Exemple #1
0
 def __init__(self,
              x,
              y,
              name,
              *groups,
              width=None,
              height=None,
              props={},
              Map=None,
              picture=None,
              type_="",
              logic=None):
     Object.__init__(self, *groups + Type.groups)
     width = width if width else getattr(Type, "width", 0)
     height = height if height else getattr(Type, "height", 0)
     Map = Type.Map if not Map else Map
     type_ = type_ if type_ else Type.type
     if not (width or height) and Map.gid_point:
         Obj = Orientation.point(x, y, Map.in_map, name, True)
     elif not (width and height) and Map.gid_line:
         Obj = Orientation.line(
             q_points(x, y, x + width, y + height, Map.in_map),
             Map.in_map, name, True)
     else:
         Obj = Orientation.rect(x, y, width, height, Map.in_map,
                                name, True)
     picture = picture if picture else Type.picture
     Orientation.map_obj.__init__(self, name, type_,
                                  join(props, Type.props), picture,
                                  Map, Obj)
     self.logic = logic if logic else Type.logic
     for lc in self.logic.lc:
         lc.bind(self)
     for f in self.logic[0]:
         f(self)
    def __init__(self, name, Type, props, picture, Map, obj):
        super().__init__(name, Type, props, None, Map, obj)
        self.Pictures = [pygame.image.load("doc/art/drw/enm/" + str(x + 1)
          + ".bmp") for x in range(3)]
        for picture in self.Pictures:
            picture.set_colorkey((255, 255, 255))
        self.obj.width, self.obj.height = self.width, self.height =\
          self.Pictures[0].get_size()
        self.pictures = {c: [pic.copy() for pic in self.Pictures] for c in
          Map.col}
        for y in range(self.height):
            for x in range(self.width):
                for n, picture in enumerate(self.Pictures):
                    if picture.get_at((x, y)) == (0, 0, 0):
                        for col in self.Map.col:
                            self.pictures[col][n].set_at((x, y), col)

        self.fy = 0
        self.ground = False
        self.state = 0
        self.new = False
        self.last = [self.x, self.y]
        self.history = []
        self.centre = Orientation.point(self.x + self.width / 2, self.y +
          self.height / 2, self.Map, quiet=True)
        self.view = Orientation.circle(self.centre, 200, self.Map.in_map)
        self.pl = self.Map.clone_obj("player", "type")
        self.plats = self.pl.plats
        self.jump = None
    def __init__(self, name, Type, props, picture, Map, obj):
        super().__init__(name, Type, props, None, Map, obj)
        self.Pictures = [pygame.image.load("doc/art/drw/ply/" + str(x + 1)
          + ".bmp") for x in range(3)]
        for picture in self.Pictures:
            picture.set_colorkey((255, 255, 255))
        self.obj.width, self.obj.height = self.width, self.height =\
          self.Pictures[0].get_size()
        self.pictures = {c: [pic.copy() for pic in self.Pictures] for c in
          Map.col}
        for y in range(self.height):
            for x in range(self.width):
                for n, picture in enumerate(self.Pictures):
                    if picture.get_at((x, y)) == (0, 0, 0):
                        for col in self.Map.col:
                            self.pictures[col][n].set_at((x, y), col)

        self.fy = 0
        self.plats = []
        self.key = self.Map.game.key
        self.ground = False
        self.state = 0
        self.new = True
        self.history = []
        self.last = [self.x, self.y, 0]
        self.point = Orientation.point(self.x + self.width / 2, self.y +
          self.height / 2, self.Map.in_map)
        self.sh = self.Map.height
 def __init__(self, x, y, w, h, Map):
     self.x = x
     self.y = y
     self.w = w
     self.h = h
     self.Map = Map
     self.Map.write_on(self.tiles(), "walls", 0, "wall", True)
     self.bridges = {1: [], 2: [], 3: []}
     self.obj = Orientation.rect(self.x * 10, self.y * 10, self.w * 10, self.h * 10, self.Map.in_map)
     self.WIDTH = self.Map.t_width
     self.HEIGHT = self.Map.t_height
Exemple #5
0
 def __init__(self, x, y, name, *groups, width=None,
   height=None, props={}, Map=None, picture=None, type_="", logic=None):
     Object.__init__(self, *groups + Type.groups)
     width = width if width else getattr(Type, "width", 0)
     height = height if height else getattr(Type, "height", 0)
     Map = Type.Map if not Map else Map
     type_ = type_ if type_ else Type.type
     if not (width or height) and Map.gid_point:
         Obj = Orientation.point(x, y, Map.in_map, name,
           True)
     elif not (width and height) and Map.gid_line:
         Obj = Orientation.line(q_points(x, y, x + width, y +
           height, Map.in_map), Map.in_map, name, True)
     else:
         Obj = Orientation.rect(x, y, width, height, Map.in_map,
           name, True)
     picture = picture if picture else Type.picture
     Orientation.map_obj.__init__(self, name, type_,
       join(props, Type.props), picture, Map, Obj)
     self.logic = logic if logic else Type.logic
     for lc in self.logic.lc:
         lc.bind(self)
     for f in self.logic[0]:
         f(self)
 def __init__(self):
     self.pictures = []
     for x in range(3):
         pic = self.picture[x]
         self.pictures.append([pic, pygame.transform.rotate(pic, 90),
           pygame.transform.rotate(pic, 180),
           pygame.transform.rotate(pic, 270)])
     self.Dir = 0
     self.size = 1
     self.w = self.h = self.SIZES[self.size]
     self.picture = self.pictures[self.size][self.Dir]
     for layer in self.Map.layers:
         if layer.name == "walls":
             self.walls = layer.mapping
     self.obj = Orientation.rect(self.x, self.y, self.w, self.h, self.Map.in_map)
     self.screen = self.Map.screen
Exemple #7
0
import pygame
from Mind import Orientation

pygame.init()

screen = pygame.display.set_mode((500, 500))

Map = Orientation.tiled_map("first_level")

running = True
while running:
   for event in pygame.event.get():
       if event.type == pygame.QUIT:
           running = False

   screen.fill((255, 255, 255))

   Map.blit()

   pygame.display.flip()

pygame.quit()
Exemple #8
0
import pygame
from Mind import Orientation

pygame.init()

screen = pygame.display.set_mode((500, 500))

Map = Orientation.moving_map("first_level", 300, 300)

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    screen.fill((255, 255, 255))

    Map.blit()

    pygame.display.flip()

pygame.quit()
Exemple #9
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 #10
0
def opt_size(self):
    """Optimizes size of object. Size will be picture size.
    """
    self.obj = Orientation.rect(self.x, self.y, self.picture.get_width(),
                                self.picture.get_height(), self.Map.in_map)
Exemple #11
0
import pygame
from Mind import Orientation

pygame.init()

pygame.display.set_caption("test, arrows for moving")
screen = pygame.display.set_mode((400, 400))

Map = Orientation.moving_map("first_level", 300, 300)
Map.set_position(*Map.get_camera_pos())

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:
               Map.move(0, -10)
           if event.key == pygame.K_RIGHT:
               Map.move(10, 0)
           if event.key == pygame.K_DOWN:
               Map.move(0, 10)
           if event.key == pygame.K_LEFT:
               Map.move(-10, 0)

   Map.set_position(*Map.get_camera_pos())
   screen.fill((255, 255, 255))

   Map.blit()
Exemple #12
0
from Mind import Orientation
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))
pygame.display.set_caption('test, arrows for moving')

Map = Orientation.moving_map('first_level', 200, 200)

Map.set_edge(Map.edge_width - 10, Map.edge_height - 10)
Map.offset(10, 10)

Map.move(0, 0)

font = pygame.font.SysFont(None, 50)
a = font.render('A', 1, (255, 0, 0))
p = Orientation.map_obj("", "", {}, a, Map, Orientation.point(*Map.get_position() + (Map.in_map,)))

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:
                Map.move(0, -10)
            if event.key == pygame.K_RIGHT:
                Map.move(10, 0)
            if event.key == pygame.K_DOWN:
                Map.move(0, 10)
Exemple #13
0
from Mind import Orientation
import pygame

pygame.init()

screen = pygame.display.set_mode((400, 400))
pygame.display.set_caption('test, arrows for moving')

Map = Orientation.moving_map('first_level', 200, 200)

Map.set_edge(Map.edge_width - 10, Map.edge_height - 10)
Map.offset(10, 10)

Map.move(0, 0)

font = pygame.font.SysFont(None, 50)
a = font.render('A', 1, (255, 0, 0))
p = Orientation.map_obj(
    "", "", {}, a, Map,
    Orientation.point(*Map.get_position() + (Map.in_map, )))

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:
                Map.move(0, -10)
            if event.key == pygame.K_RIGHT:
                Map.move(10, 0)
Exemple #14
0
import pygame
from Mind import Orientation

pygame.init()

screen = pygame.display.set_mode((500, 500))

Map = Orientation.tiled_map("first_level")

Map.set_camera_pos(300, 300)

running = True
while running:
   for event in pygame.event.get():
       if event.type == pygame.QUIT:
           running = False

   screen.fill((255, 255, 255))

   Map.blit()

   pygame.display.flip()

pygame.quit()
Exemple #15
0
def opt_size(self):
    """Optimizes size of object. Size will be picture size.
    """
    self.obj = Orientation.rect(self.x, self.y, self.picture.get_width(), self.picture.get_height(), self.Map.in_map)
    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)