.start(WINDOW, "Demo Project 3")

# states
import introduction
coda.state.Manager.register(introduction)

coda.state.Manager.run(SCREEN, WINDOW, coda.color.BLACK)

  
Example #10
0
"""This file is used to set up and register the state machine."""
import coda_kids as coda

# setup
WINDOW = coda.Vector2(1600, 900)
SCREEN = coda.start(WINDOW, "Space Wars Tournament")

# states
import shooter
coda.state.Manager.register(shooter)
import restarter1
coda.state.Manager.register(restarter1)
import restarter2
coda.state.Manager.register(restarter2)

# run the game!
coda.state.Manager.run(SCREEN, WINDOW, coda.color.BLACK)

  
Example #11
0
def draw(screen):
    """Draws the state to the given screen."""
    MY.player1.draw(coda.Vector2(800, 700), screen, True)
    MY.player2.draw(coda.Vector2(800, 100), screen, False)
    CONSOLE.draw(screen)
Example #12
0
def update(delta_time):
    """Update method for boss battle state."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.key_down(event, " "):
            MY.player_logic.current_state = 1

    x_value = 0
    y_value = 0
    temp = 35

    MY.boss_logic.update(delta_time)
    MY.player_logic.update(delta_time)

    if MY.player_dir == coda.dir.UP:
        x_value = MY.player.location.x
        y_value = MY.player.location.y - temp
    elif MY.player_dir == coda.dir.DOWN:
        x_value = MY.player.location.x
        y_value = MY.player.location.y + temp
    elif MY.player_dir == coda.dir.LEFT:
        x_value = MY.player.location.x - temp
        y_value = MY.player.location.y
    elif MY.player_dir == coda.dir.RIGHT:
        x_value = MY.player.location.x + temp
        y_value = MY.player.location.y

    MY.player_hitbox.location = coda.Vector2(x_value, y_value)

    for wall in MY.walls:
        if MY.player.collides_with(wall):
            if MY.player.collision[coda.dir.DOWN]:
                MY.player.snap_to_object_y(wall, coda.dir.DOWN)
                continue
            if MY.player.collision[coda.dir.LEFT]:
                MY.player.snap_to_object_x(wall, coda.dir.LEFT)
                continue
            if MY.player.collision[coda.dir.RIGHT]:
                MY.player.snap_to_object_x(wall, coda.dir.RIGHT)
                continue
            if MY.player.collision[coda.dir.UP]:
                MY.player.snap_to_object_y(wall, coda.dir.UP)
                continue

    count = -1
    for bullet in MY.bullets:
        count += 1
        if bullet.active:
            if MY.bullet_owner[count] == BOSS and bullet.collides_with(MY.player):
                MY.player_health -= 5
                bullet.active = False
                continue
            elif MY.bullet_owner[count] == PLAYER and bullet.collides_with(MY.boss):
                MY.boss_health -= 5
                bullet.active = False
                continue
            for wall in MY.walls:
                if bullet.collides_with(wall):
                    bullet.active = False
                    continue

    if MY.player_hitbox.active and MY.boss.collides_with(MY.player_hitbox):
        MY.boss_health -= 10
        MY.player_hitbox.active = False