Example #1
0
    def update(self):
        GameObject.update(self)
        self.x += self.dx
        self.y += self.dy

        for game_object in game_objects:
            if type(game_object) == Wall:
                overlap = BoxCollider.overlap(self.box_collider,
                                              game_object.box_collider)
                if overlap:
                    pygame.mixer.Channel(6).play(
                        pygame.mixer.Sound("music/player/Boom.wav"))

                    self.deactivate()

        for game_object in game_objects:
            if type(game_object) == Enemy or type(game_object) == Enemy1:
                overlap = BoxCollider.overlap(self.box_collider,
                                              game_object.box_collider)
                if overlap:
                    pygame.mixer.Channel(6).play(
                        pygame.mixer.Sound("music/player/Boom.wav"))
                    game_object.hp += -self.dam
                    if game_object.hp <= 0:
                        gamelevel.append("*")
                        enemy_explosion = EnemyExplosion(
                            game_object.x, game_object.y, game_object.dx,
                            game_object.dy, game_object._type)
                        add(enemy_explosion)
                        game_object.deactivate()
                    self.deactivate()
Example #2
0
 def setup(self):
     game_object.add(Background())
     generate_map("assets/maps/map.json")
     player = Player(35 * 16, 27 * 16, global_input_manager)
     game_object.add(player)
     create_enemy.create_enemy()
     create_gift.create_gift()
     create_coin.create_coin()
Example #3
0
def create_enemy():
    enemy = Enemy(31*16,13*16,"normal")
    game_object.add(enemy)
    enemy1 = Enemy1(3*16,3*16,0,4,4, "normal")
    game_object.add(enemy1)
    enemy12 = Enemy1(220,304,2,0,2, "invisible")
    game_object.add(enemy12)
    enemy12 = Enemy1(368, 272,0,-1, 1, "normal")
    game_object.add(enemy12)
    enemy12 = Enemy1(288, 108, 3, 0, 3, "normal")
    game_object.add(enemy12)
Example #4
0
 def update(self):
     if self.input_manager.right_pressed:
         self.x += 10
     if self.input_manager.left_pressed:
         self.x -= 10
     if self.input_manager.up_pressed:
         self.y -= 10
     if self.input_manager.down_pressed:
         self.y += 10
     if self.input_manager.x_pressed:
         new_bullet = Bullet(self.x, self.y)
         game_object.add(new_bullet)
Example #5
0
    def update(self):
        self.frame_counter.run()
        if self.frame_counter.expired:
            for game_object in game_objects:
                if type(game_object) == Player:
                    pygame.mixer.Channel(4).play(
                        pygame.mixer.Sound("music/player/tower shoot.wav"))
                    bullet_enemy = BulletEnemy(11 * 16, 15 * 16, game_object.x,
                                               game_object.y)

                    add(bullet_enemy)
                    self.frame_counter.reset()
Example #6
0
 def update(self):
     self.counter.run()
     self.count += 1
     if self.counter.expired:
         enemy = Enemy(randint(30, 670), randint(0, 50))
         game_object.add(enemy)
         
         self.counter.reset()
     if self.count > 2000:
         if self.counter.count == 50:
                 enemy = Enemy(randint(30, 670), randint(0, 50))
                 game_object.add(enemy)
Example #7
0
 def shoot(self):
     if self.can_shoot:
         if self.input_manager.x_pressed and not self.shoot_lock:
             pygame.mixer.Channel(2).play(
                 pygame.mixer.Sound("music/player/player_shoot.wav"))
             bullet_player = BulletPlayer(self.x, self.y, self.shootX,
                                          self.shootY)
             game_object.add(bullet_player)
             self.shoot_lock = True
         if self.shoot_lock:
             self.frame_counter.run()
             if self.frame_counter.expired:
                 self.shoot_lock = False
                 self.frame_counter.reset()
Example #8
0
 def update(self):
     GameObject.update(self)
     if not self.overlap:
         for game_object in game_objects:
             if type(game_object) == Player:
                 overlap = BoxCollider.overlap(self.box_collider, game_object.box_collider)
                 if overlap and game_object.count_coin == 7:
                     self.overlap = True
                     game_object.can_shoot = True
         if self.overlap:
             image_urls = ["assets/images/sprite/gift/gift_close.png", "assets/images/sprite/gift/gift_opening.png", "assets/images/sprite/gift/gift_open.png"]
             self.renderer = Animation(image_urls,False)
             self.renderer = ImageRenderer("assets/images/sprite/gift/gift_open.png")
             enemy_tower = EnemyTower(10*16+8, 15*16)
             add(enemy_tower)
Example #9
0
    def update(self):
        if self.input_manager.right_pressed:
            self.x += 5
        if self.input_manager.left_pressed:
            self.x -= 5
        if self.input_manager.down_pressed:
            self.y += 5
        if self.input_manager.up_pressed:
            self.y -= 5

        if self.input_manager.x_pressed:
            bullet = PlayerBullet(self.x, self.y)
            bullet.image = pygame.image.load(
                "images/bullet/player/mb69bullet1.png")
            add(bullet)
Example #10
0
    def update(self):
        if self._type == "tank" and self.speed == 2:
            self.frame_counter.run()
            if self.frame_counter.expired:
                pygame.mixer.Channel(5).play(
                    pygame.mixer.Sound("music/player/tank_fire.wav"))
                bullet_enemy = BulletTank(self.x, self.y, self.dx, self.dy)
                game_object.add(bullet_enemy)
                self.frame_counter.reset()
        GameObject.update(self)
        self.renderer.update(self.dx, self.dy, self.die)
        if self.x > 520:
            self.dx = -self.speed
            self.dy = 0
        else:
            self.check_overlap()

            if not self.overlap:
                self.directory = [1, 2, 3, 4]
            else:
                if len(self.directory) == 0:
                    self.directory = [1, 2, 3, 4]
                move = choice(self.directory)
                if move == 1:
                    self.dy = self.speed
                    self.dx = 0
                elif move == 2:
                    self.dy = -self.speed
                    self.dx = 0
                elif move == 3:
                    self.dx = self.speed
                    self.dy = 0
                elif move == 4:
                    self.dx = -self.speed
                    self.dy = 0
                self.reset_boxcollide()
                self.check_overlap()
                if self.overlap:
                    self.directory.remove(move)

        self.x += self.dx
        self.y += self.dy
        self.overlap = False
Example #11
0
def generate_map(json_file_url):  #assets/maps/tut_lvl.json
    data, width, height = load_map(json_file_url)

    for index, title in enumerate(data):
        title_x = index % width
        title_y = index // width
        if title == 0:
            pass
        elif title == 1:
            game_object.add(Grass(title_x * 32, title_y * 32))
        elif title == 2:
            game_object.add(SpikeFake(title_x * 32, title_y * 32))
        elif title == 3:
            game_object.add(Spike(title_x * 32, title_y * 32))
        elif title == 4:
            game_object.add(Platform(title_x * 32, title_y * 32))
Example #12
0
    def __init__(self):
        game_object.GameObject.__init__(self, 0, 0)
        self.delay = FrameCounter(random.randint(200, 300))

        self.platform_spawner = PlatformSpawner()
        game_object.add(self.platform_spawner)

        self.platform_flying_spawner = PlatformFlyingSpawner()
        game_object.add(self.platform_flying_spawner)
        self.platform_flying_spawner.counter.expired = True

        self.carrot_spawner = CarrotSpawner()
        game_object.add(self.carrot_spawner)

        self.items_spawner = ItemsSpawner()
        game_object.add(self.items_spawner)
Example #13
0
    def setup(self):
        player = Player(50, 400)

        game_object.add(player)

        game_event = GameEvent()
        game_object.add(game_event)
        # background = Background(640, 320)
        # game_object.game_objects.insert(0, background)

        for i in range(22):
            platform2 = Platform(32 + i * 64, 650)
            game_object.add(platform2)
Example #14
0
    def setup(self):
        menu = Menu(640, 368)
        game_object.add(menu)

        start = Start(650, 450)
        game_object.add(start)
Example #15
0
                            self.y = object.y - 32

                            break

    def render(self, canvas):
        if self.renderer is not None:
            self.renderer.render(canvas, self.x, self.y)
        # if self.box_collider is not None:
        #     self.box_collider.render(canvas)

    def deactivate(self):
        self.is_active = False


man = Player(4 * 32, 10 * 32, input_manager)
game_object.add(man)

generate_map('assets/maps/map.json')

while loop:
    # 1. Event processing
    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            loop = False
        else:
            input_manager.update(event)

    game_object.update()

    # 2. Draw
Example #16
0
pygame.display.set_caption('shoot')


SIZE = (800,640)
canvas = pygame.display.set_mode(SIZE)


clock = pygame.time.Clock()

loop = True

input_manager =InputManager()

player = Player(600, 500, input_manager)

game_object.add(player)
game_object.add(EnemySpawner())
img = pygame.image.load('image/heart.png')

while loop:
    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            loop = False
        else:
            input_manager.update(event)

    
    hp_count = 0

    for obj in game_object.game_objects:
Example #17
0
 def setup(self):
     game_over_scene = GameOver(320, 240)
     game_object.add(game_over_scene)
Example #18
0
import game_object
from input.input_manager import InputManager

BG_COLOR = (125, 125, 0)

# 1. init pygame
pygame.init()

# 2. Set up screen
SIZE = (600, 800)
canvas = pygame.display.set_mode(SIZE)
input_manager = InputManager()
player = Player(200, 300, input_manager)
enemy_spawner = EnemySpawner()

game_object.add(player)
game_object.add(enemy_spawner)

loop = True
clock = pygame.time.Clock()

while loop:
    # loop events
    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            loop = False

        input_manager.update(event)

    game_object.update()
Example #19
0
 def update(self):
     self.counter.run()
     if self.counter.expired:
         enemy = Enemy(100, 0)
         game_object.add(enemy)
         self.counter.reset()
# 1. init pygame
pygame.init()

# 2. setup screen
size = (1280, 720)
canvas = pygame.display.set_mode(size)
input_manager = InputManager()

hole = Hole(20, 360)
shop = Shop(1200, 360)
player = Player(2, 3, input_manager)
dog_spawner = DogSpawner(25, 25)
# enemy_spawner1 = EnemySpawner(200,300)
# enemy_spawner2 = EnemySpawner(100,100)
enemy = Enemy(500, 500)
game_object.add(player)
game_object.add(hole)
game_object.add(dog_spawner)
# game_object.add(enemy_spawner1)
game_object.add(enemy)
game_object.add(shop)
mouse = Mouse(0, 0)
game_object.add(mouse)

clock = pygame.time.Clock()

loop = True
while loop:
    # loop events
    events = pygame.event.get()
    for event in events:
Example #21
0
def generate_map(json_file_url):
    data, width, height = load_map(json_file_url)
    for index, title in enumerate(data):
        title_x = (index % width) * 16 + 8
        title_y = (index // width) * 16 + 8
        if title == 0:
            pass
        elif title == 1:
            pass

        elif title == 2:
            pass

        elif title == 3:
            pass

        elif title == 4:
            pass

        elif title == 5:
            pass

        elif title == 6:
            pass

        elif title == 7:
            pass

        elif title == 8:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wal11.png"))

        elif title == 9:
            pass

        elif title == 10:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall11.png"))

        elif title == 11:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall10.png"))

        elif title == 12:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall12.png"))

        elif title == 13:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall2.png"))

        elif title == 14:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall3.png"))

        elif title == 15:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall4.png"))

        elif title == 16:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall5.png"))

        elif title == 17:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall6.png"))

        elif title == 18:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall7.png"))

        elif title == 19:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall8.png"))

        elif title == 20:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall9.png"))

        elif title == 21:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall14.png"))

        elif title == 22:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall15.png"))

        elif title == 23:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall16.png"))

        elif title == 24:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall 13.png"))

        elif title == 25:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall 1-1.png"))

        elif title == 26:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall17.png"))

        elif title == 27:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall1-3.png"))

        elif title == 28:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall1-4.png"))

        elif title == 29:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall1-5.png"))

        elif title == 30:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall1-6.png"))

        elif title == 31:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall1-7.png"))

        elif title == 32:
            game_object.add(
                Wall(title_x, title_y, "assets/images/sprite/wall1-2.png"))
Example #22
0
def create_coin():

    coin1 = Coin(48, 208)
    game_object.add(coin1)
    coin2 = Coin(244, 300)
    game_object.add(coin2)
    coin3 = Coin(450, 114)
    game_object.add(coin3)
    coin4 = Coin(210, 48)
    game_object.add(coin4)
    coin5 = Coin(80, 368)
    game_object.add(coin5)
    coin6 = Coin(428, 428)
    game_object.add(coin6)
    coin7 = Coin(492, 268)
    game_object.add(coin7)
Example #23
0
import game_object

pygame.init()

# setup game window
size = (600, 800)  # pixels
canvas = pygame.display.set_mode(size)
input_manager = InputManager()
# Clock
clock = pygame.time.Clock()
loop = True

player = Player(30, 30, input_manager)
enemy = Enemy(60, 60)

game_object.add(player)
game_object.add(enemy)

while loop:
    # events

    # quit
    # mouse
    # key
    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            loop = False
        else:
            input_manager.update(event)
Example #24
0
 def setup(self):
     gameover = Gameover(640, 368)
     game_object.add(gameover)
Example #25
0
pygame.init()

# 2. Set screen
SIZE = (800, 640)
canvas = pygame.display.set_mode(SIZE)

# 3. Clock
clock = pygame.time.Clock()

loop = True

# input_manager =InputManager()

player = Player(400, 580, input_manager)

game_object.add(player)

while loop:
    # 1. Event processing
    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            loop = False
        else:
            input_manager.update(event)

    game_object.update()

    # 2. Draw
    canvas.fill(BG)
Example #26
0
clock = pygame.time.Clock()
pygame.init()
SCREEN_SIZE = (400, 600)
canvas = pygame.display.set_mode(SCREEN_SIZE)

pygame.display.set_caption("Micro-war")

input_manager = InputManager()
player = Player(200, 540, input_manager)
player.image = pygame.image.load("images/images/player/MB-69/player1.png")

e = Enemy(200, 40)
e.image = pygame.image.load("images/enemy/bacteria/bacteria1.png")

add(player)
add(e)

bullets = []

background_image = pygame.image.load("images/background/background.png")

# right_pressed = False
# left_pressed = False
# up_pressed = False
# down_pressed = False
# x_pressed = False

loop = True

while loop:
Example #27
0
    def move(self):
        self.dx = 0
        self.dy = 0
        GameObject.update(self)

        if self.input_manager.up_pressed:
            pygame.mixer.Channel(0).play(
                pygame.mixer.Sound("music/player/player_move.wav"))
            self.shootX = 0
            self.shootY = -6
            self.renderer = ImageRenderer("assets/images/sprite/player_up.png")
            self.box_collider.y = self.y - self.speed
            self.check_overlap()
            if self.overlap:
                self.dy += 0
            else:
                self.dy += -self.speed
        elif self.input_manager.down_pressed:
            pygame.mixer.Channel(1).play(
                pygame.mixer.Sound("music/player/player_move.wav"))

            self.shootX = 0
            self.shootY = 6
            self.renderer = ImageRenderer(
                "assets/images/sprite/player_down.png")
            self.box_collider.y = self.y + self.speed
            self.check_overlap()
            if self.overlap:
                self.dy += 0
            else:
                self.dy += self.speed
        elif self.input_manager.left_pressed:
            pygame.mixer.Channel(1).play(
                pygame.mixer.Sound("music/player/player_move.wav"))

            self.shootX = -6
            self.shootY = 0
            self.renderer = ImageRenderer(
                "assets/images/sprite/player_left.png")
            self.box_collider.x = self.x - self.speed
            self.check_overlap()

            if self.overlap:
                self.dx += 0
            else:
                self.dx += -self.speed
        elif self.input_manager.right_pressed:
            pygame.mixer.Channel(1).play(
                pygame.mixer.Sound("music/player/player_move.wav"))

            self.shootX = 6
            self.shootY = 0
            self.renderer = ImageRenderer(
                "assets/images/sprite/player_right.png")

            self.box_collider.x = self.x + self.speed
            self.check_overlap()
            if self.overlap:
                self.dx += 0
            else:
                self.dx += self.speed
        self.x += self.dx
        self.y += self.dy
        self.box_collider.x = self.x
        self.box_collider.y = self.y
        self.overlap = False
        if len(gamelevel) == 3:
            enemy = Enemy1(6 * 16, 13.5 * 16, 5, 0, 5, "tank")
            enemy.hp = 50
            enemy1 = Enemy1(10 * 16, 3 * 16, -2, 0, 2, "tank")
            enemy1.hp = 50
            game_object.add(enemy)
            game_object.add(enemy1)
            gamelevel.append("*")
Example #28
0
def create_player():
    player = Player(35 * 16, 27 * 16)
    game_object.add(player)
Example #29
0
def create_gift():

    gift = Gift(600, 200)
    game_object.add(gift)