def __init__(self, point, sprite, rank): self.party_rank = rank self.ai_tag = self.set_ai_tag() Actor.__init__(self, point, sprite) self.stat_component = self.set_stats()
def __init__(self, obs_dim, act_dim, act_limit, critics, checkpoint_file=None, noise_clip=0.5, target_noise=0.2): # TODO fix #Actor.__init__(self, obs_dim, act_dim, act_limit, critic, checkpoint_file, noise_clip, target_noise) Actor.__init__(self, obs_dim, act_dim, act_limit, critics, checkpoint_file) inputs = keras.Input(shape=(obs_dim)) # TODO make it a param observation multiplier obs_mul = 4 x = layers.Reshape((obs_mul, int(obs_dim / obs_mul)))(inputs) #x = layers.TimeDistributed(layers.Conv1D(32, 3, 2), name='conv_1_shared')(x) #x = layers.TimeDistributed(layers.Flatten())(x) #x = layers.TimeDistributed(layers.Dense(64, activation='relu'))(x) x = layers.LSTM(256, return_sequences=True)(x) x = layers.LSTM(128, return_sequences=True)(x) x = layers.LSTM(64)(x) outputs = layers.Dense(act_dim, activation='tanh')(x) self.model = keras.Model(inputs=inputs, outputs=outputs) self.model._name = 'lstm_actor' self.model.summary()
def __init__(self, texto="None", x=0, y=0, magnitud=20, vertical=False, fuente=None, fijo=True): """Inicializa el actor. :param texto: Texto a mostrar. :param x: Posición horizontal. :param y: Posición vertical. :param magnitud: Tamaño del texto. :param vertical: Si el texto será vertical u horizontal, como True o False. :param fuente: Nombre de la fuente a utilizar. :param fijo: Determina si el texto se queda fijo aunque se mueva la camara. Por defecto está fijo. """ self.__magnitud = magnitud self.__vertical = vertical self.__fuente = fuente self.__color = pilas.colores.blanco Actor.__init__(self, x=x, y=y) self.centro = ("centro", "centro") self.fijo = fijo self.texto = texto
def __init__(self, texto="None", x=0, y=0, magnitud=20, vertical=False, fuente=None, fijo=True, ancho=0): """Inicializa el actor. :param texto: Texto a mostrar. :param x: Posición horizontal. :param y: Posición vertical. :param magnitud: Tamaño del texto. :param vertical: Si el texto será vertical u horizontal, como True o False. :param fuente: Nombre de la fuente a utilizar. :param fijo: Determina si el texto se queda fijo aunque se mueva la camara. Por defecto está fijo. :param ancho: El limite horizontal en pixeles para la cadena, el texto de mostrara en varias lineas si no cabe en este límite. """ self._ancho_del_texto = ancho self.__magnitud = magnitud self.__vertical = vertical self.__fuente = fuente self.__color = pilas.colores.blanco Actor.__init__(self, x=x, y=y) self.centro = ("centro", "centro") self.fijo = fijo self.texto = texto
def __init__(self, name, virtual=False): Actor.__init__(self) self.name = name self.faction = None self.living = True self.virtual = virtual
def __init__(self, screen, position, velocity, delay=1): Actor.__init__(self, screen, position, 10, velocity) self.image = pygame.image.load("images/fly.png").convert_alpha() self.image_w, self.image_h = self.image.get_size() self.delay = delay self.acc_time = 0 self.alive = True
def __init__(self, screen, player_vector=None): self._screen_w = screen.get_rect().width self._screen_h = screen.get_rect().height # 1337 = uninitialized... i hope no one ever sees this if player_vector and player_vector.mag > 1: # Spawn on the side of the screen that player is traveling # Using a really shitty heuristic that splits where the player can # move into 4 quads. if abs(player_vector.angle) < math.pi / 4: #right pos = (3 * screen.get_rect().width, random.randint(-2 * screen.get_rect().height, 3 * screen.get_rect().height)) elif player_vector.angle >= math.pi / 4 and player_vector.angle < 3 * math.pi / 4: # up pos = (random.randint(-2 * screen.get_rect().width, 3 * screen.get_rect().width), -2 * screen.get_rect().height) elif abs(player_vector.angle) >= 3 * math.pi / 4 and abs( player_vector.angle) < 5 * math.pi / 4: # left pos = (-2 * screen.get_rect().width, random.randint(-2 * screen.get_rect().height, 3 * screen.get_rect().height)) else: # down pos = (random.randint(-2 * screen.get_rect().width, 3 * screen.get_rect().width), 3 * screen.get_rect().height) else: pos = (random.randint(0, screen.get_rect().width) + screen.get_rect().width * random.choice( (-2, 2)), random.randint(0, screen.get_rect().height) + screen.get_rect().height * random.choice((-1, 2))) # point towards center initial_orient = math.atan2((self._screen_h / 2) - pos[1], (self._screen_w / 2) - pos[0]) # Initialize an actor with these values Actor.__init__(self, Kama.img_normal[0], pos, initial_orient) self._roam_speed = 5 self._follow_speed = 3.5 self._charge_speed = 10 self._health = 0 self._ROAM, self._FOLLOW, self._CHARGE = 0, 1, 2 self._refollowed = False self._vector = Vector(self._roam_speed, self._angle) self._mode = self._ROAM center = self.rect.center self.image = Kama.img_normal[int( math.degrees(-self._angle - math.pi / 2))] self.rect = self.image.get_rect(center=center) self.radius = self.img_normal[0].get_rect().height / 2
def __init__(self, image): Actor.__init__(self, image) self.direction = random.randrange(-1, 2) * const.ENEMY_SPEED if self.direction > 0: self.rect.left = const.SCREENRECT.left else: self.rect.right = const.SCREENRECT.right
def __init__(self): # init class members once if Player.spriteset is None: Player.spriteset = Spriteset.fromfile("hero") Player.seq_idle = Sequence.create_sprite_sequence(Player.spriteset, "idle", 4) Player.seq_jump = Sequence.create_sprite_sequence(Player.spriteset, "jump", 24) Player.seq_run = Sequence.create_sprite_sequence(Player.spriteset, "run", 5) Player.spriteset_death = Spriteset.fromfile("effect_death") Player.seq_death = Sequence.create_sprite_sequence(Player.spriteset_death, "death-", 5) Actor.__init__(self, None, 60, 188) self.state = State.Undefined self.direction = Direction.Right self.xspeed = 0 self.yspeed = 0 self.set_idle() self.sprite.set_position(self.x, self.y) self.width = self.size[0] self.height = self.size[1] self.medium = Medium.Floor self.jump = False self.immunity = 0 self.rectangle = Rectangle(0, 0, self.width, self.height) self.palettes = (self.spriteset.palette, Palette.fromfile("hero_alt.act"))
def __init__(self, screen): self._screen_w = screen.get_rect().width self._screen_h = screen.get_rect().height # start in dumb random place, needs changed later pos = (random.randint(0, self._screen_w) + self._screen_w*random.choice((-1, 1)), random.randint(0, self._screen_h) + self._screen_h*random.choice((-1, 1))) # Initialize an actor with these values Actor.__init__(self, Shooter.img[0], pos, 0)
def __init__(self, map, coord, name, color=None): Actor.__init__(self, map, coord, name, color) self.team = 'monster' self.object_type = 'monster' self.turn_component = TurnComponent(self) self.set_ai(AIComponent(self)) self.set_stats(StatComponent(self))
def __init__(self, initial_position, vector_shot_from): self._speed = 20 Actor.__init__(self, Bullet.img[0], initial_position, vector_shot_from.angle) self._vector = Vector.product(Vector(self._speed, self._angle), vector_shot_from) center = self.rect.center self.image = Bullet.img[int(2*math.degrees(- self._angle - math.pi/2))] self.rect = self.image.get_rect(center=center) self.radius = (Bullet.img[0].get_rect().width + Bullet.img[0].get_rect().height)/4
def __init__(self, texto="None", x=0, y=0, magnitud=20, vertical=False): imagen = pilas.mundo.motor.obtener_texto(texto, magnitud, vertical) self._definir_area_de_texto(texto, magnitud) Actor.__init__(self, imagen, x=x, y=y) self.magnitud = magnitud self.texto = texto self.color = pilas.colores.blanco self.centro = ("centro", "centro") self.fijo = True
def __init__(self): self.managers = [Manager(self, i) for i in xrange(5)] self.tasks = [] self.no_more_pages = False for manager in self.managers: manager.start() Actor.__init__(self)
def __init__(self, texto="None", x=0, y=0, magnitud=20): imagen = pilas.mundo.motor.obtener_texto(texto, magnitud) self._definir_area_de_texto(texto, magnitud) Actor.__init__(self, imagen, x=x, y=y) self.magnitud = magnitud self.texto = texto self.color = pilas.colores.blanco self.centro = ("centro", "centro") self.fijo = True
def __init__(self, boss, index): self.index = index self.boss = boss self.tasks = [] self.workers = [Worker(self, i) for i in xrange(4)] for worker in self.workers: worker.start() Actor.__init__(self)
def __init__(self, screen): self._screen_w = screen.get_rect().width self._screen_h = screen.get_rect().height # start in dumb random place, needs changed later pos = (random.randint(0, self._screen_w) + self._screen_w * random.choice( (-1, 1)), random.randint(0, self._screen_h) + self._screen_h * random.choice((-1, 1))) # Initialize an actor with these values Actor.__init__(self, Shooter.img[0], pos, 0)
def __init__(self, item_ref, x, y): # init class members once if Opossum.spriteset is None: Opossum.spriteset = Spriteset.fromfile("enemy_opossum") Opossum.seq_walk = Sequence.create_sprite_sequence(Opossum.spriteset, "opossum-", 6) Actor.__init__(self, item_ref, x, y) self.xspeed = -2 self.direction = Direction.Left self.sprite.set_animation(Opossum.seq_walk, 0)
def __init__(self, master, x: int, y: int): Actor.__init__(self, master, self.img, x, y) self.rotating_speed = (1 if random.randint(0, 2) == 0 else -1 ) *\ (random.randrange(0, 3) + 0.5) self.move_x = random.randrange(-1, 2) * (random.randint(0, 50) / 10.0) self.orig_hitboxes = [Rect(5, 5, 29, 30)] self.hitboxes = [Rect(5, 5, 29, 30)]
def __init__(self, xvel, yvel, seed, projimage): Actor.__init__(self) #self.image = pygame.image.load("").convert_alpha() #self.rect.x = x# #self.rect.y = y# self.projimage = projimage self.xvel = xvel self.yvel = yvel self.frame = 0 self.health = 1 random.seed(seed)
def __init__(self, initial_position, vector_shot_from): self._speed = 20 Actor.__init__(self, Bullet.img[0], initial_position, vector_shot_from.angle) self._vector = Vector.product(Vector(self._speed, self._angle), vector_shot_from) center = self.rect.center self.image = Bullet.img[int(2 * math.degrees(-self._angle - math.pi / 2))] self.rect = self.image.get_rect(center=center) self.radius = (Bullet.img[0].get_rect().width + Bullet.img[0].get_rect().height) / 4
def __init__(self, x, y, image): Actor.__init__(self) self.image = image self.rect = self.image.get_rect() self.rect.width = 16 self.rect.height = 16 self.rect.x = x self.rect.y = y self.xvel = 12 self.yvel = 0 self.health = -1 self.damage = 10
def __init__(self, x, y): Actor.__init__(self) self.image = pygame.image.load("gfx/ArmPart1.png").convert_alpha() self.image2 = pygame.image.load("gfx/ArmPart3.png").convert_alpha() self.rect = self.image.get_rect() self.rect.width = 64 self.rect.height = 64 self.rect.x = x self.rect.y = y self.maxhealth = 250 self.health = self.maxhealth self.damage = 2
def __init__(self,world,y,x,name=None): Actor.__init__(self,world,y,x) self._hp, self.hpmax = 10, 10 self._running = None self.weapon = None self.armor = None self.xplvl = 1 self._xp = 0 if not name: self.generate_name() else: self.desc = name
def __init__(self, screen, position, size, velocity): Actor.__init__(self, screen, position, size, velocity) self.friction = 0.3 self.state = Hydrophyte.UNMARKED self.images = [pygame.image.load(ur).convert() for ur in Hydrophyte.imgs] for im in self.images: im.set_colorkey((0,0,0)) self.images[0] = pygame.transform.scale(self.images[0], (2*size, 2*size)) self.images[1] = pygame.transform.scale(self.images[1], (2*size, 2*size)) self.image_w, self.image_h = self.images[0].get_size() self.phase_threshold_time = 0.5 self.sema_drown = 2 # semaphor - when equal to 0, then hydrophyte's drowning self.phase_time = 0
def __init__(self, master: "Game", x: int = 0, y: int = 0): # hitboxes self.orig_hitboxes = [ Rect(1, 1, 19, 19) ] self.hitboxes = [ Rect(1, 1, 19, 19) ] Actor.__init__(self, master, Surface((100, 100)), x, y) self.time_alive_start = time.time()
def __init__(self): name = 'Jorgen' # premade image # image_packet = ('standard', 'rogue', RED) # custom image ag = AvatarGen('random') image_packet = ag.get_image_package(RED) stats = self.create_stat_component() Actor.__init__(self, name, image_packet, stats)
def __init__(self, initial_position, initial_orientation, fps): Actor.__init__(self, PlayerShip.img_normal, initial_position, initial_orientation) self._loaded_t = PlayerShip.img_thrust self._loaded_ls = PlayerShip.img_lstrafe self._loaded_rs = PlayerShip.img_rstrafe self._cur_image = self._loaded_image self._vector = Vector(0, 0) self._max_speed = 13 self._acceleration_rate = 0.5 self._fire_rate = 50 self._time_since_fire = 0 self.health = 5 self.radius = (self._loaded_image.get_rect().width + self._loaded_image.get_rect().height)/4
def __init__(self, value, x, y): # init class members once if Score.spriteset is None: Score.spriteset = Spriteset.fromfile("score") Actor.__init__(self, None, int(x), int(y)) if value is 5: self.sprite.set_picture(0) elif value is -5: self.sprite.set_picture(1) elif value is 1: self.sprite.set_picture(2) self.t0 = game.window.get_ticks() self.t1 = self.t0 + 1000
def __init__(self, screen, player_vector=None): self._screen_w = screen.get_rect().width self._screen_h = screen.get_rect().height # 1337 = uninitialized... i hope no one ever sees this if player_vector and player_vector.mag > 1: # Spawn on the side of the screen that player is traveling # Using a really shitty heuristic that splits where the player can # move into 4 quads. if abs(player_vector.angle) < math.pi/4: #right pos = (3*screen.get_rect().width, random.randint(-2*screen.get_rect().height, 3*screen.get_rect().height)) elif player_vector.angle >= math.pi/4 and player_vector.angle < 3*math.pi/4: # up pos = (random.randint(-2*screen.get_rect().width, 3*screen.get_rect().width), -2*screen.get_rect().height) elif abs(player_vector.angle) >= 3*math.pi/4 and abs(player_vector.angle) < 5*math.pi/4: # left pos = (-2*screen.get_rect().width, random.randint(-2*screen.get_rect().height, 3*screen.get_rect().height)) else: # down pos = (random.randint(-2*screen.get_rect().width, 3*screen.get_rect().width), 3*screen.get_rect().height) else: pos = (random.randint(0, screen.get_rect().width) + screen.get_rect().width*random.choice((-2, 2)), random.randint(0, screen.get_rect().height) + screen.get_rect().height*random.choice((-1, 2))) # point towards center initial_orient = math.atan2((self._screen_h/2)-pos[1], (self._screen_w/2)-pos[0]) # Initialize an actor with these values Actor.__init__(self, Kama.img_normal[0], pos, initial_orient) self._roam_speed = 5 self._follow_speed = 3.5 self._charge_speed = 10 self._health = 0 self._ROAM, self._FOLLOW, self._CHARGE = 0, 1, 2 self._refollowed = False self._vector = Vector(self._roam_speed, self._angle) self._mode = self._ROAM center = self.rect.center self.image = Kama.img_normal[int(math.degrees(-self._angle - math.pi/2))] self.rect = self.image.get_rect(center = center) self.radius = self.img_normal[0].get_rect().height/2
def __init__(self, initial_position, initial_orientation, fps): Actor.__init__(self, PlayerShip.img_normal, initial_position, initial_orientation) self._loaded_t = PlayerShip.img_thrust self._loaded_ls = PlayerShip.img_lstrafe self._loaded_rs = PlayerShip.img_rstrafe self._cur_image = self._loaded_image self._vector = Vector(0, 0) self._max_speed = 13 self._acceleration_rate = 0.5 self._fire_rate = 50 self._time_since_fire = 0 self.health = 5 self.radius = (self._loaded_image.get_rect().width + self._loaded_image.get_rect().height) / 4
def __init__(self, screenSize, image): Actor.__init__(self) self.health = -1 self.damage = 999 self.screenSize = screenSize self.image = image self.rect = self.image.get_rect() self.rect.width = 96 self.rect.height = self.screenSize[1] self.rect.x = self.screenSize[0] self.rect.y = 0 self.xvel = 3 self.subimage = 0 #0 = fully closed self.open = False # 0 if closed, 1 if open self.subimagemax = 5#NUMBEROFSUBIMAGES-1 self.toggle = -1 #direction of subimage change self.counter = 0 self.countermax = 40
def __init__(self, texto="None", x=0, y=0, magnitud=20, vertical=False, fuente=None): """Inicializa el actor. :param texto: Texto a mostrar. :param x: Posición horizontal. :param y: Posición vertical. :param magnitud: Tamaño del texto. :param vertical: Si el texto será vertical u horizontal, como True o False. :param fuente: Nombre de la fuente a utilizar. """ imagen = pilas.mundo.motor.obtener_texto(texto, magnitud, vertical, fuente) self._definir_area_de_texto(texto, magnitud) Actor.__init__(self, imagen, x=x, y=y) self.magnitud = magnitud self.texto = texto self.color = pilas.colores.blanco self.centro = ("centro", "centro") self.fijo = True
def __init__(self, screenSize, playerprojectile): #sound self.whoosh = pygame.mixer.Sound("sfx/whoosh.wav") self.whoosh.play() self.buzz = pygame.mixer.Sound("sfx/buzz.wav") self.buzzcountmax = 9 self.buzzcount = 0 Actor.__init__(self) self.screenSize = screenSize self.image = pygame.image.load("gfx/player.png").convert_alpha() self.playerprojectile = playerprojectile self.rect = self.image.get_rect() self.enter = True self.rect.width = 48 self.rect.height = 48 self.rect.x = -48 self.rect.y = self.screenSize[1]/2 - self.rect.height/2 #shield stuff self.shieldimage = pygame.image.load("gfx/shield.png").convert_alpha() self.shieldenergy = 300 self.shield = False self.immortal = 60 #Motion variables. self.xvelmin = 1 self.yvelmin = 1 self.xvelmax = 6 self.yvelmax = 6 self.xvel = self.xvelmin self.yvel = self.yvelmin #collision variables self.nearpower = False #near the white blood cells, determines type of shot #Shooting variables. self.shootnormalmax = 4 #time (frames) between normal shots self.shootnormalwait = self.shootnormalmax self.shootpowermax = 8 #time (frames) between power shots self.shootpowerwait = self.shootpowermax self.damage = 999 self.fullhealth = 150 self.health = self.fullhealth self.subimage = 0 self.subimagemax = 3 self.input = [False, False, False, False, False, False] #left, right, up, down, shoot, shield
def __init__(self): Actor.__init__(self) self.glut_sphere = GlutSphereActor() self.glut_cylinder = GlutCylinderActor() self.color = [0.15, 0.15, 0.80] sphere = Vec3([0,0,0]) sphere.center = Vec3([0,0,0]) sphere.radius = 1.0 sphere.color = self.color sphere.index = 0 # self.sphere_array = VertexArrayTest() self.sphere_array = SphereImposterArray([sphere,]) buffers = atom_attributes # self.sphere_array = NewSphereArray(buffers) cylinder = Vec3([0,0,0]) cylinder.center = Vec3([0,0,0]) cylinder.radius = 1.0 cylinder.height = 2.0 self.cylinder_array = CylinderImposterArray([cylinder,])
def __init__(self, melee): Actor.__init__(self, melee) # Randomize velocity ub = melee.aabb.upper_bound lb = melee.aabb.lower_bound x = randrange(lb.x, ub.x) y = randrange(lb.y, ub.y) av = 0.1 vx = randrange(-50.0, 50.0) vy = randrange(-50.0, 50.0) # Create body bodydef = Body() bodydef.ccd = True bodydef.position = Vec2(x, y) self.body = melee.world.append_body(bodydef) self.body.angular_velocity = av self.body.linear_velocity = Vec2(vx, vy) # Create shape self.radius = 1.0 density = 10.0 c1 = Circle() c1.radius = self.radius self.c1_local = -1.0, 1.0 c1.local_position = Vec2(*self.c1_local) c1.density = density s1 = self.body.append_shape(c1) c2 = Circle() c2.radius = self.radius self.c2_local = 1.0, 1.0 c2.local_position = Vec2(*self.c2_local) c2.density = density s2 = self.body.append_shape(c2) self.body.set_mass_from_shapes() # Register shapes for collision callbacks melee.contact_register[hash(s1)] = self melee.contact_register[hash(s2)] = self
def __init__(self, x, y, xvel = -5, yvel = 0): Actor.__init__(self) self.image = pygame.image.load("gfx/whitebloodcell.png").convert_alpha() self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.auraimage = pygame.image.load("gfx/WhiteAura.png").convert_alpha() self.aurarect = self.auraimage.get_rect() # self.aurarect.width = 400 # self.aurarect.width = 400 self.aurarect.center = self.rect.center #self.aurarect.centery = self.rect.centery # self.aurarect.x = x - 128 # self.aurarect.y = y - 128 self.xvel = xvel self.yvel = yvel self.angle = 0 #Indicates rotation of the image self.frame = 0 #Used on the aura self.health = -1 self.damage = 999
def __init__(self, master, x: int = 0, y: int = 0): # Create actor self.pid = len(master.players) % MAX_COLORS + 1 self.sprite_idle = pygame.image.load("resources" + os.path.sep +\ "player_{}_idle.png".format(self.pid)) self.sprite_left = pygame.image.load("resources" + os.path.sep +\ "player_{}_left.png".format(self.pid)) self.sprite_right = pygame.image.load("resources" + os.path.sep +\ "player_{}_right.png".format(self.pid)) Actor.__init__(self, master, self.sprite_idle, x, y) # Choose sprite self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y # original collision boxes # They are used for hitbox update when moving self.orig_hitboxes = [ Rect(17, 30, 6, 4), # check front collision first Rect(15, 23, 9, 7), Rect(11, 15, 18, 8), Rect(7, 7, 26, 8), Rect(3, 0, 34, 7) ] self.hitboxes = [ Rect(17, 30, 6, 4), Rect(15, 23, 9, 7), Rect(11, 15, 18, 8), Rect(7, 7, 26, 8), Rect(3, 0, 34, 7) ] self.update_hitboxes() # player controller self.controller = Player_Controller(self)
def __init__(self, x, y, screenSize): Actor.__init__(self) self.screenSize = screenSize self.image = [] self.image.append(pygame.image.load("gfx/Boss1.png").convert_alpha()) self.image.append(pygame.image.load("gfx/Boss3.png").convert_alpha()) self.image.append(pygame.image.load("gfx/Boss5.png").convert_alpha()) self.rect = self.image[0].get_rect() self.eyeimage1 = pygame.image.load("gfx/Eye1.png").convert_alpha() self.eyeimage2 = pygame.image.load("gfx/Eye2.png").convert_alpha() self.eyerect = self.eyeimage1.get_rect() self.projimage = pygame.image.load("gfx/enemyprojectile.png").convert_alpha() self.rect.width = 200 self.rect.height = 400 self.enter = True self.xgoal = x self.rect.x = self.xgoal+168 self.rect.y = y + 40 self.eyerect.x = self.rect.left - 32 + self.rect.x - self.xgoal self.eyerect.y = self.rect.centery - 32 self.maxhealth = 800 self.health = self.maxhealth self.damage = 999 #Arms self.arms = [[],[]] self.armvel = 3 self.armdir = 1 self.armtime = 30 #Firerate self.s1burstrate = 5 self.s1firerate = 20 self.s1burst = self.s1burstrate self.s1fire = self.s1firerate self.s3firerate = 50 self.s3fire = self.s3firerate #animation stuff self.frame = 0 self.framemax = 4 self.phase = 0 self.spawnedarms = False
def __init__(self, melee): Actor.__init__(self, melee) self.damage = 1 #from utils import squirtle file = "data/planet.svg" #self.svg = squirtle.SVG(file, anchor_x='center', anchor_y='center') # Create body bodydef = Body() bodydef.ccd = True bodydef.position = Vec2(0, 0) self.body = melee.world.append_body(bodydef) # Create shape self.radius = 7 circledef = Circle() circledef.radius = self.radius shape = self.body.append_shape(circledef) # Register shapes for collision callbacks melee.contact_register[hash(shape)] = self
def __init__(self, pos, world, eventMgr, pickup_type, duration): Actor.__init__(self) self.em = eventMgr eventMgr.register(self) self.world = world self.picked = False self.duration = duration self.pickup_type = pickup_type self.image = pygame.image.load("media/orb.png") self.rect = self.image.get_rect() self.rect.topleft = pos self.rect.width = 32 self.rect.height = 32 bodyDef = Box2D.b2BodyDef() bodyDef.type = Box2D.b2_staticBody bodyDef.position = (B2SCALE * (self.rect.left + 0.5 * self.rect.width), B2SCALE * (self.rect.top + 0.5 * self.rect.height)) self.body = world.b2World.CreateBody(bodyDef) r = B2SCALE * self.rect.width * 0.5 self.body.CreateCircleFixture(radius=r)
def __init__(self, image): Actor.__init__(self, image) self.alive = True self.reloading = False self.rect.centerx = const.SCREENRECT.centerx self.rect.bottom = const.SCREENRECT.bottom
def __init__(self, number=1): Actor.__init__(self) self.instance = number
def __init__(self, initialPosition, initialDirection, speed, image): Actor.__init__(self, initialPosition, initialDirection, speed, image)
def __init__(self, initial_pos): Actor.__init__(self, Arrow.img, initial_pos, 0)
def __init__(self, boss, index): self.boss = boss self.index = index Actor.__init__(self)
def __init__(self, image): Actor.__init__(self, image) self.alive = True self.reloading = False self.rect.centerx = screen.centerx self.rect.bottom = screen.bottom
def __init__(self, pos): Actor.__init__(self, Time.img, pos, 0)
def __init__(self, pos): Actor.__init__(self, HealthBar.imgs[4], (0, 0), 0) self.rect.topleft = pos
def __init__(self, world, x, y): Actor.__init__(self, world, x, y, ZOMBIE_IMAGE, (90, 125), ZOMBIE_MAX_SPEED, ROTATION_SPEED) self.hide_timer = 0 self.needs_to_change_cover = False self.kamikaze = False
def __init__(self, x, y, spriteset, sequence): self.spriteset = spriteset Actor.__init__(self, None, x, y) self.sprite.set_animation(sequence, 1)
def __init__(self): Actor.__init__(self) self.is_player = True
def __init__(self, given_opts = {}): ''' Initialize a new instance of the AMQPActor monitor :param given_opts: The default options to the process ''' Actor.__init__(self, given_opts)
def __init__(self): self.workers = {} Actor.__init__(self)
def __init__(self, image, player): Actor.__init__(self, image) self.rect.centerx = player.rect.centerx self.rect.top = player.rect.top - 5
def __init__(self, pos): Actor.__init__(self, HealthBar.imgs[4], (0,0), 0) self.rect.topleft = pos