Example #1
0
 def actualizar(self, time, pala, pala_cpu, puntos):
     """
     Actualiza la posición de la pelota en tantos pixeles
     determinado por TIME. Además permite identificar si interactua
     con PALA y PALA_CPU. En caso de que existan puntos, actualiza
     los valores de PUNTOS.
     """
     self.rect.centerx += self.speed[0] * time
     self.rect.centery += self.speed[1] * time
     if self.rect.left <= 0:
         puntos[1] += 1
     if self.rect.right >= ANCHO:
         puntos[0] += 1
     if self.rect.left <= 0 or self.rect.right >= ANCHO:
         self.speed[0] = -self.speed[0]
         self.rect.centerx += self.speed[0] * time
     if self.rect.top <= 0 or self.rect.bottom >= ALTO:
         self.speed[1] = -self.speed[1]
         self.rect.centery += self.speed[1] * time
     if self.rect.left == 0 or self.rect.right == ANCHO:
         self.sound.play()
     if self.rect.top == 0 or self.rect.bottom == ALTO:
         self.sound.play()
     if collide_rect(self, pala):
         self.speed[0] = -self.speed[0]
         self.rect.centerx += self.speed[0] * time
         self.sound.play()
     if collide_rect(self, pala_cpu):
         self.speed[0] = -self.speed[0]
         self.rect.centerx += self.speed[0] * time
         self.sound.play()
     return puntos
Example #2
0
    def update(self):  # Функция для перемешения и столкновения
        global spawn_boss, score
        for el in tiles_group:
            if collide_rect(self, el) and el.type in ['wall', 'box']:
                self.kill()
        for en in enemy_group:
            if collide_rect(self, en):
                self.kill()
                en.kill()
                kills.change()
                score.score += KILL_SCORE
        for boss in boss_enemy_group:
            if collide_rect(self, boss) and spawn_boss:
                self.kill()
                boss.hit_count += 1
                boss.health -= 5

        for boll in fireBoll_group:
            if boll.direction == 'right':
                boll.rect.x += 1
            elif boll.direction == 'left':
                boll.rect.x -= 1
            elif boll.direction == 'up':
                boll.rect.y -= 1
            elif boll.direction == 'down':
                boll.rect.y += 1
            else:
                boll.kill()
Example #3
0
    def updete(self):  # Функция проверки столкновений
        global damage_take, boss, spawn_boss
        for el in tiles_group:
            if collide_rect(self, el) and el.type in ['wall', 'box']:
                self.rect.x = beforex
                self.rect.y = beforey
        for en in enemy_group:
            if collide_rect(self, en):
                if self.health > 0:
                    self.health -= 1

                break
        if spawn_boss:
            if collide_mask(self, boss):
                if self.health > 0 and damage_take:
                    self.health -= 5
                damage_take = False
            else:
                self.take_damage(boss, 60)

        for f in fruit_group:
            if collide_rect(self, f):
                if self.health < 100:
                    self.health += 5
                f.kill()
Example #4
0
 def collision(self, player, bug_police, screen):
     if collide_rect(self, player):
         screen.fill((115, 43, 23))
         self.remove(bug_police)
         player.bug_kill -= 2
     for z in bug_police:
         if collide_rect(self, z):
             self.rect.x -= 20
             z.rect.x += 20
Example #5
0
 def update(self, player1, player2):
     ##### Se calculan los atributos necesarios para las colisiones. Da igual si es 0 o 1, ya que sólo varía el color
     self.move()
     self.rect = self.image.get_rect()
     self.rect.center = (self.x, self.y)
     if sprite.collide_rect(self, player1):
         player1.getHurt()
         self.y = 900
     if sprite.collide_rect(self, player2):
         player2.getHurt()
         self.y = 900
Example #6
0
    def collide_paddles(self):
        pr = self.board.pr
        pl = self.board.pl

        v = self.speed
        vx, vy = v

        #if collide_rect(self, pr) or collide_rect(self, pl):
        if collide_rect(self, pl) and vx < 0:

            cx, cy = pl.rect.center
            cx -= PADDLE_RADIUS

        elif collide_rect(self, pr) and vx > 0:

            cx, cy = pr.rect.center
            cx += PADDLE_RADIUS

        else:
            return

        bx, by = self.rect.center

        nx = bx - cx
        ny = by - cy

        n = np.array([nx, ny])

        # The new axis of reflectios for the trajectory
        n = n / np.linalg.norm(n)

        v = v - 2 * np.dot(v, n) * n

        # Avoid the ball to move close to 90 and 270 degrees (pi/2 and 3 pi/2)

        #angle_limit = 0.2 # About 11.5 degrees
        #if abs(angle - pi/2) < 0.2:
        #	if angle < pi/2:
        #		angle = pi/2 - angle_limit
        #	else:
        #		angle = pi/2 + angle_limit

        #if abs(angle - 3*pi/2) < 0.2:
        #	if angle < 3*pi/2:
        #		angle = 3*pi/2 - angle_limit
        #	else:
        #		angle = 3*pi/2 + angle_limit

        #vx = -vx

        # Speed up a bit the ball
        v *= 1.1

        self.set_speed(v)
Example #7
0
 def check(self):  # Функция проверки столкновения шипов
     global player, spikes_move
     for t in tiles_group:
         if t.type == 'wall' and collide_rect(self, t):
             self.kill()
             spikes_move = False
         elif collide_rect(self, player):
             spikes_move = False
             self.kill()
             player.health -= SPIKES_DAMAGE
             break
Example #8
0
 def collide(self, sprites, bullets_group):
     for b in sprites:
         if collide_rect(self, b):
             if b.type != self.type and not (self.type == 'f'
                                             and b.type == 'flag'):
                 b.lifes -= 1
             bullets_group.remove(self)
             break
     for b in bullets_group:
         if collide_rect(self, b) and b != self:
             bullets_group.remove(b)
             bullets_group.remove(self)
 def check_hit_enemies(self):
     # checks if fireball hits enemy
     for g_enemy in self.goomba:
         if collide_rect(self, g_enemy):
             g_enemy.kill()
             self.active = False
             return
     for k_enemy in self.koopa:
         if collide_rect(self, k_enemy):
             k_enemy.kill()
             self.active = False
             return
Example #10
0
 def collision(self, player, bug_army, suriken_move):
     if collide_rect(self, player):
         self.remove(bug_army)
         player.bug_kill += 1
     for z in bug_army:
         if collide_rect(self, z):
             self.rect.x -= 20
             z.rect.x += 20
     for i in suriken_move:
         if collide_rect(self, i):
             self.remove(bug_army)
             i.remove(suriken_move)
             player.bug_kill += 1
Example #11
0
    def collision(self, player, bomb_group, screen):

        # If bomb collide with player we remove -2 from player`s killed bugs
        if collide_rect(self, player):
            screen.fill((115, 43, 23))
            self.kill()
            player.bug_kill -= 2
            return

        # If bomb collide between we resolve it.
        for z in bomb_group:
            if collide_rect(self, z):
                self.rect.x -= 20
                z.rect.x += 20
 def check_hit_enemies(self):
     """Check if the fireball has hit any enemies"""
     for g_enemy in self.goomba:
         if collide_rect(
                 self,
                 g_enemy):  # FIXME: change kill() when animation works
             g_enemy.kill()
             self.active = False
             return
     for k_enemy in self.koopa:
         if collide_rect(self, k_enemy):
             k_enemy.kill()
             self.active = False
             return
Example #13
0
    def collide(self, x_vel, y_vel, platforms, portals, magmas):
        global JUMP_POWER
        for pl in platforms:
            if collide_rect(self, pl):
                if x_vel > 0:
                    self.rect.right = pl.rect.left
                if x_vel < 0:
                    self.rect.left = pl.rect.right
                if y_vel > 0:
                    self.rect.bottom = pl.rect.top
                    self.underground = True
                    self.y_vel = 0
                if y_vel < 0:
                    self.rect.top = pl.rect.bottom
                if JUMP_POWER != 10:
                    JUMP_POWER = 10

        for pr in portals:
            if collide_rect(self, pr):
                if x_vel > 0:
                    self.rect.right = pr.rect.left
                    self.level += 1
                if x_vel < 0:
                    self.rect.left = pr.rect.right
                    self.level += 1
                if y_vel > 0:
                    self.rect.bottom = pr.rect.top
                    self.underground = True
                    self.y_vel = 0
                if y_vel < 0:
                    self.rect.top = pr.rect.bottom

        for mg in magmas:
            if collide_rect(self, mg):
                if x_vel > 0:
                    self.rect.right = mg.rect.left
                if x_vel < 0:
                    self.rect.left = mg.rect.right
                if y_vel > 0:
                    self.rect.bottom = mg.rect.top
                    self.underground = True
                    self.y_vel = 0
                if y_vel < 0:
                    self.rect.top = mg.rect.bottom
                if JUMP_POWER != 6:
                    JUMP_POWER = 6
                self.magma_sound.play()
                self.hp -= 1
Example #14
0
def units_collide(unit, units_list, day_no):
    for other_unit in units_list:
        # если юнит из списка не текущий, не встречался и в списке соседей проверяем на пересечение
        if unit != other_unit and unit not in other_unit.today_meeted_unit:
            if collide_rect(unit, other_unit) or Intersect(unit,
                                                           other_unit) == True:
                # если двигается вправо
                if unit.xvel > 0:
                    unit.rect.right = other_unit.rect.left
                    unit.xvel *= -1
                # двигается влево
                elif unit.xvel < 0:
                    unit.rect.left = other_unit.rect.right
                    unit.xvel *= -1
                # вниз
                elif unit.yvel > 0:
                    unit.rect.bottom = other_unit.rect.top
                    unit.yvel *= -1
                # вверх
                elif unit.yvel < 0:
                    unit.rect.top = other_unit.rect.bottom
                    unit.yvel *= -1
                unit_rebound(unit)
                # Действия при встрече
                # Если у кого нить началась беременность
                if start_preg(unit, other_unit):
                    if emu_settings.log_type == 'short':
                        emu_settings.day_log_msg += 'P'
                    # print(f'У {unit.unitno} {unit.family} и {other_unit.unitno} {other_unit.family} будет малыш, уи-уи')
                unit, other_unit = units_relations(unit, other_unit)
                # print(f'На {day_no} день юнит {unit.unitno} встретил юнита {other_unit.unitno}')
            unit.today_meeted_unit.append(other_unit)
Example #15
0
    def update(self, plitki=[]):
        if len(plitki) > 1:
            for pl in plitki:
                if self != pl:
                    if collide_rect(self, pl):
                        if self.rect.x < pl.rect.x:
                            self.rect.x -= 1
                            pl.rect.x += 1
                        elif self.rect.x > pl.rect.x:
                            self.rect.x += 1
                            pl.rect.x -= 1
                        if self.rect.y < pl.rect.y:
                            self.rect.y -= 1
                            pl.rect.y += 1
                        elif self.rect.y > pl.rect.y:
                            self.rect.y += 1
                            pl.rect.y -= 1
        surf = get_surface()
        if self.rect.x <= 0:
            self.rect.x += 1
        if self.rect.y <= 0:
            self.rect.y += 1
        if self.rect.x+self.rect.w >= surf.get_width():
            self.rect.x -= 1
        if self.rect.y+self.rect.h >= surf.get_height():
            self.rect.y -= 1

        if self.mouse_on_button():
            self.image.fill((255-self.color[0], 255-self.color[1], 255-self.color[2]))
            rect(self.image, (125, 125, 125), (0, 0, self.rect.width, self.rect.height), 1)
            self.image.blit(self.font.render(self.text, 1, self.color), (3, 3))
        else:
            self.image.fill(self.color)
            rect(self.image, (255, 255, 255), (0, 0, self.rect.width, self.rect.height), 1)
            self.image.blit(self.font.render(self.text, 1, (255-self.color[0], 255-self.color[1], 255-self.color[2])), (3, 3))
Example #16
0
 def collide(self, xSpeed, ySpeed, platdorms):
     for object in platdorms:
         if collide_rect(self, object):
             if ySpeed > 0:
                 self.rect.bottom = object.rect.top
                 self.__onGround = True
                 self.__ySpeed = 0
Example #17
0
    def collide(self, xVel, yVel, platforms):
        """
        Check, is object colliding with something.
"""
        for p in platforms:
            if sprite.collide_rect(self, p):
                if xVel > 0:
                    self.rect.left = self.rect.right
                    self.xVel = 0
                    self.realX += -1.5 if p.realX > self.realX \
                                  else 1.5

                if xVel < 0:
                    self.rect.right = self.rect.left
                    self.xVel = 0
                    self.realX += -1.5 if p.realX > self.realX \
                                  else 1.5

                if yVel < 0:
                    self.rect.top = p.rect.bottom
                    self.yVel = 0
                    self.realY += -1.5 if p.realY > self.realY \
                                  else 1.5

                if yVel > 0:
                    self.rect.bottom = p.rect.top
                    self.yVel = 0
                    self.realY += -1.5 if p.realY > self.realY \
                                  else 1.5
Example #18
0
 def detonate(self, sprites):
     clock = get_ticks()
     dirs = self.hero.dirs.copy()
     (x, y) = self.rect.x, self.rect.y
     for j in range(self.strength + 1):
         if j > 0:
             i = 0
             while i < len(dirs):
                 dir = dirs[i]
                 i += 1
                 dx = x + dir[0] * 40 * j
                 dy = y + dir[1] * 40 * j
                 exp = Explosion(dx, dy, clock, self.l)
                 ok = True
                 for sp in sprites:
                     if collide_rect(exp, sp):
                         dirs.remove(dir)
                         if sp.can:
                             sp.kill()
                             exp.clear_time -= 20
                         else:
                             ok = False
                         i -= 1
                         break
                 if ok:
                     self.hero.explosions.add(exp)
         else:
             self.hero.explosions.add(Explosion(self.rect.x, self.rect.y, clock, self.l))
     self.hero.bombs_on_ground.remove((x, y))
     self.kill()
Example #19
0
    def update(self, time, scene):
        self.floatX += self.speedX * time * GRENADE_SPEED
        self.floatY += self.speedY * time * GRENADE_SPEED
        self.rect.x = roundToInt(self.floatX)
        self.rect.y = roundToInt(self.floatY)

        self.timeToBoom -= time

        if self.timeToBoom <= 0:
            scene.bulletGroup.remove(self)
            scene.bulletGroup.add(Explosion(self.rect.x, self.rect.y))

            # Kill people!
            originalRect = self.rect.copy()
            self.rect.inflate_ip(80, 80)  # 80x80 area damage

            enemies_hit = sprite.spritecollide(self, scene.enemyGroup, False)

            for enemy in enemies_hit:
                # Friendly fire
                if self.creator.__class__.__name__ == enemy.__class__.__name__:
                    continue
                enemy.receive_attack(self.atk)

            if sprite.collide_rect(self, scene.player):
                scene.player.receive_attack(self.atk)

            self.rect = originalRect  # Restore the real rect

        self.timeToStop -= time

        if self.timeToStop <= 0:
            self.speedX = 0
            self.speedY = 0
Example #20
0
    def update(self, game_scene):
        self.rect.x += self.dx1
        self.rect.y += self.dy1
        if self.rect.x + 2 * c.radius1 >= c.screen_resolution[0] + 10:
            self.rect.x = c.screen_resolution[0] - 2 * c.radius1
            self.dx1 *= -1
        elif self.rect.x <= -10:
            self.rect.x = c.radius1
            self.dx1 *= -1

        if collide_rect(self, game_scene.block):
            if self.dy1 > 0 and self.rect.y + self.rect.height <= c.screen_resolution[
                    1] - c.screen_resolution[1] / 10 + 10:
                self.dy1 *= -1
                mixer.music.play(0)
                game_scene.score_label.add_one()
        elif self.rect.y >= c.screen_resolution[1]:
            c.final_score = game_scene.score_label.score
            self.f = open("highscore.txt", "r")
            highscore_str = self.f.readline()
            self.f.close()
            print(highscore_str[0])
            if int(highscore_str) < c.final_score:
                self.f = open("highscore.txt", "w")
                self.f.write(str(c.final_score))
            self.f.close()
            game_scene.manager.go_to(GameOverScene())
        elif self.rect.y <= 0:
            self.rect.y = c.radius1
            self.dy1 *= -1
Example #21
0
    def collide(self, xvel, yvel, obstructions):

        for p in obstructions:
            if sprite.collide_rect(self, p): # если есть пересечение платформы с игроком

                #если пуля не начала взрываться, то начинаем взрывать ее
                if self.bum == 0:
                    self.rect.left -= 8
                    self.rect.top -= 8
                    self.bum = 1
                    who_die = p.die(self.shutdirection)   # сообщаем объекту, в который попали, что в него попали
                    if who_die == 1:                      # если взорвали танк, то прибавляем фраг стрелявшему
                        self.shooter.frag += 1

                if xvel > 0:                      # если движется вправо
                    self.rect.right -= xvel # то не движется вправо

                if xvel < 0:                      # если движется влево
                    self.rect.left -= xvel # то не движется влево

                if yvel > 0:                      # если падает вниз
                    self.rect.bottom -= yvel # то не падает вниз

                if yvel < 0:                      # если движется вверх
                    self.rect.top -= yvel # то не движется вверх

                self.shutdirection = "stop"
Example #22
0
 def interaction(self, vx, vy, environment):
     '''
     Логика взаимодействия персонажа с заданным окружением.
     '''
     for pl in environment.platforms_group:
         '''
         Мы проходим по коллекции платформ из среды уровня и проверяем
         взаимодействия персонажа с ними.
         '''
         if collide_rect(self, pl):
             if vx > 0:
                 self.rect.right = pl.rect.left
             if vx < 0:
                 self.rect.left = pl.rect.right
             if vy > 0:
                 self.rect.bottom = pl.rect.top
                 self.isFalling = False
                 self.isJumping = False
                 #   очевидно, что тут же можно написать условие:
                 #    если есть превышение скорости, то те забавные анимации
                 if vy >= 35:
                     self.isDuck = True
                 self.velocity[1] = 0
             if vy < 0:
                 self.rect.top = pl.rect.bottom
                 self.velocity[1] = 0
Example #23
0
	def update(self, time, scene):
		self.floatX += self.speedX * time * GRENADE_SPEED
		self.floatY += self.speedY * time * GRENADE_SPEED
		self.rect.x = roundToInt(self.floatX)
		self.rect.y = roundToInt(self.floatY)

		self.timeToBoom -= time

		if self.timeToBoom <= 0:
			scene.bulletGroup.remove(self)
			scene.bulletGroup.add(Explosion(self.rect.x, self.rect.y))

			# Kill people!
			originalRect = self.rect.copy()
			self.rect.inflate_ip(80, 80)  # 80x80 area damage
			
			enemies_hit = sprite.spritecollide(self, scene.enemyGroup, False)

			for enemy in enemies_hit:
				# Friendly fire
				if self.creator.__class__.__name__ == enemy.__class__.__name__:
					continue
				enemy.receive_attack(self.atk)

			if sprite.collide_rect(self, scene.player):
				scene.player.receive_attack(self.atk)

			self.rect = originalRect  # Restore the real rect

		self.timeToStop -= time

		if self.timeToStop <= 0:
			self.speedX = 0
			self.speedY = 0
Example #24
0
 def enemyCollide(self, enemyGroup, thisGameScreen):
     key = PY.key.get_pressed()
     for enemy in enemyGroup:
         if PS.collide_rect(self, enemy):
             self.health -= 1
             if self.health == 0:
                 Globals.STATE = LoseScreen.LoseScreen(0)
Example #25
0
    def eventCollide(self, spriteGroup, thisGameScreen):
        for p in spriteGroup:
            if PS.collide_rect(self, p):
                if isinstance(p, TriggerBlockSand) and p.event == 1 \
                        and Globals.STATE.events[1]:
                    dialogue = DB.Dialogue_box("cutscene2_dialogue.txt")
                    while dialogue.isOpen:
                        dialogue.update()
                    Globals.STATE.events[1] = False
                elif isinstance(p, TriggerBlockSand) and p.event == 2 \
                        and not Globals.STATE.events[1] \
                        and Globals.STATE.events[2] \
                        and self.elderCount == 0:
                    dialogue = DB.Dialogue_box("cutscene3_dialogue.txt")
                    while dialogue.isOpen:
                        dialogue.update()
                    self.elderCount = 1
                elif isinstance(p, TriggerBlockSand) and p.event == 2 \
                        and not Globals.STATE.events[1] \
                        and Globals.STATE.events[2] \
                        and self.elderCount == 1 \
                        and self.firewood >= 3:
                    dialogue = DB.Dialogue_box("cutscene4_dialogue.txt")
                    while dialogue.isOpen:
                        dialogue.update()
                    Globals.STATE.events[2] = False
                elif isinstance(p, TriggerBlockSand) and p.event == 3 \
                        and not Globals.STATE.events[2] \
                        and Globals.STATE.events[3]:
                    Globals.STATE.events[3] = False

            else:
                pass
Example #26
0
 def update(self, time, player):
     self.move(time)
     self.rect = self.image.get_rect()
     self.rect.center = (self.x, self.y)
     if sprite.collide_rect(self, player):
         self.be_caught(player)
     elif self.y >= BOTTOM_LIMIT:
         self.kill()
Example #27
0
def colli_kill_l(l, r):
    # testfunction for collision callbacks
    if (sprite.collide_rect(l, r)):
        l.destroy()
        del l
        return True
    else:
        return False
Example #28
0
def colli_los(l, r):
    # testfunction for collision callbacks
    if (sprite.collide_rect(l, r)):
        l.destroy()
        print("hit")
        return True
    else:
        return False
Example #29
0
    def update(self):
        if not self.stay:
            self.move()
        else:
            if self.timer - self.last_timer >= 30:
                self.kill()
                for spr in [*self.wall_sprites, *self.wall_sprites.bonus_sprites, *self.wall_sprites.saves_sprites,
                            *self.wall_sprites.damage_sprites, *self.wall_sprites.enemies_sprites]:
                    if sprite.collide_rect(self, spr) and spr.can_be_broken:
                        del self.wall_sprites.maps[tuple(spr.cords)]
                        spr.kill()

                if sprite.collide_rect(self, self.player):
                    self.player.gui_sprites.set_hearts(self.player.gui_sprites.hp - 1)
                    self.player.last_timer_damage = self.player.timer

        self.timer += 1
def update_bullets(screen, bullets_list):
    """Update the bullets' position and speed,
       and remove bullets outside the screen."""
    for bullets in bullets_list:
        bullets.update()
        for bullet in bullets.copy():
            if not collide_rect(bullet, screen):
                bullets.remove(bullet)
Example #31
0
def colli_clip(l, r):
    # testfunction for collision callbacks
    if (sprite.collide_rect(l, r)):
        x = min(0.5, max(-0.5, l.rect[0] - r.rect[0]))
        y = min(0.5, max(-0.5, l.rect[1] - r.rect[1]))
        l.source.source.moveOnce((x, y))
        return True
    else:
        return False
Example #32
0
 def collecting(self, environment, item):
     '''
     Проходим по коллекции ключей и смотрим, стоит ли их убирать.
     Если да, то складываем их в сумку, запоминая цвет.
     '''
     if collide_rect(self, item):
         item.remove(environment.items_group)
         item.remove(environment.whole_group)
         self.bag.append(item.sign)
Example #33
0
    def render(self):
        self.anim.blit(Explode.screen,
                       Explode.camera.get_pos(self.x - 64, self.y - 64))

        for n in Explode.enemy:
            if sprite.collide_rect(self, n):
                n.hp -= 1
        if self.anim.currentFrameNum == 15:
            Explode.explode.remove(self)
Example #34
0
    def collisions(self) -> None:
        """ Checks for collisions with level.
		Should be called in Player.update().
		"""
        lvl = Level.instance
        if not lvl: return
        for platform in lvl.platforms:
            # check falling and colliding <=> isGrounded ?
            if self._velocity.y > .5:
                # check collisions with platform's spring bonus
                if platform.bonus and collide_rect(self, platform.bonus):
                    self.onCollide(platform.bonus)
                    self.jump(platform.bonus.force)

                # check collisions with platform
                if collide_rect(self, platform):
                    self.onCollide(platform)
                    platform.onCollide()
Example #35
0
    def autsave(self, d, autsave_blocks, sprite_group):  
        for i in range(len(autsave_blocks)):
            if collide_rect(self, autsave_blocks[i]):

                # Данная сохранялка переcтает отрисовываться, а место сохранения героя становится соответствующим значению "i + 1".
                sprite_group.remove(autsave_blocks[i])
                return (i + 1)

        # Иначе место сохранения героя остается прежним.
        return d
Example #36
0
 def _findleafs(self, node, rect):
     #Stop if there are now more sub nodes
     if len(node[1]) == 0:
         if node[2]: #it was a leaf
             yield node[0]
     
     #Check all child nodes
     for child in node[1]:
         if collide_rect(child[0], rect):                
             for node1 in self._findleafs(child, rect):
                 yield node1
Example #37
0
 def collide(self, xvel, yvel, wallMap):
     FADEOUTTIME = 0.2
     for p in wallMap:
         if PS.collide_rect(self, p):
             if xvel > 0:
                 self.rect.right = p.rect.left
             elif xvel < 0:
                 self.rect.left = p.rect.right
             elif yvel > 0:
                 self.rect.bottom = p.rect.top
             elif yvel < 0:
                 self.rect.top = p.rect.bottom
             else:
                 continue
Example #38
0
 def collide(self, xvel, yvel, platforms):
     for pl in platforms:
         if collide_rect(self, pl):
             if xvel > 0:
                 self.rect.right = pl.rect.left
             if xvel < 0:
                 self.rect.left = pl.rect.right
             if yvel > 0:
                 self.rect.bottom = pl.rect.top
                 self.onGround = True
                 self.yvel = 0
             if yvel < 0:
                 self.rect.top = pl.rect.bottom
                 self.yvel = 0
Example #39
0
    def check_collisions(self):
        """
        Sees if any objects collide, preps them to be handled if so.
        """
        grid = self.grid

        for i, j in combinations(self.objects, 2):
            # For all possible combinations of objects that can touch...
            if (i.__class__, j.__class__) not in _do_not_compare and sprite.collide_rect(i, j):
                # If these two objects are allowed to touch, and they do...
                if not grid.spare_collisions:
                    # If we don't have any spare Collision objects...
                    grid.spare_collisions.append(Collision())
                grid.collisions.append(grid.spare_collisions.pop().update(i, j))
Example #40
0
	def kill_people(self, scene):
		if sprite.collide_rect(self, scene.player) and not self.creator.__class__.__name__ == scene.player.__class__.__name__:
				scene.player.receive_attack(self.atk)
				scene.bulletGroup.remove(self)
		hitted_players = sprite.spritecollide(self, scene.enemyGroup, False)
		# scene.bulletGroup.remove(self)
		for player in hitted_players:
			# Friendly fire
			if self.creator.__class__.__name__ == player.__class__.__name__:
				continue
			player.receive_attack(self.atk)
			# A bullet should not be capable of going through an infinite amount of bodies
			scene.bulletGroup.remove(self)
			break
Example #41
0
    def update(self, targetSpriteGroup = None):

        # If reached max range
        if self.distance >= MAX_DISTANCE:
            self.kill()

        # If there are enemies
        if targetSpriteGroup != None:
            for targetSprite in targetSpriteGroup:
                # If collided
                if PS.collide_rect(self, targetSprite):
                    # Removes this sprite from all groups.
                    # Should delete from screen
                    self.kill()
                    if isinstance(targetSprite, Player.Player):
                        Globals.HERO.health -= 10
                        self.hurtSound.play()
                    else:
                        targetSprite.health -= 4
                        targetSprite.status = "burn"
        if self.isPlayer:
        # Move the projectile
            if self.direction == 0 or self.direction == "moveup":  # up
                self.update_image(self.image_tracker*4 + 2)
                self.rect.centery -= PROJECTILE_SPEED
            elif self.direction == 1 or self.direction == "moveright":  # right
                self.update_image(self.image_tracker*4)
                self.rect.centerx += PROJECTILE_SPEED
            elif self.direction == 2 or self.direction == "movedown":  # down
                self.update_image(self.image_tracker*4 + 3)
                self.rect.centery += PROJECTILE_SPEED
            elif self.direction == 3 or self.direction == "moveleft":  # left
                self.update_image(self.image_tracker*4 + 1)
                self.rect.centerx -= PROJECTILE_SPEED
        else:
            if self.direction == 0 or self.direction == "moveup":  # up
                # self.update_image(self.image_tracker*4 + 2)
                self.rect.centery -= PROJECTILE_SPEED
            elif self.direction == 1 or self.direction == "moveright":  # right
                # self.update_image(self.image_tracker*4)
                self.rect.centerx += PROJECTILE_SPEED
            elif self.direction == 2 or self.direction == "movedown":  # down
                # self.update_image(self.image_tracker*4 + 3)
                self.rect.centery += PROJECTILE_SPEED
            elif self.direction == 3 or self.direction == "moveleft":  # left
                # self.update_image(self.image_tracker*4 + 1)
                self.rect.centerx -= PROJECTILE_SPEED
            self.update_image(self.image_tracker)
        self.distance += PROJECTILE_SPEED
Example #42
0
 def update(self):
     if self.unit.action == ID_HARVEST:
         if self.harvest_progress <= 0:
             self.unit.changeImage("with_mineral")
             self.with_mineral = True
             self.mineral_target.hp -= self.harvest_amount
             self.unit.action = ID_STOP # ID_STOP
         else:
             self.harvest_progress -= self.harvest_speed
     else:
         for target_unit in groups.unitgroup:
             if sprite.collide_rect(self.unit, target_unit):
                 if ID_MINERAL in target_unit.types and self.with_mineral == False:
                     self.harvest(target_unit)
                 elif ID_WAREHOUSE in target_unit.types and target_unit.owner == self.unit.owner and self.with_mineral == True:
                     self.returnCargo(target_unit.owner)
Example #43
0
 def collide(self, xvel, yvel, platforms):
     for p in platforms:
         if sprite.collide_rect(self, p):
             if isinstance(p, ExitBlock):
                 event.post(event.Event(QUIT))
             if xvel > 0:
                 self.rect.right = p.rect.left
             if xvel < 0:
                 self.rect.left = p.rect.right
             if yvel > 0:
                 self.rect.bottom = p.rect.top
                 self.onGround = True
                 self.yvel = 0
                 self.can_use_space = True
             if yvel < 0:
                 self.rect.top = p.rect.bottom
                 self.yvel /= 2  # reduce speed on vertical hit
Example #44
0
    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if sprite.collide_rect(self, p): # если есть пересечение платформы с игроком

                if self.xvel > 0:                      # если движется вправо
                    self.rect.right = p.rect.left # то не движется вправо

                if xvel < 0:                      # если движется влево
                    self.rect.left = p.rect.right # то не движется влево

                if yvel > 0:                      # если падает вниз
                    self.rect.bottom = p.rect.top # то не падает вниз
                    self.onGround = True          # и становится на что-то твердое
                    self.yvel = 0                 # и энергия падения пропадает

                if yvel < 0:                      # если движется вверх
                    self.rect.top = p.rect.bottom # то не движется вверх
                    self.yvel = 0                 # и энергия прыжка пропадает
Example #45
0
 def place_random_blocks(self):
     """
     Creates additional random blocks and places them
     :return:
     """
     amount = randint(1, 4)
     for _ in xrange(0, amount):
         x = randint(0, BLOCK_NUM_WIDTH - 1)
         y = randint(0, BLOCK_NUM_HEIGHT - 1)
         new_block = BlockMultiHit(x * Block.WIDTH + PLAYFIELD_PADDING[0], y * Block.HEIGHT + PLAYFIELD_PADDING[1])
         while self.blocks[y][x] is not None or sprite.collide_rect(new_block, self.ball):
             x = randint(0, BLOCK_NUM_WIDTH - 1)
             y = randint(0, BLOCK_NUM_HEIGHT - 1)
             new_block.rect.x = x * Block.WIDTH + PLAYFIELD_PADDING[0]
             new_block.rect.y = y * Block.HEIGHT + PLAYFIELD_PADDING[1]
         self.blocks[y][x] = new_block
         self.block_count += 1
     self.blocks_surface_dirty = True
Example #46
0
    def collide(self, xvel, yvel, obstructions):

        # проверяем столкновения с препятствиями
        for p in obstructions:
            if p != self:

                if sprite.collide_rect(self, p): # если есть пересечение чего-то с танком

                    if xvel > 0:                 # если движется вправо
                        self.rect.right -= xvel  # то не движется вправо

                    if xvel < 0:                 # если движется влево
                        self.rect.left -= xvel   # то не движется влево

                    if yvel > 0:                 # если падает вниз
                        self.rect.bottom -= yvel # то не падает вниз

                    if yvel < 0:                 # если движется вверх
                        self.rect.top -= yvel    # то не движется вверх
Example #47
0
 def collide(self, xvel, yvel, spriteGroup, thisGameScreen, item):
     FADEOUTTIME = 0.2
     key = PY.key.get_pressed()
     for p in spriteGroup:
         if PS.collide_rect(self, p):
             print 'hi'
             print 1
             if isinstance(p, Grey_brick) and item != None and item.isPickedUp:
                 spriteGroup.remove(p)
             #elif isinstance(p, ExitBlock):
             #    Globals.STATE = WinScreen.WinScreen(100)
             elif xvel > 0:
                 self.rect.right = p.rect.left
             elif xvel < 0:
                 self.rect.left = p.rect.right
             elif yvel > 0:
                 self.rect.bottom = p.rect.top
             elif yvel < 0:
                 self.rect.top = p.rect.bottom
             else:
                 continue
Example #48
0
 def _coll(self, node1, node2):
     
     if collide_rect(node1[0], node2[0]):
         #Check if node1 and node2 are hit leafs
         if node1[2] and node2[2]:
             print "found"
             return True        
         
         self.collide_boxes.append(node1[0])
         
         if len(node1[1]) and len(node2[1]):                                    
             for nodex in node1[1]:
                 for nodey in node2[1]:
                     return self._coll(nodex, nodey)
         elif len(node1[1]) and False:
             print "node1"
             for nodex in node1[1]:
                 return self._coll(nodex, node2)
         elif len(node2[1]) and False:
             print "node2"
             for nodex in node2[1]:
                 return self._coll(nodex, node1)
Example #49
0
    def update(self, heroSprite, targetSprite):

        # If reached max range
        if self.distance >= MAX_DISTANCE:
            self.kill()

        # If collided
        if PS.collide_rect(self, targetSprite):
            # Removes this sprite from all groups.
            # Should delete from screen
            self.kill()
            targetSprite.health -= 10

        # Move the projectile
        if self.direction == 0 or self.direction == "moveup":  # up
            self.rect.centery = heroSprite.rect.centery - 16
        elif self.direction == 1 or self.direction == "moveright":  # right
            self.rect.centerx = heroSprite.rect.centerx + 16
        elif self.direction == 2 or self.direction == "movedown":  # down
            self.rect.centery = heroSprite.rect.centery + 16
        elif self.direction == 3 or self.direction == "moveleft": #  left
            self.rect.centerx = heroSprite.rect.centerx - 16
       
        self.distance += 1 
    def __init__(self):
        """ Init pygame """
        pygame.init()

        # Boolean values to know where we are in the game
        self.game_started = False
        self.game_paused = False
        self.game_ended = False
        self.text = "Too bad !"
        # Clock
        self.clock = pygame.time.Clock()

        # Setting up the display
        pygame.display.set_caption('Frozen Water Maze')
        icon_path = os.path.dirname(__file__) + os.sep + "assets/ico.png"
        pygame.display.set_icon(pygame.image.load(icon_path))
        self.screen = pygame.display.set_mode((64 * 18, 64 * 12))

        self.font = pygame.font.Font(None, 36)

        # Load data
        tmxpath = os.path.dirname(__file__) + os.sep + "assets/map.tmx"
        tmxdata = pytmx.load_pygame(tmxpath)
        self.game_tiles = []
        self.game_fires = []
        self.game_waters = []
        self.game_collectibles = []
        self.game_grids = []
        for coord_x in range(18):
            for coord_y in range(12):
                img = tmxdata.get_tile_image(coord_x, coord_y, 0)
                if img is not None:
                    self.game_tiles.append(GameTile(img, coord_x, coord_y))
                fire = tmxdata.get_tile_image(coord_x, coord_y, 1)
                if fire is not None:
                    self.game_fires.append(Fire(coord_x, coord_y))
                water = tmxdata.get_tile_image(coord_x, coord_y, 2)
                if water is not None:
                    self.game_waters.append(Water(water, coord_x, coord_y))
                collectible = tmxdata.get_tile_image(coord_x, coord_y, 3)
                if collectible is not None:
                    self.game_collectibles.append(Collectible(coord_x, coord_y))
                grid = tmxdata.get_tile_image(coord_x, coord_y, 4)
                if grid is not None:
                    self.game_grids.append(Grid(grid, coord_x, coord_y))

        # Init music
        music_path = os.path.dirname(__file__) + os.sep + "assets/sfx/bg_music.ogg"
        pygame.mixer.music.load(music_path)
        pygame.mixer.music.set_volume(0.25)
        pygame.mixer.music.play(-1)

        # Init ambient motor sound
        ambient_motor_path = os.path.dirname(__file__) + os.sep + "assets/sfx/motor.ogg"
        ambient_motor = pygame.mixer.Sound(ambient_motor_path)
        ambient_motor.set_volume(0.15)
        ambient_motor.play(loops=-1)

        # Init ambient droplet fall sound
        droplet_path = os.path.dirname(__file__) + os.sep + "assets/sfx/droplet.ogg"
        self.ambient_droplet = pygame.mixer.Sound(droplet_path)
        self.ambient_droplet.set_volume(0.3)

        # Init get sound
        get_path = os.path.dirname(__file__) + os.sep + "assets/sfx/get.ogg"
        self.get_sfx = pygame.mixer.Sound(get_path)
        self.get_sfx.set_volume(0.2)

        # Init game
        # ground
        bg_path = os.path.dirname(__file__) + os.sep + "assets/bg.jpg"
        self.background_img = pygame.image.load(bg_path)

        # Init player
        self.player = Player()

        # Init score
        self.score = 0
        self.score_image = self.font.render(str(self.score), True, (255, 255, 255))
        self.score_rect = self.score_image.get_rect()
        self.score_rect.top = 5
        self.score_rect.left = 64

        # Init timer
        self.timer = 20
        timer_path = os.path.dirname(__file__) + os.sep + "assets/timer.png"
        self.timer_image = pygame.image.load(timer_path)
        self.timer_rect = self.timer_image.get_rect()
        self.timer_rect.top = 5
        self.timer_rect.left = self.screen.get_width() - 64
        self.timer_text_image = self.font.render(str(self.timer), True, (255, 255, 255))
        self.timer_text_rect = self.timer_text_image.get_rect()
        self.timer_text_rect.top = 24
        self.timer_text_rect.left = self.screen.get_width() - 92

        # Startup screen display
        startup_img_path = os.path.dirname(__file__) + os.sep + "assets/title.jpg"
        self.startup_image = pygame.image.load(startup_img_path)
        self.screen.fill((0, 0, 0))
        startup_screen_display = True

        while startup_screen_display:
            self.screen.blit(self.startup_image, Rect(0, 0, self.screen.get_width(), self.screen.get_height()))
            pygame.display.flip()
            pygame.time.wait(3000)
            startup_screen_display = False

        # Init internal event -> droplet fall
        pygame.time.set_timer(pygame.USEREVENT, 5000)

        # Init internal event -> timer decrease
        pygame.time.set_timer(pygame.USEREVENT + 1, 1000)

        # Game loop
        while not self.game_ended:
            self.screen.fill((0, 0, 0))
            self.check_game_event()

            self.screen.blit(self.background_img, Rect(0, 0, 64 * 18, 64 * 12))

            self.screen.blit(self.score_image, self.score_rect)
            self.screen.blit(self.timer_image, self.timer_rect)
            self.screen.blit(self.timer_text_image, self.timer_text_rect)

            is_player_falling = False
            if self.player.current_shape != Player.PLAYER_CLOUD:
                is_player_falling = True

            for tile in self.game_tiles:
                tile.display(self.screen)
                if self.player.rect.bottom == tile.rect.top and self.player.rect.left == tile.rect.left:
                    is_player_falling = False

            for tile in self.game_grids:
                tile.display(self.screen)
                if self.player.rect.bottom == tile.rect.top and self.player.rect.left == tile.rect.left and self.player.current_shape == Player.PLAYER_ICE:
                    is_player_falling = False

            for danger in self.game_waters:
                danger.display(self.screen)
                if self.player.rect.bottom == danger.rect.top and self.player.rect.left == danger.rect.left:
                    if self.player.current_shape != Player.PLAYER_CLOUD:
                        self.game_ended = True
                        is_player_falling = False
                elif collide_rect(self.player, danger):
                    self.game_ended = True
                    is_player_falling = False

            if is_player_falling:
                self.player.fall()

            for danger in self.game_fires:
                danger.display(self.screen)
                if collide_rect(self.player, danger):
                    self.game_ended = True

            for point in self.game_collectibles:
                point.display(self.screen)
                if collide_rect(self.player, point):
                    self.score += 1
                    self.get_sfx.play()
                    self.game_collectibles.remove(point)
                    self.score_image = self.font.render(str(self.score), True, (255, 255, 255))

            if self.game_collectibles.__len__()==0:
                self.game_ended=True
                self.text = "Congrat's !!"
            self.player.display(self.screen)

            pygame.time.wait(50)
            self.clock.tick(60)
            pygame.display.flip()

        self.startup_screen_display = True
        cpt = 0
        while self.startup_screen_display:
            self.screen.blit(self.background_img, (0, 0))
            # Endscreen text ( by default text is "Too bad !" )
            # ( if game_collectibles(len) == 0: "Congrat's!"  )
            font = pygame.font.SysFont('Arial', 100, True)
            text= font.render(self.text, True, (255, 255, 255))
            text_rect = text.get_rect()
            text_rect.midtop = ( 550, 300)
            self.screen.blit(text, text_rect)

            pygame.time.wait(300)
            pygame.display.flip()
            cpt += 1
            if cpt ==10:
                self.startup_screen_display = False
        pygame.quit()
Example #51
0
   def attack(self,wallMap, hero):        
      currTime = time.time()
      if not self.attacking:
          if self.phase == False:
              self.attackVal = random.randint(0,100)
          else:
              self.attackVal = random.randint(0,110)
          self.attacking = True
      y_dist = abs(self.rect.centery - hero.rect.centery)
      x_dist = abs(self.rect.centerx - hero.rect.centerx)
      if self.attackVal < 30:

          if self.dash_time == 0:
              self.align(hero,x_dist, y_dist)
              if (x_dist >= 250 or y_dist >= ATTACK_OFFSET) and (y_dist >= 250 or x_dist >= ATTACK_OFFSET):
                  self.isMoving = True
                  self.move(wallMap)
              else:
                  self.dash_time +=1
          else:
              if self.dash_time < 50:
                 self.dash(currTime, wallMap)
                 if PS.collide_rect(hero,self):
                     hero.health -= 1
                     self.hurtSound.play()
              else:
                 self.attacking = False
                 self.speed = 2
                 self.dash_time = 0
      elif self.attackVal < 60:
          self.align(hero, x_dist, y_dist)
          if (x_dist >= 250 or y_dist >= ATTACK_OFFSET) and (y_dist >= 250 or x_dist >= ATTACK_OFFSET):

              self.isMoving = True
              self.move(wallMap)
          else:
              if self.aligned:
                  Globals.WORLD.addEntity(self.shoot_projectile
                                           (Globals.STATE.enemyProjectileGroup))
              self.attacking = False   
      elif self.attackVal < 80:
          self.align(hero, x_dist, y_dist)
          if (x_dist >= 250 or y_dist >= ATTACK_OFFSET) and (y_dist >= 250 or x_dist >= ATTACK_OFFSET):
              self.isMoving = True
              self.move(wallMap)           
          else:
              temp = Projectile.Whirlpool(self.rect,hero,self.direction)
              Globals.WORLD.addEntity(temp)
              Globals.STATE.enemyProjectileGroup.add(temp)
              self.attacking = False
      elif self.attackVal < 100:
          spawn = random.randint(0,2) + 1
          for i in range(spawn):
              x_rand = random.randint(-30,30) + self.rect.centerx
              y_rand = random.randint(-30, 30) + self.rect.centery
              attack_type = random.randint(0,1)
              enemy = Enemy(x_rand, y_rand, True, attack_type, 0, 40.0)
              enemy.speed = 2
              Globals.WORLD.addEntity(enemy)
              Globals.STATE.enemyGroup.add(enemy)
          self.attacking = False
Example #52
0
 def collide(self, tree):
     for leaf in self.collision_leafs(tree):     
         for other in tree.collision_leafs(self):
             if collide_rect(leaf, other):
                 return True
     return False
 def collide4():
     collide_rect(tag_cool, tag_aero)
Example #54
0
def collide_rect_circ(left, right):
    return 1 if collide_rect(left, right) and collide_circle(left, right) else 0
Example #55
0
 def pickedUp(self, targetSprite):
     if PS.collide_rect(self, targetSprite):
         self.kill()
         self.isPickedUp = True
Example #56
0
    def check_collision(self):
        """
        Called after input handling and movement of the object, to check and solve collisions
        :return:
        """
        # ball vs paddle
        if self.ball.rect.y < self.paddle.rect.y and \
                sprite.collide_rect(self.paddle, self.ball):
            self.ball.vy = -1  # ball.vy

        # ball vs bottom
        if not self.ball.dead and self.ball.rect.y + self.ball.radius * 2 > LEVEL_HEIGHT:
            self.player.lives -= 1
            if self.player.lives < 1:
                self.ball.dead = True
            else:
                self.ball.rect.x = self.paddle.rect.x + self.paddle.rect.width/2 - self.ball.radius
                self.ball.rect.y = self.paddle.rect.y - self.ball.radius * 2
            self.ball.docked = True
            self.paddle.change_size(PADDLE_WIDTHS[PADDLE_DEFAULT_WIDTH_INDEX])
            self.paddle.attachments = []

        # ball vs blocks
        coll_num = [0, 0, 0]
        coll_num_val = (4, 2, 1)
        ball_grid_x = (self.ball.rect.x - PLAYFIELD_PADDING[0] + self.ball.radius) / Block.WIDTH
        ball_grid_y = (self.ball.rect.y - PLAYFIELD_PADDING[1] + self.ball.radius) / Block.HEIGHT
        for y in range(ball_grid_y - 1, ball_grid_y + 2):
            for x in range(ball_grid_x - 1, ball_grid_x + 2):
                if 0 <= x < BLOCK_NUM_WIDTH and 0 <= y < BLOCK_NUM_HEIGHT:
                    if self.blocks[y][x] is not None and not self.blocks[y][x].dead and \
                            sprite.collide_rect(self.blocks[y][x], self.ball):
                        self.block_destruction(self.blocks[y][x],
                                               self.items[y][x], self.blocks[y][x].on_collide)

                        coll_num[y - ball_grid_y + 1] += coll_num_val[x - ball_grid_x + 1]

        self.ball.on_collide(coll_num)

        # entities
        for entity in self.entities:
            if not entity.dead:
                # paddle vs items
                if isinstance(entity, Item) and sprite.collide_rect(self.paddle, entity):
                    entity.on_collect(self.paddle)
                    entity.dead = True
                    # self.player.lives += 1
                # explosion vs blocks
                elif isinstance(entity, Explosion) and entity.state > 0:
                    entity_block_x = (entity.rect.x - PLAYFIELD_PADDING[0] +
                                      Explosion.WIDTH/2) / Block.WIDTH
                    entity_block_y = (entity.rect.y - PLAYFIELD_PADDING[1] +
                                      Explosion.HEIGHT/2) / Block.HEIGHT
                    for y in xrange(entity_block_y - 1, entity_block_y + 2):
                        for x in xrange(entity_block_x - 1, entity_block_x + 2):
                            if 0 <= x < BLOCK_NUM_WIDTH and 0 <= y < BLOCK_NUM_HEIGHT:
                                if self.blocks[y][x] is not None and not self.blocks[y][x].dead:
                                    self.block_destruction(self.blocks[y][x], self.items[y][x],
                                                           self.blocks[y][x].kill)
                elif isinstance(entity, Projectile):
                    entity_block_x = (entity.rect.x - PLAYFIELD_PADDING[0] +
                                      entity.rect.width/2) / Block.WIDTH
                    entity_block_y = (entity.rect.y - PLAYFIELD_PADDING[1] +
                                      entity.rect.height/2) / Block.HEIGHT
                    for y in xrange(entity_block_y - 1, entity_block_y + 2):
                        for x in xrange(entity_block_x - 1, entity_block_x + 2):
                            if 0 <= x < BLOCK_NUM_WIDTH and 0 <= y < BLOCK_NUM_HEIGHT:
                                if self.blocks[y][x] is not None and not self.blocks[y][x].dead \
                                        and sprite.collide_rect(self.blocks[y][x], entity):
                                    self.block_destruction(self.blocks[y][x], self.items[y][x],
                                                           self.blocks[y][x].kill)
                                    entity.on_collide()
Example #57
0
def collide_rect_mask(left, right):
    return 1 if collide_rect(left, right) and collide_mask(left, right) else 0