def __init__(self, image=None, pos=None, speed=None, orbit_center=None, stage=None, center_drawing_color=None, pos_drawing_color=None, rect_drawing_color=None, **kwargs): """Create a game object with ``image`` and ``center`` position. In contrast with ``Actor`` all parameters are optional in order to support client-side initialization by setting attributes. When an ``image`` is missing, we use a 1x1 pixel transparent image instead. If ``center_drawing_color``, ``pos_drawing_color``, or ``rect_drawing_color`` are given, then this class will draw a center point, a coordinate tuple, or a bounding rectangle respectively. """ Actor.__init__(self, image, pos=pos, **kwargs) if speed is None: speed = self.DEFAULT_SPEED self.speed = speed self.orbit_center = orbit_center self.total_orbit_angle = 0 self.stage = stage self.rect_drawing_color = rect_drawing_color self.center_drawing_color = center_drawing_color self.pos_drawing_color = pos_drawing_color
def __init__(self, name, back_image, card_image): Actor.__init__(self, back_image, (0, 0)) self.name = name self.back_image = back_image self.card_image = card_image # Status can be 'back' (turned over) 'front' (turned up) or 'hidden' (already used) self.status = 'back'
def __init__(self, ship_type, grid, grid_pos, direction, hidden=False): Actor.__init__(self, ship_type, (10, 10)) self.ship_type = ship_type self.grid = grid self.image = ship_type self.grid_pos = grid_pos self.topleft = self.grid.grid_pos_to_screen_pos((grid_pos)) # Set the actor anchor position to centre of the first square self.anchor = (38 / 2, 38 / 2) self.direction = direction if (direction == 'vertical'): self.angle = -90 self.hidden = hidden if (ship_type == "destroyer"): self.ship_size = 2 self.hits = [False, False] elif (ship_type == "cruiser"): self.ship_size = 3 self.hits = [False, False, False] elif (ship_type == "submarine"): self.ship_size = 3 self.hits = [False, False, False] elif (ship_type == "battleship"): self.ship_size = 4 self.hits = [False, False, False, False] elif (ship_type == "carrier"): self.ship_size = 5 self.hits = [False, False, False, False, False]
def __init__(self, image, pos, enemy_type, path_index=0, anchor=None, **kwargs): Actor.__init__(self, image, pos, anchor, **kwargs) self.path1 = [(1000, 325), (925, 325), (925, 475), (775, 475), (775, 225), (675, 225), (675, 350), (600, 350), (600, 275)] self.path2 = [(700, 575), (700, 525), (425, 525), (425, 375), (450, 375), (450, 275), (400, 275), (400, 125), (600, 125), (600, 275)] self.path3 = [(200, 75), (325, 75), (325, 525), (400, 525), (400, 375), (450, 375), (450, 275), (400, 275), (400, 125), (600, 125), (600, 275)] self.path4 = [(200, 75), (325, 75), (325, 525), (400, 525), (400, 375), (450, 375), (450, 275), (400, 275), (400, 125), (600, 125), (600, 275), (600, 350), (675, 350), (675, 225), (775, 225), (775, 475), (925, 475), (925, 325), (1000, 325)] self.path_index = path_index self.type = enemy_type self.speed_list = [0.2, 0.5, 1, 0.2, 1] self.speed = self.speed_list[self.type - 1] self.health_list = [20, 50, 50, 100, 100] self.health = self.health_list[self.type - 1] self.appear_time = time.time() self.boss_born_time = 0 self.frozen = False self.frozen_time = 0
def __init__(self, x, y, obrot, obraz): Actor.__init__(self, obraz) self.pos = (x, y) self.x = x self.y = y self.obraz = obraz self.size = (10, 10) self.obrot = obrot
def __init__(self, image, pos, tower_type, anchor=None, **kwargs): Actor.__init__(self, image, pos, anchor, **kwargs) self.type = tower_type self.range = 150 self.in_range = False self.cost_list = [50, 100, 200] self.cost = self.cost_list[self.type - 1] self.shoots = [] self.last_attack_time = time.time() self.booming = False
def __init__(self, theme, theme_num, player_image_format, screen_width, screen_height): self.theme = theme self.theme_num = theme_num self.player_image_format = player_image_format self.screen_width = screen_width self.screen_height = screen_height # Call Actor constructor (center the Actor) Actor.__init__(self, self.getImage(), (self.screen_width / 2, self.screen_height / 2))
def __init__(self, name, back_image, card_image): Actor.__init__(self, back_image, (0, 0)) self.name = name self.back_image = back_image self.card_image = card_image # Status can be 'back' (turned over) 'front' (turned up) or 'hidden' (already used) self.status = 'back' # Number is unique number based on position # count left to right, top to bottom # updated after dealt self.number = None
def __init__(self, name, back_image, card_image): Actor.__init__(self, back_image, (0,0)) self.name = name self.back_image = back_image self.card_image = card_image
def __init__(self, hit, pos): Actor.__init__(self, hit) self.topleft = pos