Example #1
0
 def __init__(self, dataarray, size):
     S, x, y, r, f, fr, i, t, c = dataarray
     self.spawn = (S=='*')
     self.radius = int(r)
     self.fradius = int(fr)
     self.force = int(f)
     self.vPos = vector(int(x),-int(y))+vector(size, size)
     self.items = i
     self.period = int(t)
     self.lastspawn = self.period
     self.color = tuple(map(int, c.split(',')))
Example #2
0
 def __init__(self, sprit, vPos=phys.vector(0, 0)):
     self.phsobj = phys.physobj(20, vPos)
     self.hp = MAXHP
     sprite.init(self, sprit)
     self.gun = None
     self.ded = 0  # gameloop analyses or respawns depending on this
Example #3
0
pygame.display.set_mode((640, 480))
screen = pygame.display.get_surface()
pygame.mouse.set_visible(False)
pygame.joystick.Joystick(0).init()

mse = pygame.image.load("sprites/aim.png").convert()
msa = pygame.image.load("sprites/bull.png").convert()
mse.set_colorkey((0, 0, 0))
msa.set_colorkey((0, 0, 0))
msr = pygame.image.load("sprites/ret.png").convert()
msr.set_colorkey((0, 0, 0))
fonte = pygame.font.SysFont("asdf", 36)
y = 480 - fonte.size("wea")[1]
t0 = clock()

ret = vector()
wn = engine.shooter()
wn.phsobj.vPos = vector(320, 240)
wn.phsobj.maxspeed = 4900
engine.gunlist.append(engine.gun(wn))
wn.gun = engine.gunlist[1]
stick = vector()

while True:
    screen.fill((100, 50, 50))
    delta = clock() - t0
    t0 = clock()
    for event in pygame.event.get():
        if event.type == 12:
            quit()
        elif event.type == 7: