def update(self, dt):
     super().update(dt)
     game = self.activity.activityObjects["game"]
     self.texture = IO_TextureManager.getInstance().textureMap[
         "curr_" + game.player.name]
     self.leveltexture = IO_TextureManager.getInstance().textureMap[
         "level" + str(game.currentLevel + 1)]
Exemple #2
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 def __init__(self, property: IO_Property, name="arrow", axis=-1):
     super().__init__(property, name)
     self.texture = IO_TextureManager.getInstance().textureMap["Rock2"]
     self.force = IO_Vector(x=5, y=0)
     self.rigidBody.gravity = IO_Vector()
     self.force *= axis
     self.axis = axis
Exemple #3
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    def parse(self,source):
        xmlRoot = IO_XmlHandler.getRoot(source)
        xmlspriteanimations = IO_XmlHandler.getChild(xmlRoot,"spriteanimations")
        xmlspriteanimation = xmlspriteanimations[0]
        xmlspriteanimations = IO_XmlHandler.getChild(xmlspriteanimation,"spriteanimation")
        
        for xmlspriteanimation in xmlspriteanimations:
            id = IO_XmlHandler.getAttribute(xmlspriteanimation,"id")
            texture = IO_XmlHandler.getAttribute(xmlspriteanimation,"texture")
            frameW = float(IO_XmlHandler.getAttribute(xmlspriteanimation,"frameW"))
            frameH = float(IO_XmlHandler.getAttribute(xmlspriteanimation,"frameH"))
            row = int(IO_XmlHandler.getAttribute(xmlspriteanimation,"row"))
            frameCount = int(IO_XmlHandler.getAttribute(xmlspriteanimation,"frameCount"))
            repeat = IO_XmlHandler.getAttribute(xmlspriteanimation,"repeat") == "True"
            speed = float(IO_XmlHandler.getAttribute(xmlspriteanimation,"speed"))
            scaleX = float(IO_XmlHandler.getAttribute(xmlspriteanimation,"scaleX"))
            scaleY = float(IO_XmlHandler.getAttribute(xmlspriteanimation,"scaleY"))
            angle = float(IO_XmlHandler.getAttribute(xmlspriteanimation,"angle"))
            flipX = IO_XmlHandler.getAttribute(xmlspriteanimation,"flipX") == "True"
            flipY = IO_XmlHandler.getAttribute(xmlspriteanimation,"flipY") == "True"

            texture =IO_TextureManager.getInstance().textureMap[texture]
            self.animationMap[id] = IO_SpriteAnimation(texture,id,(frameW,frameH),row,frameCount,repeat,speed=speed,scale= (scaleX,scaleY),rotation=angle,flip=(flipX,flipY))
        
        xmlsequenceanimations = IO_XmlHandler.getChild(xmlRoot,"sequenceanimations")
        xmlsequenceanimation = xmlsequenceanimations[0]
        xmlsequenceanimations = IO_XmlHandler.getChild(xmlsequenceanimation,"sequenceanimation")
        
        for xmlsequenceanimation in xmlsequenceanimations:
            id = IO_XmlHandler.getAttribute(xmlsequenceanimation,"id")
            repeat = IO_XmlHandler.getAttribute(xmlsequenceanimation,"repeat") == "True"
            speed = float(IO_XmlHandler.getAttribute(xmlsequenceanimation,"speed"))
            scaleX = float(IO_XmlHandler.getAttribute(xmlsequenceanimation,"scaleX"))
            scaleY = float(IO_XmlHandler.getAttribute(xmlsequenceanimation,"scaleY"))
            angle = float(IO_XmlHandler.getAttribute(xmlsequenceanimation,"angle"))
            flipX = IO_XmlHandler.getAttribute(xmlsequenceanimation,"flipX") == True
            flipY = IO_XmlHandler.getAttribute(xmlsequenceanimation,"flipY") == True

            xmltextures =IO_XmlHandler.getChild(xmlsequenceanimation,"texture")
            frameCount = len(xmltextures)
            textures = []
            for xmltexture in xmltextures:
                textureid = IO_XmlHandler.getAttribute(xmltexture,"id")
Exemple #4
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    def init(self,
             screenSize: tuple[int, int] = IO_SCREEN_SIZE,
             screenColor: tuple[int, int, int, int] = IO_SCREEN_COLOR,
             screenTitle: str = IO_SCREEN_TITLE) -> None:
        """
        @purpose initlize IO_Screen member variable\n
        @param[0] self IO_Screen\n
        @param[1] self screenSize\n
        @param[2] self screenColor\n
        @param[3] self screenTitle\n
        """
        pygame.init()
        self.screen = IO_Screen.getInstance()
        self.inputHandler = IO_InputHandler.getInstance()
        self.textureManager = IO_TextureManager.getInstance()
        self.animationHandler = IO_AnimationHandler.getInstance()
        self.mapManager = IO_MapManager.getInstance()
        self.collisionHandler = IO_CollisonHandler.getInstance()
        self.camera = IO_Camera.getInstance()
        self.actorManager = IO_ActorManager.getInstance()
        self.mixer = IO_MusicManager.getInstance()
        self.game = Game.getInstance()
        self.levelManager = LevelManager.getInstance()
        self.ui = IO_UserInterface.getInstance()

        self.textureManager.parse("asset/texture.xml")
        self.animationHandler.parse("asset/animation.xml")
        self.mapManager.parse("asset/map.xml")
        self.levelManager.parse("asset/level.xml")
        self.mixer.parse("asset/sound.xml")
        self.ui.parse("asset/ui.xml")

        self.screen.init(screenSize, screenColor, screenTitle)
        self.camera.init(IO_SCREEN_SIZE)
        self.mapManager.origin.x = 259
        self.mapManager.origin.y = 165

        self.ui.init()

        self.camera.target = self.mapManager
 def render(self, dt: float) -> None:
     super().render(dt)
     if super().onHover():
         IO_TextureManager.getInstance().textureMap["rule"].draw(
             destination=(84, 20), screenPos=True)
 def __init__(self, prop, name, activity):
     super().__init__(prop=prop, name=name, activity=activity)
     self.texture = IO_TextureManager.getInstance().textureMap["instruct"]
     self.instruct = IO_TextureManager.getInstance().textureMap["rule"]
 def __init__(self, prop, name, activity):
     super().__init__(prop=prop, name=name, activity=activity)
     self.texture = IO_TextureManager.getInstance().textureMap["curr_Dude"]
     self.leveltexture = IO_TextureManager.getInstance(
     ).textureMap["level1"]
 def __init__(self, prop, name, activity):
     super().__init__(prop=prop, name=name, activity=activity)
     self.texture = IO_TextureManager.getInstance().textureMap["quit"]
 def __init__(self, prop, name, level, activity):
     super().__init__(prop=prop, name=name, activity=activity)
     self.level = level
     self.texture = IO_TextureManager.getInstance().textureMap[
         "level" + str(self.level)]
Exemple #10
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 def __init__(self,x : int, y : int,w : int,h : int, num:int, force:IO_Vector = IO_Vector(y=-3)):
     super().__init__( IO_Property(texture=IO_TextureManager.getInstance().textureMap["obstacle"],x = x, y = y ,w = w, h = h), name="Barrier"+str(num))
     self.buttons : list[Button] = []
     self.force : IO_Vector = force
     self.startingpos = IO_Point(self.transform.x,self.transform.y)
     self.opentime = 40