Example #1
0
def add_trash(dt):
    global game_objects
    global trash_label
    global count

    x_pos = randint(300, window.width - 300)
    if window.current_state == 2:  # Game Scene
        new_trash = trash.Trash(x=x_pos, y=window.height, batch=main_batch)
        # increase speed trash falls based on score
        if score > 100:
            new_trash.dy = randint(50, 80)
        if score > 30:
            new_trash.dy = randint(40, 70)
        elif score > 20:
            new_trash.dy = randint(40, 65)
        elif score > 15:
            new_trash.dy = randint(30, 60)
        elif score > 10:
            new_trash.dy = randint(30, 60)
        elif score > 5:
            new_trash.dy = randint(30, 60)

        # add trash to game objects
        game_objects.append(new_trash)

        trash_label.text = new_trash.name

        # change rate new trash appears based on how many new trash have been added
        count += 1
Example #2
0
 def tick(self):
     self.player.move()
     if self.player.pos.x>800 and self.howmuch == 0:
         self.howmuch = 1
         self.trashs.append(trash.Trash( self.screen, 900, 520))
     if self.time > 30:
         if int(self.time)%4 == 0:
             self.newBin()
         if int(self.time*10)%42 == 0:
             self.time+=1
Example #3
0
def reset_level():
    # pass
    global score, count, lives, lives_sprites, game_objects
    score = 0
    score_label.text = "Score: " + str(score)
    count = 0
    lives = 4
    for obj in game_objects:
        if isinstance(obj, trash.Trash):
            obj.delete()
    game_objects = [bins] + [
        trash.Trash(x=window.width // 2, y=window.height, batch=main_batch)
    ]
    game_over_label.y = -300
    restart_button.y = -300
    lives_sprites = [pyglet.sprite.Sprite(img=life, \
                            x=window.width - life.width - 35*i - 30,\
                            y=window.height - life.height - 30, batch=main_batch) \
                            for i in range(lives)]
    # remove event to listen to restart button
    pyglet.clock.unschedule(add_trash)
    pyglet.clock.schedule_interval(add_trash, 7)
    window.pop_handlers()
Example #4
0
import pyglet
from character import Character
from physicalobject import PhysicalObject
import window
import resources
import bins
import trash
from random import randint

window = window.Window()
main_batch = window.states[2].batch  # GameScene

# main game objects
bins = bins.Bin(x=window.width // 2, y=80, batch=main_batch)
trash_obj = trash.Trash(x=window.width // 2, y=window.height, batch=main_batch)

# Set up top labels
score_label = pyglet.text.Label(text="Score: 0",
                                x=10,
                                y=window.height - 20,
                                batch=main_batch)
level_label = pyglet.text.Label(text="WRM: It's a Game!",
                                x=window.width - 100,
                                y=window.height - 20,
                                anchor_x='center',
                                batch=main_batch)
trash_objects = [trash_obj]
trash_label = pyglet.text.Label(text=trash_obj.name,
                                x=window.width / 2,
                                y=window.height - 20,
                                batch=main_batch,
Example #5
0
 def throwTrash(screen, pos):
     global t_actual
     t_actual = trash.Trash("trash", t_actual.trash_type, pos)
     t_actual.throwTrash(screen, pos)
Example #6
0
 def throwTrashNew(screen, pos):
     global t_actual
     t_actual = trash.Trash("trash",
                            random.choice(list(trashtype.TrashType)), pos)
     t_actual.throwTrash(screen, pos)
Example #7
0
window_width = 992
window_height = 800
FPS = 30

level = map.Map(32)
level.load_map("mapa2")

neuralnet = neuralnetwork.neuralnetwork()

entity_manager = entity_manager.Entity_manager()

entity_manager.add(bomb.Bomb(7, 12, "bomba.gif", level, neuralnet))
entity_manager.add(bomb.Bomb(8, 15, "bomba.gif", level, neuralnet))
entity_manager.add(bomb.Bomb(11, 5, "bomba.gif", level, neuralnet))
entity_manager.add(trash.Trash(15, 4, "bomba.gif", level, neuralnet))
entity_manager.add(bomb.Bomb(3, 7, "bomba.gif", level, neuralnet))
entity_manager.add(saper.Saper(4, 3, 0, "saper.gif", level, entity_manager))

#--------------------------------------------------------------------------------

gameDisplay = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption('Inteligentny Saper')
clock = pygame.time.Clock()
gameExit = False

while not gameExit: #game_loop
    for event in pygame.event.get(): #event_loop
        if event.type == pygame.QUIT:
            gameExit = True
        if event.type == pygame.KEYDOWN: