Exemple #1
0
    def __init__(self, spawn_x, spawn_y, sign=None, w=1.0):
        self.waddle_dee_size = 32
        self.waddle_dee_rect = pygame.Rect(spawn_x, spawn_y, self.waddle_dee_size, self.waddle_dee_size)

        Enemy.__init__(self, self.waddle_dee_rect, sign, w)
        if self.stats.speed > 1:
            self.base_speed = self.stats.speed
Exemple #2
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def spawn_enemy(settings, screen, enemies, images, id):
    """Spawn one enemy."""
    enemy = Enemy(settings, screen, images, id)
    enemy.x = settings.screen_width
    enemy.y = random.randint(0, settings.screen_height - enemy.rect.height)
    enemy.rect.x = enemy.x
    enemy.rect.y = enemy.y
    enemies.add(enemy)
Exemple #3
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def battle(player, ai_level):
    clear_screen()
    print("Prepare for battle!")
    enemy = Enemy(ai_level)
    check = False
    player_is_blocking = False
    result = None
    while not check:
        clear_screen()
        print(f'You are fighting a level {ai_level} enemy, it\'s remaining health is {enemy.hp}, your remaining health is {player.current_hp}hp!\n')
        print('-'*40)
        print("Options:")
        print("  1: Attack!")
        print("  2: Block")
        print("  3: Run!")
        option = option_selector(3)
        if option == 1:
            otpt = enemy.calculate_damage(player.attack_damage)
            print(f'You did {otpt["damage"]} damage! Your enemy is now at {otpt["hp"]}hp!')
        elif option == 2:
            player_is_blocking = True
        elif option == 3:
            print("You run away.. coward.")
            check = True
            result = "run"
        print('-'*20)

        if enemy.hp <= 0:
            check = True
            player.coins += ai_level*100
            player.xp += ai_level*10 + random.randint(1,50)
            player.current_hp = player.max_hp
            result = "won"
        else:
            otpt = player.calculate_damage(enemy.attack_damage, player_is_blocking)

        if player.current_hp <= 0:
            check=True
            player.current_hp = player.max_hp
            result = "loss"

    clear_screen()
    if result == "won":
        print("You won the battle!")
        player.wins += 1
    elif result == "loss":
        print("You lost the battle..")
        player.losses += 1
    elif result == "run":
        print("You ran away from battle!")
        player.losses += 1
    input("Press enter to continue...")

    return ["menu_request:main_menu", player]
    def __init__(self):
        self.middle_rects = self.create_middle_rects(5, 15)

        # Initialize entities
        self.player = Player(20, 20, 100, PLAYER_COLOR)
        self.enemy = Enemy(SCREEN_WIDTH - 20 - 20, 20, 100, ENEMY_COLOR)
        self.ball = Ball(12, 600)

        # Initialize fonts
        self.score_font = pygame.font.Font("8bit.ttf", SCORE_SIZE)
        self.player_score_label = self.score_font.render(
            str(self.player.score), True, SCORE_COLOR)
        self.enemy_score_label = self.score_font.render(
            str(self.enemy.score), True, SCORE_COLOR)
Exemple #5
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def cinq(screen):
    murs = []
    #ca marche pas psk y'a pas de mur sur les coyté jcrois
    for y in range(160, 288, 32):
        x = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(160, 288, 32):
        x = 448
        if y != 224:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)
    for x in range(0, 128, 32):
        y = 128
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(32, 456, 32):
        y = 160
        if x != 32 and x != 64:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)
    for x in range(0, 456, 32):
        y = 288
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    murs.append(Mur(screen, 128, 256, "pierre"))
    murs.append(Mur(screen, 128, 224, "pierre"))

    murs.append(Mur(screen, 256, 192, "pierre"))
    murs.append(Mur(screen, 256, 224, "pierre"))

    murs.append(Mur(screen, 384, 256, "pierre"))
    murs.append(Mur(screen, 384, 224, "pierre"))
    enemies = [
        Enemy(screen, 128, 192, 2, 1),
        Enemy(screen, 256, 256, 2, 1),
        Enemy(screen, 384, 192, 2, 3)
    ]
    potions = [
        Potion(screen, 416, 224, "heal"),
        Potion(screen, 416, 256, "heal")
    ]
    portes = [Porte(screen, 448, 224)]
    eaus = []

    return murs, enemies, potions, portes, eaus
Exemple #6
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def classic(screen):
    murs = []
    for x in range(0, 480, 32):
        y = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 448
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 448
        if y != 224:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)

    enemies = [
        Enemy(screen, 64, 64, 1, 1),
        Enemy(screen, 160, 64, 1, 2),
        Enemy(screen, 256, 64, 1, 3),
        Enemy(screen, 352, 64, 3, 1),
    ]

    potions = [
        Potion(screen, 64, 384, "heal"),
        Potion(screen, 160, 384, "xp"),
        Potion(screen, 256, 384, "atk"),
    ]

    portes = [Porte(screen, 448, 224)]

    eaus = []

    return murs, enemies, potions, portes, eaus
Exemple #7
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def add_enemies():
    n = randint(3, 7)
    dx = rand_dx()
    r = 15
    x_0 = rand_x(n, r, dx)
    y = rand_y()
    enemies = []

    for i in range(n):
        x = x_0 + (r * n - r * i) * dx
        enemy = Enemy(x, y, r - i, 0, dx)
        enemies.append(enemy)
    squadron.append(enemies)
Exemple #8
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    def play_level(self):
        self._init_groups()
        self.entities.add(self.player)

        level = self.level_manager.get_level()

        # Set up stats text
        x_offset = self.game_width + 10
        y_offset = 10

        self.level_text = LevelText(self, x_offset, y_offset, level.name)
        y_offset += self.level_text.rect.height + 30

        self.stat_header = StatsHeaderText(self, x_offset, y_offset)
        y_offset += self.stat_header.rect.height + 10
        
        self.stat_text_health = StatsHealthText(self, x_offset, y_offset)
        y_offset += self.stat_text_health.rect.height + 10

        self.stat_text_dmg = StatsDamageText(self, x_offset, y_offset)
        

        level_grid = level.load()

        # Set up the background tiles
        background_tile = self.load_image('BlueTileFloor.png')
        self.background = pg.Surface(self.screen_rect.size)
        for x in range(0, self.game_width, self.tile_size):
            for y in range(0, self.game_height, self.tile_size):
                grid_x = int(x / self.tile_size)
                grid_y = int(y / self.tile_size)

                if level_grid[grid_y][grid_x] == 'W':
                    Wall(self, x, y)
                elif level_grid[grid_y][grid_x] == 'E':
                    Enemy(self, x, y)
                elif level_grid[grid_y][grid_x] == 'P':
                    # todo: change the player around so that we can initialize it with a position
                    self.player.rect.x = x
                    self.player.rect.y = y
                elif level_grid[grid_y][grid_x] == 'C':
                    Collectable(self, x, y)
                
                self.background.blit(background_tile, (x, y))

        self.window.blit(self.background, (0, 0))
        self.window.blit(self.sidebar_surface, (self.game_width, 0))
        pg.display.flip()

        self.state = GameState.PLAYING
Exemple #9
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 def __init__(self, data, sprites):
     # Localização inicial do jogador
     self.spawn = data["player"]
     # Tiles do mapa
     self.map = data["map"]
     self.width, self.height = len(data["map"][0]), len(data["map"])
     self.tex = 64
     # Cores
     self.color = tuple(data["colors"]["floor"]), data["colors"]["ceil"]
     self.dark = data["colors"]["dark"]
     # Música de fundo
     self.music = data["music"]
     # Inimigos e itens
     self.entities = [
         Enemy(pos, sprites[enemy], enemy == "boss")
         for enemy, pos in data["enemies"]
     ] + [
         Item(pos, sprites["items"].sprites[item], item)
         for item, pos in data["items"]
     ]
Exemple #10
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def six(screen):
    murs = []
    for x in range(0, 480, 32):
        y = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 448
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 448
        if y != 224:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)

    enemies = [
        Enemy(screen, 256, 192, 1, 5),
        Enemy(screen, 288, 192, 1, 6),
        Enemy(screen, 256, 224, 1, 7),
        Enemy(screen, 288, 224, 1, 8),
        Enemy(screen, 416, 224, 1, 9),
        Enemy(screen, 416, 256, 1, 9),
        Enemy(screen, 416, 192, 1, 9)
    ]

    potions = [
        Potion(screen, 256, 192, "atkboss"),
        Potion(screen, 288, 192, "atkboss"),
        Potion(screen, 256, 224, "atkboss"),
        Potion(screen, 288, 224, "atkboss")
    ]
    portes = [Porte(screen, 448, 224)]
    eaus = []

    return murs, enemies, potions, portes, eaus
Exemple #11
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def survival_mode():
    if player.health < 5:
        player.health = 5
    player.enemy_list = []
    player.bullet_list = []

    kills = 0

    player.rect[1] = 73
    player.rect[0] = 10

    font = pygame.font.Font("DotGothic16-Regular.ttf", 10)

    while True:
        p_kills = str(kills)
        t = "KILLS: " + p_kills

        text = font.render(t, True, (0, 190, 145))

        if player.health > 0:
            display.fill((0, 29, 42))

            display.blit(bg, (-30, 0))
            display.blit(text, (200, 0))

            display.blit(player.img, (player.rect[0], player.rect[1]))
            player.move()
            player.check_boundaries(display)
            for i in range(player.health):
                display.blit(heart_img, (i * heart_img.get_width() * 1.25, 15))

            for bul in player.bullet_list:
                display.blit(bul.img, (bul.rect[0], bul.rect[1]))
                bul.move(player, display)
                for enemy in player.enemy_list:
                    if bul.rect.colliderect(enemy.rect):
                        player.enemy_list.remove(enemy)
                        kills += 1

            if len(player.enemy_list) <= 9:
                player.enemy_list.append(
                    Enemy(
                        enemy1_img1, 1, display.get_width(),
                        randint(
                            20,
                            display.get_height() - enemy1_img1.get_height()),
                        1200))
            else:
                player.enemy_list.remove(player.enemy_list[-1])

            for enemy in player.enemy_list:
                display.blit(enemy.img, (enemy.rect[0], enemy.rect[1]))
                enemy.move(player)
                enemy.shoot()
                for bul in enemy.bullet_list:
                    display.blit(bul.img, (bul.rect[0], bul.rect[1]))
                    bul.move(enemy)
                    if bul.rect.colliderect(player.rect):
                        player.health -= 1
                        if len(enemy.bullet_list) > 0:
                            enemy.bullet_list.remove(bul)

            ## Checks for input
            for e in pygame.event.get():
                if e.type == QUIT:
                    pygame.quit()
                    sys.exit()
                if e.type == KEYDOWN:
                    if e.key == K_ESCAPE:
                        main_menu()
                    if e.key == K_RIGHT:
                        player.movement[0] += player.speed
                    if e.key == K_LEFT:
                        player.movement[0] -= player.speed
                    if e.key == K_UP:
                        player.movement[1] -= player.speed
                    if e.key == K_DOWN:
                        player.movement[1] += player.speed
                    if e.key == K_SPACE:
                        player.bullet_list.append(
                            Bullet(
                                p_bullet, 10,
                                player.rect[0] + player.img.get_width() + 1,
                                player.rect[1] + player.img.get_height() / 2 -
                                4))
                if e.type == KEYUP:
                    if e.key == K_RIGHT:
                        player.movement[0] = 0
                    if e.key == K_LEFT:
                        player.movement[0] = 0
                    if e.key == K_UP:
                        player.movement[1] = 0
                    if e.key == K_DOWN:
                        player.movement[1] = 0

            screen.blit(pygame.transform.scale(display, WIN), (0, 0))
            pygame.display.update()
            clock.tick(FPS)

        else:
            death_screen()
Exemple #12
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def tutorial():
    ## Sets the font
    font = pygame.font.Font("DotGothic16-Regular.ttf", 10)

    ## Tutorial messages
    t1 = "Use the arrow keys to move around!"
    t2 = "Use space to shoot!"
    t3 = "Kill enemies to get points!"

    ## Makes the text able to be rendered
    text1 = font.render(t1, True, (0, 190, 145))
    text2 = font.render(t2, True, (0, 190, 145))
    text3 = font.render(t3, True, (0, 190, 145))

    ## Sets sone player values for tutorial only
    player.rect[0] = 10
    player.rect[1] = 73
    player.max_bullets = 1
    player.enemy_list.append(
        Enemy(enemy1_img1, 1, display.get_width(),
              randint(20,
                      display.get_height() - enemy1_img1.get_height()), 600))

    ## Checks how far player is in tutorial
    milestones = 0
    wait_timer = 250

    ## Loop
    while True:
        ## Fills/Clears screen
        display.fill((0, 29, 42))

        ## Displays background image
        display.blit(bg, (-30, 0))

        ## Sees how far the player is in the tutorial/Displays tutorial messages
        if milestones == 0:
            display.blit(text1, (35, 0))
        if milestones == 1:
            display.blit(text2, (75, 0))
        if milestones == 2:
            display.blit(text3, (35, 0))
        if milestones == 3:
            wait_timer -= 1
        if wait_timer <= 0:
            main_menu()

        ## Render sprites
        # Renders player
        display.blit(player.img, (player.rect[0], player.rect[1]))
        # Renders ammo images
        for i in range(player.max_bullets):
            display.blit(bullet_counter_img,
                         (i * bullet_counter_img.get_width() * 1.25, 0))
        # Renders player health
        for i in range(player.health):
            display.blit(heart_img, (i * heart_img.get_width() * 1.25, 15))
        # Renders player bullet images
        for bul in player.bullet_list:
            display.blit(bul.img, (bul.rect[0], bul.rect[1]))
            # Moves the bullets
            bul.move(player, display)
            for enemy in player.enemy_list:
                if bul.rect.colliderect(enemy.rect):
                    player.enemy_list.remove(enemy)
                    if milestones == 2:
                        milestones += 1
        # Moves the player/Checks to make sure the player isn't out of bounds
        player.move()
        player.check_boundaries(display)
        # Renders enemy
        if milestones >= 2:
            for enemy in player.enemy_list:
                display.blit(enemy.img, (enemy.rect[0], enemy.rect[1]))
                # Moves enemy
                enemy.move(player)

        ## Checks for input
        for e in pygame.event.get():
            if e.type == QUIT:
                pygame.quit()
                sys.exit()
            if e.type == KEYDOWN:
                if e.key == K_ESCAPE:
                    main_menu()
                if e.key == K_RIGHT:
                    player.movement[0] += player.speed
                    if milestones == 0:
                        milestones += 1
                if e.key == K_LEFT:
                    player.movement[0] -= player.speed
                    if milestones == 0:
                        milestones += 1
                if e.key == K_UP:
                    player.movement[1] -= player.speed
                    if milestones == 0:
                        milestones += 1
                if e.key == K_DOWN:
                    player.movement[1] += player.speed
                    if milestones == 0:
                        milestones += 1
                if e.key == K_SPACE:
                    player.bullet_list.append(
                        Bullet(
                            p_bullet, 10,
                            player.rect[0] + player.img.get_width() + 1,
                            player.rect[1] + player.img.get_height() / 2 - 4))
                    if milestones == 1:
                        milestones += 1
            if e.type == KEYUP:
                if e.key == K_RIGHT:
                    player.movement[0] = 0
                if e.key == K_LEFT:
                    player.movement[0] = 0
                if e.key == K_UP:
                    player.movement[1] = 0
                if e.key == K_DOWN:
                    player.movement[1] = 0

        ## Updates the screen
        screen.blit(pygame.transform.scale(display, WIN), (0, 0))
        pygame.display.update()
        clock.tick(FPS)
class PingPong:
    def __init__(self):
        self.middle_rects = self.create_middle_rects(5, 15)

        # Initialize entities
        self.player = Player(20, 20, 100, PLAYER_COLOR)
        self.enemy = Enemy(SCREEN_WIDTH - 20 - 20, 20, 100, ENEMY_COLOR)
        self.ball = Ball(12, 600)

        # Initialize fonts
        self.score_font = pygame.font.Font("8bit.ttf", SCORE_SIZE)
        self.player_score_label = self.score_font.render(
            str(self.player.score), True, SCORE_COLOR)
        self.enemy_score_label = self.score_font.render(
            str(self.enemy.score), True, SCORE_COLOR)

    def update(self, delta):
        # Update entities
        self.player.update(delta)
        self.enemy.update(delta)
        self.ball.update(delta)

        # Check if the ball collides with one of both paddles
        ball_collides_player = (self.ball.rect.colliderect(self.player.rect)
                                and self.ball.velocity.x < 0)
        ball_collides_enemy = (self.ball.rect.colliderect(self.enemy.rect)
                               and self.ball.velocity.x > 0)

        if ball_collides_player:
            self.ball.rect.x = self.player.rect.topright[0]

            # Clamp the value between 0 and player's height
            hit_relative_y = max(
                0,
                min(self.ball.rect.topleft[1] - self.player.rect.topright[1],
                    self.player.rect.height))

            self.ball.change_angle(hit_relative_y, self.player.rect.height)
            self.enemy.calculate_next_position(self.ball)
        elif ball_collides_enemy:
            self.ball.rect.x = self.enemy.rect.x - self.ball.radius * 2

            self.ball.velocity.x *= -1
            self.ball.predicted_y = -1

        # Increase score and update the label
        if self.ball.rect.topleft[0] <= 0:
            self.player.score += 1
            self.player_score_label = self.score_font.render(
                str(self.player.score), True, SCORE_COLOR)

            self.ball.reset()
        elif self.ball.rect.topright[0] >= SCREEN_WIDTH:
            self.enemy.score += 1
            self.enemy_score_label = self.score_font.render(
                str(self.enemy.score), True, SCORE_COLOR)

    def render(self, screen):
        # Render scores
        self.render_scores(screen)
        self.render_middle_rects(screen)

        # Render entities
        self.player.render(screen)
        self.enemy.render(screen)
        self.ball.render(screen)

    """ Returns an array of the rects that appear in the middle of the screen """

    def create_middle_rects(self, width, number):
        rects = []
        height = SCREEN_HEIGHT / number / 2

        for i in range(number):
            y = i * height * 2 + height / 2
            rect = pygame.Rect((SCREEN_WIDTH - width) / 2, y, width, height)
            rects.append(rect)

        return rects

    def render_middle_rects(self, screen):
        for rect in self.middle_rects:
            pygame.draw.rect(screen, MIDDLE_RECTS_COLOR, rect)

    def render_scores(self, screen):
        screen.blit(self.player_score_label, PLAYER_SCORE_POSITION)
        screen.blit(self.enemy_score_label, ENEMY_SCORE_POSITION)
Exemple #14
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running = True
fps = 30

window = Window(600, 300)
base = Base(window)
player1 = Player(window)

font = pygame.font.SysFont(None, 30)

clock = pygame.time.Clock()

for count in range(10):
    color = (randint(0, 255), randint(0, 255), randint(0, 255))
    random_size = (randint(25, 100), 25)
    enemy = Enemy(window, color, random_size)
    rects.append(enemy)

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP and player1.yc != 10 and enemy.x != player1.x + player1.width:
                player1.move()

    # Determines if Player has collided with the base, if true, then the player stays on it
    if player1.y == player1.jump_threshold:
        player1.yc = 10
    elif player1.yc == 10 and player1.y + player1.height == base.y:
        player1.yc = 0
Exemple #15
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def recv(usersChan):
    global coop, gameOver,murs,potions,portes,eaus,enemies
    while True:
        if gameOver == True:
            print("gameOver")
            exit()
            return



        try:
            data = usersChan.recv_pyobj(flags=zmq.NOBLOCK)

            if data["changement"]:
                user.pos = data["coop"]["pos"]
                murs, potions= [], []
                portes = []
                eaus = []
                enemies = []


                for mur in data["murs"]:
                    murs.append(Mur(screen,*mur["pos"],mur["genre"]))

                for potion in data["potions"]:
                    potions.append(Potion(screen,*potion["pos"],potion["type"]))

                for porte in data["portes"]:
                    portes.append(Porte(screen,*porte["pos"]))

                for eau in data["eaus"]:
                    eaus.append(Eau(screen,*eau["pos"]))

                for enemy in data["enemies"]:
                    enemies.append(Enemy(screen,*enemy["pos"],enemy["level"],enemy["type"]))

            coop.pos = data["user"]["pos"]
            coop.vie = data["user"]["vie"]
            coop.attaque = data["user"]["attaque"]
            coop.defense = data["user"]["defense"]
            coop.level = data["user"]["level"]
            coop.xp= data["user"]["xp"]
            ### Supprimer objets qui ne sont pas en communs entre 2 listes python
            for potion in potions:
                ok = False
                for p in data["potions"]:
                    if potion.pos == p["pos"]:
                        ok = True
                if ok == False:
                    potions.remove(potion)

            for enemy in enemies:
                ok = False
                for e in data["enemies"]:
                    if enemy.pos == e["pos"]:
                        enemy.vie = e["vie"]
                        ok = True
                if ok == False:
                    enemies.remove(enemy)


            refresh()
        except zmq.ZMQError as err:
            pass
Exemple #16
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	def addEnemy(self, dt):
		enemy = Enemy(50, 50, resources.enemySprite, self.mainbatch)
		enemy.initialize(self.bpm)
		self.entities.append(enemy)
		clock.schedule_once(self.addEnemy, 60.0 / self.bpm)
		self.bpm += 1.0
Exemple #17
0
]

# sprite groups
all_sprites = pygame.sprite.Group()
obstacles = pygame.sprite.Group()
enemies = pygame.sprite.Group()

# create obstacles
for pos in obs:
    o = Obstacle(pos)
    all_sprites.add(o)
    obstacles.add(o)

# create enemies
for pos in ens:
    e = Enemy(pos, ENEMY_SPEED)
    all_sprites.add(e)
    enemies.add(e)


def play(play_id, level):
    "Function for actual gameplay"

    global cont
    start_time = pygame.time.get_ticks()
    # reset crossed attribute of obstacles and enemies
    for ent in (enemies.sprites() + obstacles.sprites()):
        ent.crossed[play_id] = False
    running = True
    points = 0
    completed[play_id] = 0
Exemple #18
0
    def __init__(self, tilemap, **kwargs):
        super(TileMapWidget, self).__init__(**kwargs)
        self.jobs = []
        self.space = Space()
        self.space.gravity = (0.0, 0.0)
        self.objects = []
        self.in_battle = False
        self.entities = []
        self.player_characters = []
        self.player_flags = [
            'testing'
        ]  # eventually this will be in DB for progress_flags
        self.enemy_characters = []
        self.event_in_progress = None
        self.last_focus = None
        self.current_battler = None
        self.current_character = None
        self.battle_entities = list()
        self.spent_battlers = set()
        self.focus_target = None
        self.map = tilemap
        tilemap.load(Window.size)
        self.size = (float(self.map.px_width), float(self.map.px_height))
        self.layer_widgets = {}

        # for layer in self.map.layers:
        #     layer_widget = Widget()
        #     with layer_widget.canvas:
        #         if hasattr(layer, 'color') and layer.color:
        #             c = get_color_from_hex(layer.color)
        #             c[-1] = .2
        #             Color(*c)
        #         else:
        #             Color(1, 1, 1, 1)
        #         if not layer.visible:
        #             continue
        #         for cell in layer:
        #             if cell is None:
        #                 continue
        #             x = cell.px
        #             # OpenGL vs. TMX, y is reversed
        #             y = cell.py
        #             # Rectangle(pos=(x, y), size=[32, 32])
        #             # Color(rgba=[1, 0, 0, .5])
        #             if cell.tile:
        #                 texture = cell.tile.texture
        #                 size = cell.px_width, cell.px_height
        #                 Rectangle(pos=(x, y), texture=texture, size=size, allow_stretch=True)
        #             else:
        #                 Rectangle(pos=(cell.px, cell.py), size=(cell.width, cell.height))
        #     self.add_widget(layer_widget)
        #     self.layer_widgets.update({layer.name: layer_widget})

        for layer in self.map.layers:
            image = os.path.join(
                MAP_PATH,
                str(self.map.file_name).split('.')[0] + '_' + layer.name +
                '.png')
            print('Layer Image File at?', image)
            layer_widget = MapLayer(source=image)

            if exists(image):
                self.add_widget(layer_widget)
            self.layer_widgets.update({layer.name: layer_widget})

        # for c in self.map.fog_of_war:
        #     # print('cell', c)
        #     cell = self.map.layers.by_name['below'].cells[c]
        #     shape = CellPoly(cell)
        #     shape.sensor, shape.collision_type = True, 1020
        #     self.space.add(shape)
        #     self.canvas.add(Rectangle(pos=(cell.px, cell.py), size=(cell.px_width, cell.px_width)))
        #     self.canvas.add(shape.color)
        #     # just being more explicit with this condition, because data existing equates to True too.
        #     if self.map.fog_of_war[c] != True:
        #         # print('not true!', c)
        #         shape.color.rgba = [0, 0, 0, .2]

        primary = None
        for floor_data in App.get_running_app().db.query(MapObject).filter(
                MapObject.map_id == self.map.id,
                MapObject.type == 'floor_entity').all():
            entity_widget = FloorEntity(floor_data, self, self.map,
                                        **floor_data.properties)
            self.space.add(entity_widget.body, entity_widget.shape)

        for enemy_data in App.get_running_app().db.query(MapObject).filter(
                MapObject.map_id == self.map.id,
                MapObject.type == 'enemy').all():
            entity_widget = Enemy(enemy_data, self, self.map,
                                  **enemy_data.properties)
            self.entities.append(entity_widget)
            self.enemy_characters.append(entity_widget)

        for npc_data in App.get_running_app().db.query(MapObject).filter(
                MapObject.map_id == self.map.id,
                MapObject.type == 'npc').all():
            entity_widget = NPC(npc_data, self, self.map,
                                **npc_data.properties)
            self.entities.append(entity_widget)

        for player_data in App.get_running_app().db.query(MapObject).filter(
                MapObject.map_id == self.map.id,
                MapObject.type == 'player').all():
            entity_widget = Player(player_data, self, self.map,
                                   **player_data.properties)
            self.entities.append(entity_widget)
            self.player_characters.append(entity_widget)
            if player_data.properties.get('primary'):
                print('found primary')
                primary = entity_widget

        if primary is not None:
            self.current_character = primary
        elif self.player_characters:
            self.current_character = self.player_characters[0]
        self.focus_target = self.current_character
        self.current_character.state = IdleReadyState(self.current_character)
        print(self.current_character, self.current_character.state)

        for entity in self.entities:
            entity.opacity = 1
            self.space.add(entity.shape, entity.detector)
            self.layer_widgets['sprite_layer'].add_widget(entity)

        for player in self.player_characters:
            player.opacity = 1
            self.space.add(player.interactor)

        print('we have {} entities'.format(len(self.entities)))
        self.layer_widgets['sprite_layer'].bind(
            on_touch_down=self.handle_touch)
        self.switch_to_real_time_state()
        self.space.add_collision_handler(16, 105, self.aggro_collide, None,
                                         None, None)
        # self.space.add_collision_handler(105, 216,
        # lambda s, v: self.set_visible(s, v, True), None, None, lambda s, v: self.set_visible(s, v, False))
        # self.space.add_collision_handler(14, 216,
        # lambda s, v: self.set_visible(s, v, True), None, None, lambda s, v: self.set_visible(s, v, False))
        # self.space.add_collision_handler(216, 1020,
        # lambda s, v: self.clear_fog(s, v), None, None, lambda s, v: self.exit_fog(s, v))
        self.space.add_collision_handler(116, 14, self.add_object, None, None,
                                         self.remove_object)
        self.space.add_collision_handler(16, 6, self.add_collidable, None,
                                         None, self.remove_collidable)
Exemple #19
0
 def All():
     return [
         [  ### Wave 1
             1,  #timer
             [  # items
                 items.spore,
                 items.spore,
             ],
             [
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter)
             ]  # enemies
         ],
         [  ### Wave 2
             25,  #timer
             [  # items
                 items.spore,
                 items.spore,
                 items.spore,
             ],
             [
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
             ]  # enemies
         ],
         [  ### Wave 3
             60,  #timer
             [  # items
                 items.spore,
                 items.spore,
                 items.spore,
                 items.spore,
             ],
             [
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
             ]  # enemies
         ],
         [  ### Wave 4
             75,  #timer
             [  # items
                 items.spore,
                 items.spore,
                 items.spore,
                 items.spore,
                 items.spore,
             ],
             [
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
             ]  # enemies
         ],
         [  ### Wave 5
             100,  #timer
             [  # items
                 items.spore,
                 items.spore,
                 items.spore,
                 items.spore,
                 items.spore,
                 items.spore,
             ],
             [
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*nodeHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*shroomHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
                 Enemy(*playerHunter),
             ]  # enemies
         ]
     ]
Exemple #20
0
def main():
    """ Main Program """
    pygame.init()
    # # Set the height and width of the screen
    size = [constants.SCREEN_WIDTH, constants.SCREEN_HEIGHT]
    # # Set display screen
    screen = pygame.display.set_mode(size)
    pygame.display.set_caption("Game")
    # # Create world
    world = World()
    sprite_group = pygame.sprite.Group()
    sprite_group_2 = pygame.sprite.Group()
    # # Create the player
    player = Player()
    enemy = Enemy()
    # # Create Walls
    wall = Wall(500, 400, 100, 100)
    wall2 = Wall(100, 100, 50, 50)
    # # Group
    sprite_group.add(wall)
    sprite_group.add(wall2)
    sprite_group_2.add(enemy)
    player.walls = sprite_group
    player.enemies = sprite_group_2
    # Loop until the user clicks the close button.
    done = False
    # # Get keys
    pressed_right = None
    pressed_left = None
    pressed_up = None
    pressed_down = None
    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()
    # -------- Main Program Loop -----------
    while not done:
        for event in pygame.event.get():  # User did something
            if event.type == pygame.QUIT:  # If user clicked close
                done = True  # Flag that we are done so we exit this loop
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    done = True
                elif event.key == pygame.K_RIGHT:
                    pressed_right = True
                elif event.key == pygame.K_LEFT:
                    pressed_left = True
                elif event.key == pygame.K_UP:
                    pressed_up = True
                elif event.key == pygame.K_DOWN:
                    pressed_down = True

            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    pressed_right = False
                elif event.key == pygame.K_LEFT:
                    pressed_left = False
                elif event.key == pygame.K_UP:
                    pressed_up = False
                elif event.key == pygame.K_DOWN:
                    pressed_down = False

        player.update(pressed_right, pressed_left, pressed_up, pressed_down)
        # # Go ahead and update the screen with what we've drawn.
        world.world_shift(player.rect.x, player.rect.y)

        screen.fill(constants.WHITE)
        screen.blit(world.image, world.rect)
        sprite_group.draw(screen)
        screen.blit(player.image, player.rect)
        pygame.draw.rect(screen, constants.GREEN, (10, 10, 60, 10))

        enemy.move_enemy(player.rect.x, player.rect.y)
        # screen.blit(enemy.image, enemy.rect)
        sprite_group_2.draw(screen)
        pygame.display.flip()
        # Limit to 60 frames per second
        clock.tick(60)
    # Be IDLE friendly. If you forget this line, the program will 'hang'
    # on exit.
    pygame.quit()
Exemple #21
0
def troix(screen):
    murs = []
    for x in range(0, 480, 32):
        y = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 416
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 32
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 384
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 64
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 448
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 448
        if y != 224:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)

    for y in range(96, 384, 32):
        x = 288
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)
    for y in range(96, 384, 32):
        x = 320
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)
    for y in range(96, 384, 32):
        x = 256
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)

    enemies = []
    for y in range(96, 384, 32):
        x = 224
        nmy = Enemy(screen, x, y, 1, 4)
        enemies.append(nmy)

    potions = [
        Potion(screen, 384, 192, "heal"),
        Potion(screen, 384, 256, "heal")
    ]

    portes = [Porte(screen, 448, 224)]
    eaus = []

    return murs, enemies, potions, portes, eaus
Exemple #22
0
def main():
    global SCREEN_WIDTH, SCREEN_HEIGHT, FRAMERATE, BACKGROUND

    # Set win to current window and setup pygame
    win = setup(SCREEN_WIDTH, SCREEN_HEIGHT)

    # Setup pygame clock for framerate
    clock = pygame.time.Clock()

    # Define music
    pygame.mixer.music.load('resources/music.mp3')
    pygame.mixer.music.play(-1)

    # Score counter
    score = 0
    # Wave counter
    wave = 1
    # Deaths counter
    deaths = 0

    # Create an empty list for projectiles
    projectiles = []
    # Create an empty list for enemies
    enemies = []
    # Create an empty list for players
    players = []

    # Setup cooldown for shooting
    shoot_cooldown = 0

    # Create an instance of Player (multiple instances are respawns)
    players.append(Player(x=randint(0, SCREEN_WIDTH - 70), y=410))
    # Create an instance of Enemy
    enemies.append(
        Enemy(x=randint(0, SCREEN_WIDTH - 70),
              y=410,
              start_x=0,
              end_x=SCREEN_WIDTH))

    while True:
        # Framerate
        clock.tick(FRAMERATE)

        if not check_events():
            break

        # Define player as 0th element from array
        try:
            player = players[0]
        except IndexError:
            deaths += 1
            players.append(Player(x=randint(0, SCREEN_WIDTH - 70), y=410))
            player = players[0]

        # Controls
        if player:
            shoot_cooldown = controls(player=player,
                                      projectiles=projectiles,
                                      screen_width=SCREEN_WIDTH - 70,
                                      shoot_cooldown=shoot_cooldown,
                                      max_shoot_cooldown=8 - (wave // 2))

        # Update entities
        enemies, kills = Enemy.update_all(enemies=enemies,
                                          projectiles=projectiles)
        projectiles = Projectile.update_all(projectiles=projectiles,
                                            screen_width=SCREEN_WIDTH)
        players = Player.update_all(players=players, enemies=enemies)

        # Update score
        score += kills

        # Spawn new enemies
        if len(enemies) == 0:
            wave += 1
            for n in range(0, randint(wave, round(wave * 1.5))):
                enemies.append(
                    Enemy(x=randint(0, SCREEN_WIDTH - 70),
                          y=410,
                          start_x=0,
                          end_x=SCREEN_WIDTH))
            # Health increse
            increase = randint(score, score + score * wave // 2)
            player.max_health += increase
            player.health += player.max_health // 2

        # Draw next frame
        redraw_game_window(win=win,
                           background=BACKGROUND,
                           score=score,
                           wave=wave,
                           deaths=deaths,
                           player=player,
                           enemies=enemies,
                           projectiles=projectiles)
Exemple #23
0
def quatre(screen):
    murs = [Mur(screen, 224, 416, "pierre")]
    for x in range(0, 480, 32):
        y = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 448
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for x in range(0, 480, 32):
        y = 64
        if x != 224 and x != 352:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)

    for x in range(0, 480, 32):
        y = 416
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)
    for x in range(0, 224, 32):
        y = 32
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)
    for x in range(384, 456, 32):
        y = 32
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)
    for x in range(0, 480, 32):
        y = 384
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 0
        mur = Mur(screen, x, y, "mur")
        murs.append(mur)

    for y in range(32, 448, 32):
        x = 448
        if y != 224:
            mur = Mur(screen, x, y, "mur")
            murs.append(mur)

    for y in range(96, 384, 32):
        x = 288
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)
    for y in range(96, 384, 32):
        x = 320
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)
    for y in range(96, 384, 32):
        x = 256
        mur = Mur(screen, x, y, "lave")
        murs.append(mur)

    for y in range(96, 384, 32):
        x = 128
        if y != 256:
            mur = Mur(screen, x, y, "eau")
            murs.append(mur)
    for y in range(96, 384, 32):
        x = 160
        if y != 256:
            mur = Mur(screen, x, y, "eau")
            murs.append(mur)

    for x in range(128, 192, 32):
        y = 256
        mur = Mur(screen, x, y, "pont")
        murs.append(mur)

    murs.append(Mur(screen, 224, 352, "pierre"))
    murs.append(Mur(screen, 224, 320, "pierre"))
    murs.append(Mur(screen, 416, 96, "pierre"))
    enemies = [
        Enemy(screen, 224, 64, 1, 4),
        Enemy(screen, 352, 64, 1, 4),
        Enemy(screen, 64, 128, 1, 1),
        Enemy(screen, 96, 256, 1, 1),
        Enemy(screen, 416, 256, 1, 3),
        Enemy(screen, 384, 96, 1, 3)
    ]
    for x in range(224, 384, 32):
        y = 32
        nmy = Enemy(screen, x, y, 1, 4)
        enemies.append(nmy)
    potions = [Potion(screen, 192, 224, "atk")]
    portes = [Porte(screen, 448, 224)]
    eaus = []

    return murs, enemies, potions, portes, eaus
Exemple #24
0
            if keys_press[pg.K_ESCAPE]:
                mode = 'menu'

            if keys_press[pg.K_w]: direction[1] -= 1
            if keys_press[pg.K_s]: direction[1] += 1
            if keys_press[pg.K_a]: direction[0] -= 1
            if keys_press[pg.K_d]: direction[0] += 1

            player.aimTo(*mouse_pos)

            if mouse_press:
                player.shoot(bullets, images, time)

            if time % 50 == 0 and len(enemies) < 6:
                enemies.append(
                    Enemy((SCREEN_W // 2, -50), images, creation_time=time))

        temp = []
        for enemy in enemies:
            enemy.move(time, SCREEN_W, SCREEN_H)
            enemy.animate(time)
            enemy.show(SCREEN, SCALE)

            if (enemy.alive):
                temp.append(enemy)
        enemies = temp

        player.move(*direction)
        player.animate(time)
        player.show(SCREEN, SCALE)
Exemple #25
0

for mur in data["murs"]:
    murs.append(Mur(screen,*mur["pos"],mur["genre"]))

for potion in data["potions"]:
    potions.append(Potion(screen,*potion["pos"],potion["type"]))

for porte in data["portes"]:
    portes.append(Porte(screen,*porte["pos"]))

for eau in data["eaus"]:
    eaus.append(Eau(screen,*eau["pos"]))

for enemy in data["enemies"]:
    enemies.append(Enemy(screen,*enemy["pos"],enemy["level"],enemy["type"]))


# Thread parralléle qui récuperre les données
def recv(usersChan):
    global coop, gameOver,murs,potions,portes,eaus,enemies
    while True:
        if gameOver == True:
            print("gameOver")
            exit()
            return



        try:
            data = usersChan.recv_pyobj(flags=zmq.NOBLOCK)