Exemple #1
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    def bonus_triggered(self):

        # 觸發分數bonus
        if pygame.sprite.spritecollide(self.character, self.score_sprite,
                                       True):
            self.character.score += 1
            self.bonus = Bonus()
            self.bonus.score()
            self.score_sprite.add(self.bonus)
            self.sound.bonusSound.play()

        # 觸發加速bonus
        elif pygame.sprite.spritecollide(self.character, self.shoes_sprite,
                                         True):
            #print("加速")
            ########改!!
            const.speed += 5
            self.speed_up_time = 0
            self.speed_up = True
            self.sound.speedSound.play()

        # 觸發回血bonus
        elif pygame.sprite.spritecollide(self.character, self.heart_sprite,
                                         True):
            self.character.hp += 0.5
            self.sound.hpSound.play()
Exemple #2
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class CakeCollector(object):
    
    cakeList = []
    bombList = []

    def __init__(self):
        self.bg = pygame.image.load("cake.png")
        self.bg2 = pygame.image.load("bomb.png")
        self.bg3 = pygame.image.load("cake2.png")
        self.cakeList = [(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake())]
        self.bombList = [(Bomb()),(Bomb()),(Bomb())]
        self.bonus = Bonus()
        self.player = Player(100,400)
        self.gameOver = False
 
    def update(self,player, gameOver):
        for i in self.cakeList:
            i.update(player, gameOver)
        for j in self.bombList:
            j.update(player, gameOver)
        self.bonus.update(player, gameOver)

 
    def render(self,surface):
        for i in self.cakeList:
            i.render(surface,self.bg)
        for j in self.bombList:
            j.render(surface,self.bg2)
        self.bonus.render(surface,self.bg3)

    def setGameOver(self, gameOver):
        self.gameOver = gameOver
def assign_bonuses(ai_settings, screen, alien, number_aliens_x, number_rows,
        bonuses, ship):
    """Randomly decide if an alien should be assigned a bonus."""
    if randint(0, number_aliens_x * number_rows) % (
            ai_settings.bonus_chance[0]) == ai_settings.bonus_chance[1]:
        if ai_settings.level in range (6, 11):
            bonus = Bonus(screen, ai_settings, alien, ship, True)
        else:
            bonus = Bonus(screen, ai_settings, alien, ship)
        bonuses.add(bonus)
        if ai_settings.level < 6:
            bonuses.empty()    
Exemple #4
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def can_drop(enemy):
    """
    Метод ставит Bonus на Объектную карту.
    :param enemy: Параметр врага, который оставил после смерти Bonus.
    :return: None.
    """
    set_object(enemy.position, Bonus(enemy.position))
Exemple #5
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    def bonus_event(self):
        self.bonus = Bonus()

        # 添加分數bonus
        if self.bonus.type == "score":
            self.score_sprite.add(self.bonus)

        # 添加加速bonus
        elif self.bonus.type == "shoes":
            self.shoes_sprite.add(self.bonus)

        # 添加回血bonus
        elif self.bonus.type == "heart":
            ########改!!
            if self.character.hp <= 2.5:
                self.heart_sprite.add(self.bonus)
Exemple #6
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 def end_lvl(self):
     """
     Метод создания партала для перехода на сл. уровень.
     :return: None
     """
     bonus = Bonus(self.position, portal=True, color=QColor(*COLOR_RED))
     map.set_object(self.position, bonus)
     constants.SET_BONUS.add(bonus)
Exemple #7
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 def boom(__):
     if __.des:
         if not randrange(3):
             Bonus(__.x, __.y)
         try:
             G.MURS.remove(__)
         except:
             pass
Exemple #8
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 def spawn_bonus(self):
     x = randint(1, self.field.width - 1)
     y = randint(1, self.field.height - 1)
     if isinstance(self.field.level[y][x], EmptyCell):
         bonus = BonusesTypes.Roll[randint(*BonusesTypes.RollRange)]
         bonus = Bonus(self, x, y, bonus['name'])
         self.active_bonuses.add(bonus)
         return bonus
     return None
Exemple #9
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 def hit(self, points):
     self.life -= points
     if self.life <= 0:
         self.gone = True
         self.scene.engine.player['score'] += (self.type + 1) * 10
         self.scene.anibricks.add(
             AniBrick(self.scene, self.type, self.pos, self.size))
         if self.type % 2 == 0 and random.randint(0, 1):
             self.scene.bonus.add(Bonus(self.scene, self.pos))
Exemple #10
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 def __init__(self):
     self.bg = pygame.image.load("cake.png")
     self.bg2 = pygame.image.load("bomb.png")
     self.bg3 = pygame.image.load("cake2.png")
     self.cakeList = [(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake()),(Cake())]
     self.bombList = [(Bomb()),(Bomb()),(Bomb())]
     self.bonus = Bonus()
     self.player = Player(100,400)
     self.gameOver = False
Exemple #11
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def playSnake(stdscr):
    curses.curs_set(0)  # Hide the cursor!
    S = Snake(stdscr, l=4)

    B = Bonus(stdscr)

    L = LvlFile(0)

    draw(S, B, L, stdscr)

    num_frames = 0
    frame_so_far = 0.0

    stdscr.nodelay(1)
    while True:
        c = stdscr.getch()
        if c != -1:
            # So something actually happened...
            if c == ord('q'):
                break
            elif c == curses.KEY_UP:
                S.setDirection(DIR_NORTH)
            elif c == curses.KEY_RIGHT:
                S.setDirection(DIR_EAST)
            elif c == curses.KEY_DOWN:
                S.setDirection(DIR_SOUTH)
            elif c == curses.KEY_LEFT:
                S.setDirection(DIR_WEST)
        sleep(FRAME_DELAY)
        frame_so_far += FRAME_DELAY
        if frame_so_far > FRAME_LENGTH * FRAME_DELAY:
            frame_so_far = 0.0
            num_frames += 1
            # S Should move now
            try:
                S.move()
            except CollisionException:  # Hit something!
                break
            except BonusException:
                S.lengthen()
                B = Bonus(stdscr)
                S.addToScore(10)
            draw(S, B, L, stdscr)
Exemple #12
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    def spawn_bonus(self, x, y):
        self.choix = random.randint(0,8)
        if self.choix == 0:
            self.image = pygame.image.load(os.path.join(os.path.dirname(__file__),'assets/BonusLigne.png'))
            self.bonus = Bonus(self, x, y,self.image)
            self.all_bonus.append(self.bonus)
            self.bonus.different = 1

        elif self.choix == 1:
            self.image = pygame.image.load(os.path.join(os.path.dirname(__file__),'assets/bonus.png'))
            self.bonus = Bonus(self, x, y,self.image)
            self.all_bonus.append(self.bonus)
            self.bonus.different = 0

        elif self.choix == 2:
            self.image = pygame.image.load(os.path.join(os.path.dirname(__file__),'assets/malus.png'))
            self.bonus = Bonus(self, x, y,self.image)
            self.all_bonus.append(self.bonus)
            self.bonus.different = 2
    def __init__(self):
        super().__init__(W_X, W_Y, "Snake")

        self.score = pyglet.text.Label(
            "0",
            x=W_X,
            y=W_Y,
            anchor_x="right",
            anchor_y="top",
        )
        self.chrono = 0

        self.snake = Snake()

        self.bonus = Bonus()

        self.mort = False
        self.direction = STOP
        self.direction_stockee = HAUT
        pyglet.clock.schedule_interval(self.update, 1 / 10)
Exemple #14
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    def clear_sectors(self, map, bonuses):

        for i in self.sectors:
            for bonus in bonuses:
                if (bonus.x == i[0]) and (bonus.y == i[1]):
                    bonuses.remove(bonus)

            if map[i[0]][i[1]] != 0:
                map[i[0]][i[1]] = 0
                rand_bonus = choice([0, 0, 0, 0, 0, 0, 1, 1, 2, 2])
                if rand_bonus != 0:
                    bonuses.append(Bonus(i[0], i[1], rand_bonus))
Exemple #15
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    def __init__(self, screen):
        super(Level2, self).__init__(screen)

        self.id = 2
        self.should_exit = False
        self.background = image.load("assets/background.png").convert_alpha()

        self.player = Player()
        self.players = sprite.Group([self.player] + self.load_shields())
        self.player_bullets = sprite.Group()
        self.aliens = sprite.Group([Pechatron()])
        self.alien_bullets = sprite.Group()
        self.bonus = sprite.Group([Bonus()])
Exemple #16
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class TestBonus(unittest.TestCase):

    def setUp(self):
        self.bonus = Bonus(WINDOWWIDTH/2, 5, "rheart.png", 1)

    def test_position(self):
        self.assertEqual(self.bonus.x, WINDOWWIDTH/2)
        self.assertEqual(self.bonus.y, 5)

    def test_bonus_has_image(self):
        self.assertIsNotNone(self.bonus.image,
                             'The hero doesn\'t have an image')

    def test_bonus_rect(self):
        self.assertIsInstance(self.bonus.rect, pygame.Rect)

    def test_bonus_type(self):
        self.assertEqual(self.bonus.bonus_type, 1)

    def test_get_bonus(self):
        start_pos = self.bonus.x
        self.bonus.get_bonus()
        self.assertEqual(self.bonus.y, 5 + BONUS_SPEED)
Exemple #17
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 def death(self):
     """
     Метод смерти и дропа Bonus после смерти, если это последний монстр на карте, дроп партала на сл. уровень.
     :return: None
     """
     map.set_object(self.position, None)
     constants.LIST_ENEMY.remove(self)
     if len(constants.LIST_ENEMY) == 0:
         self.end_lvl()
     else:
         bonus = Bonus(self.position)
         map.set_object(self.position, bonus)
         constants.SET_BONUS.add(bonus)
         if self.screen:
             self.anime_enemy.clear()
 def check_hp(self, scene):
     if self.health <= 0:
         scene.removeItem(self)
         scene.enemys.remove(self)
         for bullet in self.bullets:
             scene.removeItem(bullet)
         scene.player.score += self.value
         explosion = Explosion(self.rect.center(), 'BIG')
         scene.addItem(explosion)
         scene.play_sound('explosion')
         scene.map.objects.append(explosion)
         if self.isBonus:
             bonus = Bonus()
             scene.map.objects.append(bonus)
             scene.addItem(bonus)
Exemple #19
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    def test_move_bonus(self):
        map.read_map('map\map.txt')
        direction = 'right'
        self.player.position = [1, 1]
        bonus = Bonus([2, 1])
        map.set_object(self.player.position, self.player)
        map.set_object(bonus.position, bonus)

        maybe_new_position = list(self.player.position)
        maybe_new_position[0] += self.player.step

        self.player.move(direction)

        self.assertEqual(map.get_object(maybe_new_position),
                         map.get_object(self.player.position))
Exemple #20
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 def check_events(self):
     for evt in event.get():
         if evt.type == QUIT:
             self.should_exit = True
             self.running = False
         elif evt.type == CUSTOM_EVENTS['ADD_PLAYER_BULLET']:
             if len(self.player_bullets) < 2:
                 self.player_bullets.add(evt.particle)
         elif evt.type == CUSTOM_EVENTS['ADD_ALIEN_BULLET']:
             if len(self.alien_bullets) < 4:
                 self.alien_bullets.add(evt.particle)
         elif evt.type == CUSTOM_EVENTS['ADD_BONUS']:
             self.bonus.add(Bonus())
         elif evt.type == CUSTOM_EVENTS['ADD_BONUS_BULLET']:
             self.alien_bullets.add(evt.particle)
Exemple #21
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 def destroy(self):
     from breakout import bricks
     if random.choice([
             True,
             False,
             False,
             0,
             0,
             0,
             0,
             0,
     ]):
         bonus = Bonus(self.x, self.y)
         from breakout import bonuses
         bonuses.append(bonus)
     bricks.remove(self)
 def _check_rockets_meteor_collision(self):
     """Обработка коллизий ракет с метеорами."""
     # Проверка попаданий в метеор.
     # При обнаружении попадания удалить ракеты и метеор.
     collisions = pygame.sprite.groupcollide(self.rockets, self.meteors,
                                             False, False)
     if collisions:
         for element in collisions.values():
             for el in element:
                 collision_rezult = randint(
                     0, (self.settings.bonus_type_number * 2) - 1)
                 if collision_rezult % 2 == 0:
                     bonus_type = collision_rezult // 2
                     new_bonus = Bonus(self, el, bonus_type)
                     self.bonuses.add(new_bonus)
                 self.meteors.remove(el)
Exemple #23
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    def create_room(self, x=1, y=1):

        room = Room(self.room_size)
        for i in range(self.room_size):
            block_width = self.width
            block_height = self.height

            block_x = (x * self.room_size + i * i) * block_width
            block_y = round((i * math.sin(y * self.room_size + i) *
                             block_width) +
                            (y * self.room_size + 0) * block_height)

            room.blocks.append(
                Block(block_x, block_y, block_width, block_height,
                      '/images/ground.png').convert_to_json())

            block_x = (x * self.room_size + i) * block_width
            block_y = round((random.randint(0, self.room_size) *
                             math.sin(y * self.room_size + i) * block_width) +
                            (y * self.room_size + 0) * block_height)

            room.blocks.append(
                Block(block_x, block_y, block_width, block_height,
                      '/images/ground.png').convert_to_json())

        block_x = random.randint(x * block_width,
                                 x * self.room_size * block_width)
        block_y = random.randint(y * block_width,
                                 y * self.room_size * block_width)

        room.blocks.append(
            Bonus(block_x, block_y, block_width,
                  block_height).convert_to_json())

        block_x = random.randint(x * block_width,
                                 x * self.room_size * block_width)
        block_y = random.randint(y * block_width,
                                 y * self.room_size * block_width)

        teleport = Trigger(block_x, block_y, block_width, block_height,
                           "teleport")
        room.blocks.append(teleport.convert_to_json())

        return {'blocks': room.blocks}
Exemple #24
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 def check_events(self):
     for evt in event.get():
         if evt.type == QUIT:
             self.should_exit = True
             self.running = False
         elif evt.type == CUSTOM_EVENTS['ADD_ALIEN']:
             self.aliens.add(load_aliens(randint(0, 4), randint(0, 8)))
             time.set_timer(CUSTOM_EVENTS['ADD_ALIEN'],
                            randint(5000, 10000))
         elif evt.type == CUSTOM_EVENTS['ADD_PLAYER_BULLET']:
             if len(self.player_bullets) < 2:
                 self.player_bullets.add(evt.particle)
         elif evt.type == CUSTOM_EVENTS['ADD_ALIEN_BULLET']:
             if len(self.alien_bullets) < 6:
                 self.alien_bullets.add(evt.particle)
         elif evt.type == CUSTOM_EVENTS['ADD_BONUS']:
             self.bonus.add(Bonus())
         elif evt.type == CUSTOM_EVENTS['ADD_BONUS_BULLET']:
             self.alien_bullets.add(evt.particle)
Exemple #25
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def check_events(ai_settings, screen, stats, ship, aliens, bullets, COUNT,
                 bonus, meteors, meteor_images, shoot_sound, p_button,
                 quit_button):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, stats, screen, ship,
                                 bullets, shoot_sound)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, ship)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()
            check_button(stats, p_button, quit_button, mouse_x, mouse_y)
        elif event.type == COUNT and stats.game_active:
            new_bonus = Bonus(screen, ai_settings)
            bonus.add(new_bonus)
            for i in range(6):
                new_meteor = Meteor(screen, ai_settings, meteor_images)
                meteors.add(new_meteor)
Exemple #26
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 def close(self):
     self.mainWindows.setCentralWidget(Bonus(self.mainWindows))
Exemple #27
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def test_moveable_obj_overlap():
    bonus = Bonus()
    scene.addItem(bonus)
    scene.map.objects.append(bonus)
    player.processing_overlap(scene, bonus)
    assert player.bonus is not None
Exemple #28
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client.connect((target_host, target_port))

INSTRUKCJA = pygame.image.load('Instrukcje.png')
TEXT = pygame.image.load('txt.png')

pygame.font.init()
myfont = pygame.font.SysFont('monospace', 25)
small_font = pygame.font.SysFont('monospace', 15)

while (1):
    done = False
    p = Players(pygame)
    b = Bullets()
    m = Meteors(pygame)
    e = Enemies(pygame)
    bo = Bonus(pygame)
    g = Game()

    while (1):
        menu_ret = Menu()
        if menu_ret == 1:
            break
        elif menu_ret == 2:
            instrukcja()
        elif menu_ret == 3:
            exit()

    screen.fill((0, 0, 0))

    game_start_time = time.time()
Exemple #29
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 def test_bonus_up_portal(self):
     bonus_d = Bonus(self.player.position, True)
     bonus_d.up_player()
     self.assertEqual(4, LIST_ENEMY.__len__())
Exemple #30
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    def test_bonus_up(self):
        current_count_bomb = self.player.count_bomb
        bonus = Bonus(self.player.position)
        bonus.up_player()

        self.assertEqual(current_count_bomb + 0.5, self.player.count_bomb)
Exemple #31
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 def setUp(self):
     self.bonus = Bonus(WINDOWWIDTH/2, 5, "rheart.png", 1)
    def generateCmsTableWork(self):
        """子线程函数:生成提成表单并写入数据库"""
        try:
            dm = DataManager()
            src_dict, src_data = dm.get_table(
                self.dataSourceComboBox.currentText())
            rul_dict, rul_data = dm.get_table(self.ruleComboBox.currentText())
            calc_ratio = CalcRatio(rul_dict, rul_data)
            clt_dict, clt_data = dm.get_table(
                self.clientComboBox.currentText())
            client_dict = {}  # 映射关系:客户编号->该客户对应行
            for row in clt_data:
                client_dict[row[clt_dict['客户编号']]] = row
            sht2_head, sht2 = dm.get_table(self.priceComboBox.currentText())
            price = []
            for row in sht2:
                price.append([
                    row[sht2_head['编号']], row[sht2_head['指导单价(未税)\n元/KG']],
                    row[sht2_head['备注']], row[sht2_head['出货开始时间']],
                    row[sht2_head['出货结束时间']]
                ])
            sht4_head, sht4 = dm.get_table(self.managerComboBox.currentText())
            slr_dict, slr_data = dm.get_table(
                self.aftersalesComboBox.currentText())
            places = []  # 售后员表中的地点名
            for row in slr_data:
                if row[1] != 'None':
                    places.append([row[1], row[5], row[6]])
            self.genProgressBar.setValue(10)

            # 每次增加的进度=剩余进度(90)/每个表的阶段数(3)/要生成的表数
            piece = 30 / len([
                x
                for x in [self.cmsLineEdit.text(),
                          self.asCmsLineEdit.text()] if x != ''
            ])
            if self.cmsLineEdit.text() != '':
                bs = Bonus(price)
                h1, r1, r2 = bs.calc_commission(src_dict, src_data, clt_dict,
                                                client_dict, rul_dict,
                                                rul_data, places, sht4)
                self.genProgressBar.setValue(self.genProgressBar.value() +
                                             piece)
                # 下面的h1应该是与ExcelCheck.headers["业务员提成明细"]完全相同的
                dm.create_table("业务员提成明细", self.cmsLineEdit.text(), h1)
                self.genProgressBar.setValue(self.genProgressBar.value() +
                                             piece)
                dm.insert_data(self.cmsLineEdit.text(), h1, r1)
                self.genProgressBar.setValue(self.genProgressBar.value() +
                                             piece)
                self.generateCmsSignal.emit(self.cmsLineEdit.text())
                self.cmsLineEdit.setText("")  # 清空表名
            if self.asCmsLineEdit.text() != '':
                after_sales = AfterSales(slr_dict, slr_data)
                as_header, as_content = after_sales.calc_commission(
                    src_dict, src_data, clt_dict, client_dict, calc_ratio)
                self.genProgressBar.setValue(self.genProgressBar.value() +
                                             piece)
                # 下面的as_header应该是与ExcelCheck.headers["售后员提成明细"]完全相同的
                dm.create_table("售后员提成明细", self.asCmsLineEdit.text(),
                                as_header)
                self.genProgressBar.setValue(self.genProgressBar.value() +
                                             piece)
                dm.insert_data(self.asCmsLineEdit.text(), as_header,
                               as_content)
                self.genProgressBar.setValue(self.genProgressBar.value() +
                                             piece)
                self.generateCmsSignal.emit(self.asCmsLineEdit.text())
                self.asCmsLineEdit.setText("")  # 清空表名
            self.cmsTableGenPushButton.setEnabled(True)
            self.tableManagePushButton.setEnabled(True)
            self.tableViewPushButton.setEnabled(True)
        except Exception as e:
            logging.exception(e)
            QMessageBox.warning(self, "生成出错", str(e))
Exemple #33
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 def bonus(self):
     self.setCentralWidget(Bonus(self))
     self.enableTools()
Exemple #34
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            bug = Bug(x=rand, speed=rand_speed)
            bug_army.append(bug)
            sprite_group.add(bug)
    # Створюємо не баги
    if len(bug_police) < 2:
        while len(bug_police) != 2:
            rand = random.randrange(10, 550)
            rand_speed = random.randrange(1, 5)
            notbug = NotBug(x=rand, speed=rand_speed)
            bug_police.append(notbug)
            sprite_group.add(notbug)

    if not bonus_array and int(timer.lost_time()) % 10 == 0:
            rand = random.randrange(10, 550)
            rand_speed = random.randrange(10, 11)
            bonus = Bonus(x=rand, speed=rand_speed)
            bonus_array.append(bonus)
            sprite_group.add(bonus)
    sprite_group.draw(screen)

    for b in bug_army:
        b.move(player, bug_army, suriken_move)
    for b in bug_police:
        b.move(player, bug_police, screen)
    for i in suriken_move:
        i.move(suriken_move)
    for i in bonus_array:
        i.move(player, bonus_array, timer)

    info_screen.blit(inf_font.render(u'Багов закрыто: '+str(player.bug_kill), 1, (212, 120, 49)), (10,5))
    info_screen.blit(inf_font.render(u'Время до релиза: ' + str(int(timer.lost_time())), 1, (212, 120, 49)), (190, 5))
Exemple #35
0
    def draw(self, screen):
        """
        Draw everything in game, such as panel, players, planets, bullets, bonuses, status bar.
        """

        pl = self.players[self.active_player]
        
        coord = lambda x, y: (int(x), int(y))
        scale = 1
        if self.bullet is not None and\
           not self.bullet.is_visible_near() and\
           self.bullet.is_visible_far():
            scale = 3
            coord = lambda x, y: (
                int(x / 3 + Options.Video.view_width / 3.0),
                int(y / 3 + Options.Video.height / 3.0)
            )

        for player in self.players:
            angle = -player.heading / math.pi * 180
            rotated = pygame.transform.rotozoom(
                self.images.spaceship[player.color], angle, 1.0 / scale)
            rect = rotated.get_rect()
            rect.center = coord(player.x, player.y)
            screen.blit(rotated, rect)

        for planet in self.planets:
            scaled = pygame.transform.scale(self.images.planets[planet.type], 
                (planet.rad * 2 / scale + 1, planet.rad * 2 / scale + 1))
            rect = scaled.get_rect()
            rect.center = coord(planet.x, planet.y)
            screen.blit(scaled, rect)

        if self.bonus is not None:
            b = self.bonus
            dw = b.dwh / 10
            dh = -dw
            rect = pygame.Rect(
                coord(b.x - b.rad - dw, b.y - b.rad - dh),
                ((b.rad + dw) * 2 / scale, (b.rad + dh) * 2 / scale)
            )
            # print rect
            # print b.x, b.y, b.rad, b.dwh, "->", dw, dh
            pygame.draw.ellipse(screen, Bonus.color(self.bonus.type), rect)

        if self.bullet is not None:
            bullet_color = (255, 255, 255)
            if self.bullet.bonustype is not None:
                bullet_color = Bonus.color(self.bullet.bonustype)
            pygame.draw.circle(screen, bullet_color,
                coord(self.bullet.x, self.bullet.y), 3 / scale)

        # draw panel
        pygame.draw.line(screen, (255, 255, 255),
            (Options.Video.view_width, 0),
            (Options.Video.view_width, Options.Video.height),
            2)

        # draw pretty gradient as power
        half_box = Rect(
            self.Boxes.power_box.topleft,
            (self.Boxes.power_box.width, self.Boxes.power_box.height / 2)
        )

        fill_gradient(screen, half_box, (255, 0, 0), (255, 255, 0))
        half_box.centery += self.Boxes.power_box.height / 2
        fill_gradient(screen, half_box, (255, 255, 0), (0, 255, 0))

        coeff = pl.get_rest_power_coeff()
        empty_box = Rect(
            self.Boxes.power_box.topleft,
            (self.Boxes.power_box.width, int(self.Boxes.power_box.height * coeff))
        )

        pygame.draw.rect(screen, (0, 0, 0), empty_box)

        pygame.draw.rect(screen, (255, 255, 255),
            self.Boxes.power_box, 1)

        pygame.draw.rect(screen, (255, 0, 64),
            self.Boxes.fire_button_box, 1)
        
        if pl.bonustype is not None:
            pygame.draw.rect(screen, Bonus.color(pl.bonustype),
                self.Boxes.extra_button_box, 1)

            circle_rad = int(self.Boxes.extra_button_box.width * 0.5 * 0.8)
            pygame.draw.circle(screen, Bonus.color(pl.bonustype),
                self.Boxes.extra_button_box.center, circle_rad)

        # draw scores
        red_score = "Red score: %d" % self.players[0].score
        blue_score = "Blue score: %d" % self.players[1].score

        width, height = self.font_score.size(red_score)
        label = self.font_score.render(red_score, True, (192, 0, 0))
        label_rect = pygame.Rect(5, 5, width, height)
        screen.blit(label, label_rect)

        width, height = self.font_score.size(blue_score)
        label = self.font_score.render(blue_score, True, (0, 0, 192))
        label_rect.width, label_rect.height = width, height
        label_rect.right = Options.Video.view_width - 5
        screen.blit(label, label_rect)

        if self.bullet is not None:
            timeout = "Timeout: %d" % (self.bullet.ttl / 5)
            label_rect.width, label_rect.height = self.font_ttl.size(timeout)
            label_rect.centerx = Options.Video.view_width / 2
            label_rect.top = 12
            label = self.font_ttl.render(timeout, True, (220, 220, 220))
            screen.blit(label, label_rect)