Exemple #1
0
Fichier : main.py Projet : xtofl/ph
def main():
    pygame.init()
    world = World(screen_size=(600, 600), one_second=1000.)

    ball = Ball()
    ball.set_pos(pymunk.Vec2d(2.0, 8.0))
    ball.body.velocity = pymunk.Vec2d(1.0, 1.0)

    world.add(ball)

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

        world.step()
        world.draw()
Exemple #2
0
from pyglet.gl import *
from GameObject import *
from World import World
from utils.graphics import KEY

# ---

world = World(1200, 800)
world.add(Soldier(600,400))
world.add(Enemy(800,700))

# ---

def on_key_press(symbol, modifiers):
    if symbol == KEY.SPACE:
        Soldier.predictive_aiming = not Soldier.predictive_aiming
    elif symbol in Soldier.weapon_types:
        Soldier.weapon = Soldier.weapon_types[symbol]

# ---

def on_mouse_motion(x, y, dx, dy):

    world.mouse_position = Vector2D(x, y)

# ---

def on_mouse_press(x, y, button, modifiers):

    world.add(Enemy(x,y))
Exemple #3
0
from pyglet.gl import *
from GameObject import *
from World import World
from utils.graphics import KEY

# ---

world = World(1200, 800)
soldier = Soldier(600, 400)
soldier.add_waypoint(800, 500)
soldier.add_waypoint(800, 600)
soldier.add_waypoint(400, 400)
world.add(soldier)
world.add(Enemy(800, 700))

# ---


def on_key_press(symbol, modifiers):

    if symbol == KEY.SPACE:
        Soldier.predictive_aiming = not Soldier.predictive_aiming
    elif symbol in Soldier.weapon_types:
        Soldier.weapon = Soldier.weapon_types[symbol]


# ---


def on_mouse_motion(x, y, dx, dy):