Example #1
0
 def update(self, dt, t):
     super(Player, self).update(dt, t)
     # bounderies
     if self.side == -1:
         if self.pos.x < 0:
             self.pos.x = 0
         elif self.pos.x > 380:
             self.pos.x = 380
     else:
         if self.pos.x > 800:
             self.pos.x = 800
         elif self.pos.x < 420:
             self.pos.x = 420
     # sprite
     self.spr.update(dt, t)
     # facing
     d = sign(self.vel.x)
     if d:
         self.facing = d
     # holding obj
     if self._pickup:
         self._pickup.pos.values = self.pos
         self._pickup.pos.y -= 35 + (self._pickup.rect.h / 2)
         self._pickup.facing = self.facing
     # power
     if self.build_up_power:
         self._pickup_time += dt / 1500.0
         self._pickup_time = min(1.0, self._pickup_time)
         self.calc_apex()
     self.rect.midbottom = self.spr.rect.midbottom
     self.crosshair.update(dt, t)
 def update(self, dt, t, *args, **kwargs):
     hp = self.app.lawn.right_score()
     if hp < self._st_lasthealth:
         self._st_f_damaged = 1
     self._st_lasthealth = hp
 
     self._st_time += dt
     if self._st_time >= self._st_limit:
         self._st_time = 0.0
         # Track damage we take
         if self._st_f_damaged  != 0:
             self._st.add_event('damaged',self._st_f_damaged)
             self._st_f_damaged = 0
         else:
             self._st.add_event('damaged', 0)
         # Track when the other player is healing    
         if self._st_f_otherhealed != 0:
             self._st.add_event('otherhealed', self._st_f_otherhealed)
             self._st_f_otherhealed = 0
         else:
             self._st.add_event('otherhealed', self._st_f_otherhealed)
             
         print "STATS: damaged - ", self._st.calc_average('damaged')
         print "STATS: otherhealed - ", self._st.calc_average('otherhealed')
     self.cur_state.update(self, dt, t, *args, **kwargs)
     dir = sign(self.vel.x)
     if dir:
         self.facing = dir
Example #3
0
 def __init__(self):
     super(Player, self).__init__((100, 355))
     self.spr_carry = animation.TimedAnimation(self.pos, load_image('guywalkhands_animnew.png'), 4, 30, 'loop')
     self.spr_walk = animation.TimedAnimation(self.pos, load_image('guywalk_animnew.png'), 4, 5, 'loop')
     self.spr = self.spr_walk
     self.facing = 1 # 1: right -1: left
     d = sign(self.vel.x)
     if d:
         self.facing = d
     self.kdir = 0
     self.rect = pygame.Rect(self.spr.rect)
     self.rect.inflate_ip(-self.rect.w/2, -self.rect.h/2)
     self._pickup = None
     self._pickup_time = 0.0
     self.collider = None
     self.last_thrown = None
     self.build_up_power = False
     self.actionkey_walk_l = K_a
     self.actionkey_walk_r = K_d
     self.actionkey_pickup = K_s
     self.actionkey_throw = K_w
     self.side = -1 # left
     # crosshair
     img = pygame.Surface((3, 3))
     img.fill((255, 0, 0))
     self.crosshair = animation.FrameAnimation(self.pos.clone(), img)
Example #4
0
        def update(_self, self, dt, t, *args, **kwargs):
            super(StateMachine, self).update(dt, t)
            _self.checkScreenClipping(self)
            if self.pos.x > 10 and self.pos.x < SCREENWIDTH - 10:
                if have_luck(BIRDPOOPCHANCE) and (
                        self.pos.x < FENCELEFT - 40
                        or self.pos.x > FENCERIGHT + 40):
                    self.change_state(self._state_poop)

                elif have_luck(BIRDTURNCHANCE):
                    self.vel.x *= -1
                    if sign(self.vel.x) > 0:
                        self.spr = self.spr_fly_r
                    else:
                        self.spr = self.spr_fly_l
                    self.spr.play()
                if self.vel.y:
                    if have_luck(BIRDSTOPCHANCE) and self.pos.y < 350:
                        self.accel.y = 0
                        self.vel.y = 0
                    if self.pos.y < 0:
                        self.pos.y = 10
                        self.accel.y = 0
                        self.vel.y = 0
            self.spr.update(dt, t)
            self.rect.center = self.pos
Example #5
0
 def update(self, dt, t):
     super(Player, self).update(dt, t)
     # bounderies
     if self.side == -1:
         if self.pos.x < 0:
             self.pos.x = 0
         elif self.pos.x > 380:
             self.pos.x = 380
     else:
         if self.pos.x > 800:
             self.pos.x = 800
         elif self.pos.x < 420:
             self.pos.x = 420
     # sprite
     self.spr.update(dt, t)
     # facing
     d = sign(self.vel.x)
     if d:
         self.facing = d
     # holding obj
     if self._pickup:
         self._pickup.pos.values = self.pos
         self._pickup.pos.y -= 35 + (self._pickup.rect.h / 2)
         self._pickup.facing = self.facing
     # power
     if self.build_up_power:
         self._pickup_time += dt / 1500.0
         self._pickup_time = min(1.0, self._pickup_time)
         self.calc_apex()
     self.rect.midbottom = self.spr.rect.midbottom
     self.crosshair.update(dt, t)
Example #6
0
 def enter(self_, self):
     super(LadyBug.StateWalk, self_).enter(self)
     self.spr = self.spr_walk
     self.spr.play()
     self.vel.x = choice((-1, 1)) * 0.01
     self.facing = sign(self.vel.x)
     self.spr.face = self.facing
Example #7
0
 def __init__(self):
     super(Player, self).__init__((100, 355))
     self.spr_carry = animation.TimedAnimation(
         self.pos, load_image('guywalkhands_animnew.png'), 4, 30, 'loop')
     self.spr_walk = animation.TimedAnimation(
         self.pos, load_image('guywalk_animnew.png'), 4, 5, 'loop')
     self.spr = self.spr_walk
     self.facing = 1  # 1: right -1: left
     d = sign(self.vel.x)
     if d:
         self.facing = d
     self.kdir = 0
     self.rect = pygame.Rect(self.spr.rect)
     self.rect.inflate_ip(-self.rect.w / 2, -self.rect.h / 2)
     self._pickup = None
     self._pickup_time = 0.0
     self.collider = None
     self.last_thrown = None
     self.build_up_power = False
     self.actionkey_walk_l = K_a
     self.actionkey_walk_r = K_d
     self.actionkey_pickup = K_s
     self.actionkey_throw = K_w
     self.side = -1  # left
     # crosshair
     img = pygame.Surface((3, 3))
     img.fill((255, 0, 0))
     self.crosshair = animation.FrameAnimation(self.pos.clone(), img)
Example #8
0
    def update(self, dt, t, *args, **kwargs):
        hp = self.app.lawn.right_score()
        if hp < self._st_lasthealth:
            self._st_f_damaged = 1
        self._st_lasthealth = hp

        self._st_time += dt
        if self._st_time >= self._st_limit:
            self._st_time = 0.0
            # Track damage we take
            if self._st_f_damaged != 0:
                self._st.add_event('damaged', self._st_f_damaged)
                self._st_f_damaged = 0
            else:
                self._st.add_event('damaged', 0)
            # Track when the other player is healing
            if self._st_f_otherhealed != 0:
                self._st.add_event('otherhealed', self._st_f_otherhealed)
                self._st_f_otherhealed = 0
            else:
                self._st.add_event('otherhealed', self._st_f_otherhealed)

            print "STATS: damaged - ", self._st.calc_average('damaged')
            print "STATS: otherhealed - ", self._st.calc_average('otherhealed')
        self.cur_state.update(self, dt, t, *args, **kwargs)
        dir = sign(self.vel.x)
        if dir:
            self.facing = dir
Example #9
0
 def enter(self_, self):
     super(LadyBug.StateWalk, self_).enter(self)
     self.spr = self.spr_walk
     self.spr.play()
     self.vel.x = choice((-1, 1)) * 0.01
     self.facing = sign(self.vel.x)
     self.spr.face = self.facing
Example #10
0
        def update(_self, self, dt, t, *args, **kwargs):
            super(StateMachine, self).update(dt, t)

            _self.checkScreenClipping(self)
            if self.pos.x > 10 and self.pos.x < SCREENWIDTH - 10:
                if have_luck(MOLECLIMBCHANCE):
                    self.change_state(self._state_walk_u)
                    return
                elif have_luck(MOLEDIRCHGCHANCE):
                    self.vel.x *= -1.0
                    if sign(self.vel.x) > 0:
                        self.spr = self.spr_walk_r
                    else:
                        self.spr = self.spr_walk_l
                    self.spr.play()

            self.spr.update(dt, t)
            self.rect.center = self.pos
Example #11
0
 def update(_self, self, dt, t, *args, **kwargs):
     super(StateMachine, self).update(dt, t)
     
     _self.checkScreenClipping(self)
     if self.pos.x > 10 and self.pos.x < SCREENWIDTH - 10:
         if have_luck(MOLECLIMBCHANCE):
             self.change_state(self._state_walk_u)
             return
         elif have_luck(MOLEDIRCHGCHANCE):
             self.vel.x *= -1.0
             if sign(self.vel.x)>0:
                 self.spr = self.spr_walk_r
             else:
                 self.spr = self.spr_walk_l
             self.spr.play()
     
 
     self.spr.update(dt, t)
     self.rect.center = self.pos
Example #12
0
 def update(self, dt, t, *args, **kwargs):
     self.cur_state.update(self, dt, t, *args, **kwargs)
     dir = sign(self.vel.x)
     if dir:
         self.facing = dir