def start(self): self.hud = loading.Loading(my.ENGINE.screen) self.map = map.Map(self.width, self.height, self.seed) self.map.generate() self.hud.setStatus('Carregando entidades...', 80) spawnX = randint(50, self.width - 50) self.player = entities.Player(self, self.playerConfigurations[0], tank.TankDefault(), (spawnX, self.map.getMaxHeight(spawnX))) self.entities = camera.CameraAwareLayeredUpdates( self.player, pygame.Rect(0, 0, self.width, self.height)) self.entities.add( self.map ) # Adicionando o mapa em entidades para poder ser scrollado for i in range(0, self.enemiesCount): x = randint(50, self.width - 50) self.entities.add( entities.Enemy(self, tank.TankDefault(), (x, self.map.getMaxHeight(x)))) self.hud.setStatus('Carregando interface...', 99) self.hud = hud.Hud(self, my.ENGINE.screen) my.ENGINE.interface = self.hud self.turncontroller = turn.TurnController(self) self.turncontroller.start() self.wind = wind.Wind(self) self.running = True
def place_entity_intent(self): if self.mouse_in_grid: self.object_to_place = None position_adjust = (self.current_cell[0] + 0.5, self.current_cell[1] + 0.5) if not self.right_click_behaviour: if self.verticalButtonIndex == 0: self.object_to_place = entities.Player(position_adjust) if self.verticalButtonIndex == 1: self.object_to_place = entities.Monster(position_adjust) if self.verticalButtonIndex == 4: self.object_to_place = entities.Collectible( position_adjust) if self.verticalButtonIndex == 5: self.object_to_place = entities.Key(position_adjust) if self.verticalButtonIndex == 6: self.object_to_place = entities.Gate(position_adjust) if self.verticalButtonIndex == 2: self.object_to_place = entities.Node(position_adjust) if self.verticalButtonIndex == 3: self.place_wall_intent() return if self.object_to_place is not None: if issubclass(type(self.object_to_place), entities.SpriteEntity): for entity in levelData.Level.currentMap.grid_entities: if self.current_cell == (int(entity.px), int(entity.py)): return if issubclass(type(self.object_to_place), entities.Enemy): for node in levelData.Level.currentMap.node_entities: if self.current_cell == (int(node.px), int(node.py)): self.object_to_place.patrolPoint = node break levelData.Level.currentMap.grid_entities.append( self.object_to_place) if issubclass(type(self.object_to_place), entities.Node): for node in levelData.Level.currentMap.node_entities: if self.current_cell == (int(node.px), int(node.py)): return levelData.Level.currentMap.node_entities.append( self.object_to_place) else: self.remove_entity_intent()
async def connect(sid, environ): # board_lock.acquire() query = urllib.parse.parse_qs(environ['QUERY_STRING']) # print("connect ", sid, query) name = query['name'][0] if name not in players: players[name] = entities.Player(name, [sid]) await assign_castle(name) await broadcast_message('new_player', name) await broadcast_message('player_cash_changed', [name, players[name].cash]) else: players[name].sids.append(sid) await send_world_to_player(sid)
def create_entity_dict(): """ create dictionary of entities :return: dictionary of entities """ player = entities.Player() enemies = [] x_cord = -200 y_cord = 200 for i in range(24): enemies.append(entities.Enemy(x_cord, y_cord)) x_cord += 75 if x_cord > 200: x_cord = -200 y_cord -= 50 return {'player': player, 'enemies': enemies}
def reset(): global player_ship, game_objects, event_stack_size, animations_buffer while event_stack_size > 0: window.pop_handlers() event_stack_size -= 1 player_ship = entities.Player() game_objects = [player_ship] animations_buffer = [] entities.load_asteroids(game_objects, 400) for handler in player_ship.event_handlers: window.push_handlers(handler) event_stack_size += 1
def __init__(self): print("world.__init__()") World.singleton = self self.entity_list = [] self.player = entities.Player() self.ai_manager = AI_Manager() self.cell_manager = cell.CellManager() self.entity_manager = entity.EntityManager() self.event_manager = events.EventManager() self.dialogue_manager = dialogue.DialogueManager() ### Time and date self.world_time = 0.0 self.world_time_scale = 0.05 self.date = datetime.date(2050, 1, 1) # Y, M, D ### Weather: self.current_weather = None self.last_weather = None ### Light self.light_sources = None self.outside_lighting_ctrl = 'outdoor_sun_shadow' self.sky_dome = 'sky_dome' self.atmosphere_ctrl = 'skybox' #'atmosphere_time' ### self.gravity = Vector([0, 0, -15.0]) bge.logic.setGravity([0, 0, 0]) self.world_effects = { 'mist color': [0.0, 0.0, 0.0], 'tint': [0.0, 0.0, 0.0] } self.gamestate = 'loading' self.suspended = False self.KX_player = False
def __init__(self): """ Default constructor, should only be ran once as the level will in the future be able to be given """ # Initialize the player self.player = entities.Player() # Initialize the map self.map = map.Map() self.map.load_mapfile("data/map/frens.map") # Initialize the camera self.CAMERA_RIGHT = 1280 * 0.75 self.CAMERA_LEFT = 1280 * 0.25 self.CAMERA_TOP = 720 * 0.25 self.CAMERA_BOT = 720 * 0.75 self.camera_x = 0 self.camera_y = 0 # Set camera position based on player spawn in map self.spawn_player_at_tile(self.map.player_spawn)