Exemple #1
0
    def __init__(self, i, stateobj):
        self.stateobj = stateobj

        self.count = int(i * 1.5)
        self.wave = 1
        self.health_max = 100
        self.health = self.health_max
        #Stats
        self.game_zombies_killed = 0
        self.game_legs_shot_off = 0
        self.game_headshots = 0
        self.game_shotsfired = 0
        self.game_time = datetime.datetime.now().replace(microsecond=0)
        self.game_hitcount = 0

        self.paused = False
        self.game_over = False

        self.font = pygame.font.init()
        self.font = pygame.font.Font("resources/fonts/Lato-Regular.ttf", fnt_size)

        self.txt_remaining = self.font.render("Wave remaining: " + str(self.count), True, fnt_color)
        self.txt_wave = self.font.render("Wave number: " + str(self.wave), True, fnt_color)
        self.txt_health = self.font.render("Health: ", True, fnt_color)

        self.stand = Stand()
        self.enemies = [pygame.sprite.Group(), pygame.sprite.Group(), pygame.sprite.Group()]
        self.stand = pygame.sprite.GroupSingle(self.stand)
        self.stains = pygame.sprite.Group()
Exemple #2
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 def listStands(self):
     conn = sqlite3.connect(self.nomBD)
     curseur = conn.cursor()
     sql1 = "SELECT * FROM STAND"
     curseur.execute(sql1)
     l = curseur.fetchall()
     stands = []
     for i in range(0, len(l)):
         s = Stand(l[i][0], l[i][1], l[i][2])
         stands.append(s)
     curseur.close()
     conn.close()
     return stands
Exemple #3
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    global continue_reading
    print "\nCtrl+C captured, ending program."
    continue_reading = False
    GPIO.cleanup()
    sys.exit()


# Hook the SIGINT
signal.signal(signal.SIGINT, end_read)

# Create an object of the class MFRC522
reader = SimpleMFRC522()

stand = []
for i in range(8):
    s = Stand(i)
    stand.append(s)

stand[0].name = 'Core'
stand[1].name = 'Subhansiri'
stand[2].name = 'Siang'
stand[3].name = 'K.V. gate'
stand[4].name = 'Faculty gate'
stand[5].name = 'Biotech Park'
stand[6].name = 'Guest House'
stand[7].name = 'Quarters'
current_standId = 0

# Welcome message
print "Welcome to E-Rickshaw Services"
print "Press Ctrl-C to stop.\n"
Exemple #4
0
class Level:
    def __init__(self, i, stateobj):
        self.stateobj = stateobj

        self.count = int(i * 1.5)
        self.wave = 1
        self.health_max = 100
        self.health = self.health_max
        #Stats
        self.game_zombies_killed = 0
        self.game_legs_shot_off = 0
        self.game_headshots = 0
        self.game_shotsfired = 0
        self.game_time = datetime.datetime.now().replace(microsecond=0)
        self.game_hitcount = 0

        self.paused = False
        self.game_over = False

        self.font = pygame.font.init()
        self.font = pygame.font.Font("resources/fonts/Lato-Regular.ttf", fnt_size)

        self.txt_remaining = self.font.render("Wave remaining: " + str(self.count), True, fnt_color)
        self.txt_wave = self.font.render("Wave number: " + str(self.wave), True, fnt_color)
        self.txt_health = self.font.render("Health: ", True, fnt_color)

        self.stand = Stand()
        self.enemies = [pygame.sprite.Group(), pygame.sprite.Group(), pygame.sprite.Group()]
        self.stand = pygame.sprite.GroupSingle(self.stand)
        self.stains = pygame.sprite.Group()

    def update(self):
        if not self.paused:
            self.update_enemies()
            self.stains.update()
            random = randint(0, 30)
            if self.count > 0 and random == 1:
                self.count -= 1
                self.txt_remaining = self.font.render("Wave remaining: " + str(self.count), True, fnt_color)
                rand = randint(0, 2)
                val = rand * 130 + 500
                zombie = Zombie(val, rand, self, 2*self.wave)
                self.enemies[rand].add(zombie)
            if self.count == 0 and self.no_enemies_left():
                self.wave += 1
                self.count = 10 * self.wave
                # TODO betere curve voor zombiespawn
                self.txt_remaining = self.font.render("Wave remaining: " + str(self.count), True, fnt_color)
                self.txt_wave = self.font.render("Wave number: " + str(self.wave), True, fnt_color)
        else:
            pass #TODO pause menu???

    def getRemaining(self):
        return int(self.count)

    def draw(self, screen):
        self.stand.draw(screen)
        self.draw_enemies(screen)
        screen.blit(self.txt_remaining, txt_remaining_pos)
        screen.blit(self.txt_wave, txt_wave_pos)
        screen.blit(self.txt_health, txt_health_pos)
        self.draw_healthbar(screen)
        self.stains.draw(screen)
        if self.game_over:
            self.popup.draw(screen)

    def shoot(self, x, y):
        if not self.paused:
            self.game_shotsfired += 1
            for i in [self.enemies[2], self.enemies[1], self.enemies[0]]:
                for enemy in i:
                    case = enemy.hit(x, y)
                    if not case == HitType.miss:
                        if HitType.headshot == case:
                            self.game_headshots += 1
                            self.game_zombies_killed += 1
                            pass
                        elif HitType.chest == case:
                            self.game_zombies_killed += 1
                            pass
                        elif HitType.legshot == case:
                            self.game_legs_shot_off += 1
                            pass
                        if Settings.bloodspawn:
                            self.stains.add(BloodStain(self))
                        self.game_hitcount += 1
                        return
        else:
            self.popup.click(x, y)

    def delete_enemy(self, enemy):
        self.enemies[enemy.getLayer()].remove(enemy)

    def update_enemies(self):
        self.enemies[0].update()
        self.enemies[1].update()
        self.enemies[2].update()

    def draw_enemies(self, screen):
        self.enemies[0].draw(screen)
        self.enemies[1].draw(screen)
        self.enemies[2].draw(screen)

    def no_enemies_left(self):
        return len(self.enemies[0]) == 0 and len(self.enemies[1]) == 0 and len(self.enemies[2]) == 0

    def deletestain(self, stain):
        self.stains.remove(stain)

    def draw_end_round_stats(self):
        pass

    def draw_healthbar(self, screen):
        pygame.draw.line(screen, (0, 0, 0), [1600, 30], [1900, 30], 45)
        if self.health > 0:
            pygame.draw.line(screen, (0, 255, 0), [1600, 30], [1600 + (1900-1600)*self.health/self.health_max, 30], 45)

    def decrease_health(self, value):
        if self.health - value <= 0:
            self.health = 0
            self.paused = True
            self.game_over = True
            self.popup = Popup(PopupType.gameover, self, self.stateobj)
            self.addRowsToPopup(self.popup)
        else:
            self.health -= value

    def replay(self):
        self.health = self.health_max
        self.paused = False
        self.game_over = False
        self.count = 15
        self.wave = 1
        self.enemies = [pygame.sprite.Group(), pygame.sprite.Group(), pygame.sprite.Group()]
        self.stains = pygame.sprite.Group()
        self.resetStats()

    def resetStats(self):
        self.game_zombies_killed = 0
        self.game_legs_shot_off = 0
        self.game_headshots = 0
        self.game_shotsfired = 0
        self.game_hitcount = 0
        self.game_time = datetime.datetime.now().replace(microsecond=0)

    def addRowsToPopup(self, popup):
        pref = SharedPreference()
        popup.addRow("Wave reached", self.wave, pref.loadHighscore("game_wave", -1))
        popup.addRow("Zombies killed", self.game_zombies_killed, pref.loadHighscore("game_killed", -1))
        popup.addRow("Legs shot off", self.game_legs_shot_off, pref.loadHighscore("game_legs", -1))
        popup.addRow("Headshots", self.game_headshots, pref.loadHighscore("game_headshots", -1))
        popup.addRow("Shots fired", self.game_headshots, pref.loadHighscore("game_shotsfired", -1))
        timeplayed = datetime.datetime.now().replace(microsecond=0) - self.game_time
        popup.addRow("Time played", timeplayed, pref.loadHighscore("game_timeplayed", -1))
        if self.game_shotsfired > 0:
            precision = round(self.game_hitcount/self.game_shotsfired*100, 2)
        else:
            precision = 0

        popup.addRow("Accuracy", precision, pref.loadHighscore("game_precision", -1))

        pref.writeHighscore("game_wave", self.wave)
        pref.writeHighscore("game_killed", self.game_zombies_killed)
        pref.writeHighscore("game_legs", self.game_legs_shot_off)
        pref.writeHighscore("game_headshots", self.game_headshots)
        pref.writeHighscore("game_shotsfired", self.game_shotsfired)
        pref.writeHighscore("game_timeplayed", timeplayed)
        pref.writeHighscore("game_precision", precision)
        pref.commit()
Exemple #5
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def creationstand():
    s = Stand(len(list_stands), nom.get(), getint(prix.get()))
    list_stands.append(s)
    bd.addStand(s)
    ns_interf.destroy()
    Home()
Exemple #6
0
from playsound import playsound
import random
from Stand import Stand, GoldExperience, TheWorld

goldExperience = GoldExperience("Gold Experience", "C", "A", "C", "C", "A",
                                100)
starPlatinum = Stand("Star Platinium", "A", "A", "C", "A", "C", 100)
theWorld = TheWorld("The World", "A", "A", "C", "B", "B", 100)
killerQueen = Stand("Killer Queen", "A", "B", "D", "B", "A", 100)

goldExperience.Heal()
goldExperience.Barrage("Mudaa")
theWorld.ThrowKnife(goldExperience)
goldExperience.Heal()

stands = [goldExperience, starPlatinum, theWorld, killerQueen]

choice = input("Welcome to a Fighting Text Game !!! CHOOSE A CHARACTER : ")

Char = [
    "Giorno Giovanna", "Jotaro Kujo", "Goku", "Dio Brando", "Vegeta",
    "Kira Yoshikage"
]
randomEnemy = random.choice(Char)
if choice in Char:
    print(f"you will fight {randomEnemy}")