Exemple #1
0
from Mind import Orientation, Existence
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))

pygame.display.set_caption('test, arrows for moving')

gravity = Existence.gravity(0.1, 5)


def down(self, cld, obj):
    self.move(0, -cld)
    self.fy = 0


collision = Existence.collider([None, down, None, None, None], "wall")

player = Existence.mov_type(None,
                            pygame.image.load("player.png"),
                            logic=Existence.Subject + Existence.opt_size +
                            gravity + collision)

Map = Orientation.tiled_map('first_level', [{}, {}, {"player": player}])

p = Map.clone_obj("player")

running = True
while running:
    for event in pygame.event.get():
Exemple #2
0
from Mind import Orientation, Existence
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))

pygame.display.set_caption('test, arrows for moving')

player = Existence.mov_type(None, pygame.font.SysFont(None, 50).render('A', 1, (255, 0, 0)), logic=Existence.Subject)

Map = Orientation.tiled_map('first_level', [{}, {}, {"player": player}])

p = Map.clone_obj("player")

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                p.move(0, -10)
            if event.key == pygame.K_RIGHT:
                p.move(10, 0)
            if event.key == pygame.K_DOWN:
                p.move(0, 10)
            if event.key == pygame.K_LEFT:
                p.move(-10, 0)
    screen.fill((255, 255, 255))
    Map.blit()
Exemple #3
0
from Mind import Orientation, Existence
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))

pygame.display.set_caption('test, arrows for moving')

gravity = Existence.gravity(0.1, 5)

def down(self, cld, obj):
    self.move(0, -cld)
    self.fy = 0

collision = Existence.collider([None, down, down, None, None], "wall")

player = Existence.mov_type(None, pygame.font.SysFont(None, 50).render('A', 1, (255, 0, 0)), logic=Existence.Subject+gravity+collision)

Map = Orientation.tiled_map('first_level', [{}, {}, {"player": player}])

p = Map.clone_obj("player")

Clock = pygame.time.Clock()

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
Exemple #4
0
from Mind import Orientation, Existence
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))

pygame.display.set_caption('test, arrows for moving')

gravity = Existence.gravity(0.1, 5)

def down(self, cld, obj):
    self.move(0, -cld)
    self.fy = 0

collision = Existence.collider([None, down, None, None, None], "wall")

player = Existence.mov_type(None, pygame.image.load("player.png"), logic=Existence.Subject+Existence.opt_size+gravity+collision)

Map = Orientation.tiled_map('first_level', [{}, {}, {"player": player}])

p = Map.clone_obj("player")

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                p.jump()
Exemple #5
0
from Mind import Orientation, Existence
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))

pygame.display.set_caption('test, arrows for moving')

gravity = Existence.gravity(0.1, 5)

player = Existence.mov_type(None, pygame.font.SysFont(None, 50).render('A', 1, (255, 0, 0)), logic=Existence.Subject+gravity)

Map = Orientation.tiled_map('first_level', [{}, {}, {"player": player}])

p = Map.clone_obj("player")

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                p.jump()
            if event.key == pygame.K_RIGHT:
                p.move(10, 0)
            if event.key == pygame.K_DOWN:
                p.move(0, 10)
            if event.key == pygame.K_LEFT:
                p.move(-10, 0)
Exemple #6
0
from Mind import Orientation, Existence
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))

pygame.display.set_caption('test, arrows for moving')

gravity = Existence.gravity(0.1, 5)

player = Existence.mov_type(None,
                            pygame.font.SysFont(None, 50).render(
                                'A', 1, (255, 0, 0)),
                            logic=Existence.Subject + gravity)

Map = Orientation.tiled_map('first_level', [{}, {}, {"player": player}])

p = Map.clone_obj("player")

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                p.jump()
            if event.key == pygame.K_RIGHT:
                p.move(10, 0)
            if event.key == pygame.K_DOWN:
    def __init__(self, game):
        self.game = game
        self.screen = self.game.screen
        self.keyboard = self.game.keyboard
        self.important = {"game": self.game, "keyboard": self.keyboard}
        pl_pics = [pygame.image.load("doc/art/player/s.png"),
          pygame.image.load("doc/art/player/m.png"),
          pygame.image.load("doc/art/player/b.png")]
        ch_pics = [pygame.image.load("doc/art/chev/s.png"),
          pygame.image.load("doc/art/chev/m.png"),
          pygame.image.load("doc/art/chev/b.png")]
        ent_pics = [pygame.image.load("doc/art/enter/s.png"),
          pygame.image.load("doc/art/enter/m.png"),
          pygame.image.load("doc/art/enter/b.png")]
        tab_pics = [pygame.image.load("doc/art/tab/s.png"),
          pygame.image.load("doc/art/tab/m.png"),
          pygame.image.load("doc/art/tab/b.png")]
        self.Map = Orientation.visual_map(self.WIDTH, self.HEIGHT, path="doc/art",
          decode=[{}, {}, {
          "player": Existence.mov_type(None, pl_pics, props=self.important,
            logic=Existence.Subject + entity.Entity + entity.Player),
          "chev": Existence.mov_type(None, ch_pics, props=self.important,
            logic=entity.Entity),
          "enter": Existence.mov_type(None, ent_pics, props=self.important,
            logic=entity.Entity),
          "tab": Existence.mov_type(None, tab_pics, props=self.important,
            logic=entity.Entity)
          }],
          tilesize=(10, 10), size_in_tiles=True)
        self.Map.create_tileset("map/wall.bmp", "wall")
        self.Map.create_layer("walls")

        self.rooms = []
        self.Map.rooms = self.rooms
        self.bridges = []
        self.bridgesA = []
        self.bridgesB = []
        self.bridgesC = []
        self.fill = 0
        for x in range(self.ROOMS):
            w = random.randint(5, 10)
            h = random.randint(5, 10)
            self.rooms.append(generate.Room(random.randrange(self.WIDTH - w + 1),
              random.randrange(self.HEIGHT - h + 1), w, h, self.Map))
            if x:
                bridge = generate.Bridge(self.rooms[-2], self.rooms[-1], 3, self.Map)
                self.bridges.append(bridge)
                self.bridgesA.append(bridge)
                self.rooms[-2].connect(bridge)
                self.rooms[-1].connect(bridge)
        self.rooms_n = self.ROOMS
        self.A_n = self.ROOMS - 1
        for x in range(self.B_BRIDGES):
            room1 = random.choice(self.rooms)
            room2 = random.choice(self.rooms)
            while room1 == room2:
                room2 = random.choice(self.rooms)
            bridge = generate.Bridge(room1, room2, 2, self.Map)
            self.bridges.append(bridge)
            self.bridgesB.append(bridge)
            room1.connect(bridge)
            room2.connect(bridge)
        self.B_n = self.B_BRIDGES
        for x in range(self.C_BRIDGES):
            room1 = random.choice(self.rooms)
            room2 = random.choice(self.rooms)
            while room1 == room2:
                room2 = random.choice(self.rooms)
            bridge = generate.Bridge(room1, room2, 1, self.Map)
            self.bridges.append(bridge)
            self.bridgesC.append(bridge)
            room1.connect(bridge)
            room2.connect(bridge)
        self.C_n = self.C_BRIDGES

        X, Y = random.choice(list(random.choice(self.rooms).tiles()))
        self.Map.create_objectgroup("live")
        o1 = self.Map.decode[2]["player"](X*10, Y*10, "player", Map=self.Map)
        self.Map.assign_object("live", o1)

        X, Y = random.choice(list(random.choice(self.rooms).tiles()))
        o = self.Map.decode[2]["chev"](X*10, Y*10, "chev", Map=self.Map)
        self.Map.assign_object("live", o)

        X, Y = random.choice(list(random.choice(self.rooms).tiles()))
        o = self.Map.decode[2]["enter"](X*10, Y*10, "enter", Map=self.Map)
        self.Map.assign_object("live", o)

        X, Y = random.choice(list(random.choice(self.rooms).tiles()))
        o = self.Map.decode[2]["tab"](X*10, Y*10, "tab", Map=self.Map)
        self.Map.assign_object("live", o)

        self.up_layer = self.Map.layers[0]
        self.background = pygame.Surface((self.WIDTH * 10, self.HEIGHT * 10))
        self.background.fill((0, 0, 50))
        self.Map.images[0].screen = self.background
        self.up_layer.set_pos(0, 0)
        self.up_layer.get_tiles = self.get_tiles
        self.up_layer.blit()
        self.Map.layers[0] = FakeLayer(0, 0, self.background, self.screen)
        o1.move(0, 0)

        for bridge in self.bridges:
            bridge.check()
        self.rooms[0].set_centre(self)