Exemple #1
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    def __init__(self, enemies, tower_type, image, shot_frequency, shot_range,
                 shot_strength, cost):
        self.tower_type = tower_type
        self.pos = Vector(0, 0)
        self.radius = 35
        self.nozzle_original = Vector(0, self.radius -
                                      5)  # sorry, but has to be hardcoded
        self.nozzle = self.nozzle_original

        self.image = image
        self.image = pg.transform.scale(self.image, (self.radius * 2, ) *
                                        2)  # scale the image to size

        self.alive = True  # if attackable towers are implemented in the future
        self.idle = True
        self.placeable = False
        self.edge = self.setEdgePoints()

        self.target = None
        self.angle = 0

        self.shot_range = shot_range
        self.shot_frequency = shot_frequency
        self.shot_strength = shot_strength
        self.shot_dt = 0
        self.shooting = False

        self.cost = cost

        self.enemies = enemies
Exemple #2
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    def checkIdleTower(self):
        self.idle_tower.placeable = True
        # check if player has enough money
        if self.idle_tower.cost > self.money:
            self.idle_tower.placeable = False
            return

        # check if it's on the gamemap
        for point in self.idle_tower.edge:
            if not self.gamemap.collidepoint(point):
                self.idle_tower.placeable = False
                return

        # check if it's on the paths
        for subpath in self.gamemap.path.subpaths:
            for point in self.idle_tower.edge:
                if subpath.collidepoint(point):
                    self.idle_tower.placeable = False
                    return
        # check if it's on other towers
        for other in self.towers:
            if Vector.norm(other.pos - self.idle_tower.pos
                           ) <= other.radius + self.idle_tower.radius:
                self.idle_tower.placeable = False  # idle_tower is on another tower though
                return
Exemple #3
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def randomWalk():
    # 8 1 2
    # 7 0 3
    # 6 5 4
    x = 0
    y = 0
    choice = random.randint(1, 8)
    #    print(choice)
    if choice == 1:
        y -= 1
    elif choice == 2:
        x += 1
        y -= 1
    elif choice == 3:
        x += 1
    elif choice == 4:
        x += 1
        y += 1
    elif choice == 5:
        y += 1
    elif choice == 6:
        y += 1
        x -= 1
    elif choice == 7:
        x -= 1
    elif choice == 8:
        x -= 1
        y -= 1
    return Vector(x, y)
Exemple #4
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    def draw(self, surface):
        # render enemy
        rad2 = Vector(self.radius, self.radius)
        render_image = pg.transform.rotozoom(self.image, -self.angle,
                                             1)  # rotozoom for a bit AA
        draw_center = self.pos - Vector(*render_image.get_size()) / 2
        surface.blit(render_image, draw_center)

        # render healthbar
        if self.health < self.health_start:
            self.draw_bar(surface, self.pos - rad2 - Vector(0, 5),
                          (self.radius * 2, 5), (0, 0, 0))
            self.draw_bar(
                surface, self.pos - rad2 - Vector(0, 5),
                (self.radius * 2 / self.health_start * self.health, 5),
                (255, 0, 0))
Exemple #5
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 def start(self):
     self.start_time = time.time()
     pygame.init()
     pygame.mouse.set_visible(False)
     pygame.key.set_repeat(True)
     self.display_info = pygame.display.Info()
     self.screen = pygame.display.set_mode((GAME_WIDTH, GAME_HEIGHT))
     # pylint: disable=I0011,E1121
     self.background = pygame.Surface(self.screen.get_size()).convert()
     self.background.fill(BACKGROUND_COLOR)
     # pylint: disable=I0011,I0012; enable=E1121
     self.font_mgr = FontManager()
     self.size = Vector(self.screen.get_size()[0], self.screen.get_size()[1])
     self.clock = pygame.time.Clock()
     self.player = Player(self.size.div(2))
     self.spawn_enemy()
     self.loop()
     pygame.quit()
Exemple #6
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 def __init__(self,pos,target,hitpoints ,image_bullet):
     self.radius = 7
     self.image = image_bullet
     self.image = pg.transform.scale(self.image, (self.radius*2,)*2) # scale the image to size
     
     self.pos = Vector(pos[0],pos[1])
     self.vel = 0.5 # perhaps later implement as 'tower-specific' variable?
     self.target = target
     self.hitpoints = hitpoints
     self.alive = True
Exemple #7
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class AccelRectangle(Rectangle):
    def __init__(self, pos, size):
        super().__init__(pos, size)
        self.velocity = Vector(0)

    def accelerate(self, direction):
        if direction == Direction.UP:
            self.velocity.y -= ACCEL_SPEED
        elif direction == Direction.DOWN:
            self.velocity.y += ACCEL_SPEED
        elif direction == Direction.LEFT:
            self.velocity.x -= ACCEL_SPEED
        elif direction == Direction.RIGHT:
            self.velocity.x += ACCEL_SPEED

    def check_bounds(self, bounds):
        if self.pos.x < 0:
            self.pos.x = 0
            if self.velocity.x < 0:
                self.velocity.x = 0
        elif self.pos.x > bounds.x - self.size.x:
            self.pos.x = bounds.x - self.size.x
            if self.velocity.x > 0:
                self.velocity.x = 0
        if self.pos.y < 0:
            self.pos.y = 0
            if self.velocity.y < 0:
                self.velocity.y = 0
        elif self.pos.y > bounds.y - self.size.y:
            self.pos.y = bounds.y - self.size.y
            if self.velocity.y > 0:
                self.velocity.y = 0

    def decelerate(self):
        self.velocity.slow(ACCEL_SPEED / 2)

    def move(self):
        self.pos.x += self.velocity.x
        self.pos.y += self.velocity.y
Exemple #8
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    def draw(self, surface):
        rad2 = Vector(self.radius, self.radius)

        if self.idle:  # Range-circle
            surf = pg.Surface((self.shot_range * 2, ) * 2, pg.SRCALPHA)
            pg.draw.circle(surf, (0, 0, 255, 50), (self.shot_range, ) * 2,
                           self.shot_range)
            surface.blit(surf, self.pos - (self.shot_range, ) * 2)
            pg.draw.circle(surface, (0, 0, 255), self.pos, self.shot_range, 3)

        # Tower itself
        render_image = pg.transform.rotozoom(self.image, -self.angle,
                                             1)  # rotozoom for a bit AA
        draw_center = self.pos - Vector(*render_image.get_size()) / 2
        surface.blit(render_image, draw_center)

        if not self.placeable:  # Red circle, if not allowed to place
            aSurf = pg.Surface((self.radius * 2, ) * 2, pg.SRCALPHA)
            aSurf.convert_alpha()
            radius = int(self.radius)
            pg.draw.circle(aSurf, (255, 0, 0, 50), rad2, radius)
            pg.draw.circle(aSurf, (255, 0, 0, 250), rad2, radius, 3)
            surface.blit(aSurf, draw_center)
Exemple #9
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    def __init__(self,
                 subpath,
                 image,
                 speed=10,
                 health_start=100,
                 value=10,
                 angle=90,
                 radius=20):
        self.pos = Vector(subpath.start[0], subpath.start[1])
        self.pos = self.pos + (random.randint(-10, 10), random.randint(
            -10, 10))
        self.radius = radius
        self.image = image
        self.image = pg.transform.scale(self.image, (self.radius * 2, ) * 2)
        self.waypoint = Vector(subpath.end[0], subpath.end[1])
        self.angle = (self.waypoint - self.pos).angle("deg")
        self.varyPath(20)
        self.current = 0

        self.alive = True
        self.health_start = health_start
        self.health = self.health_start
        self.speed = speed / 100
        self.value = value
Exemple #10
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 def render(self):
     self.screen.blit(self.background, (0, 0))
     if self.is_ended:
         self.draw_text(FONT_END, "You have lost!", Vector(0, 256), COLOR_BLUE)
         return
     now = time.time()
     for enemy in self.enemies:
         enemy.render(self)
     self.player.render(self.screen)
     acceleration_text = "Acceleration: {}".format(self.player.velocity)
     position_text = "Position: {}".format(self.player.pos)
     score_text = "Score: {}".format(self.score)
     hps_text = "Hits / Second: {}".format(str(self.score / (now - self.start_time))[0:6])
     end_text = "Press X to end the game."
     self.draw_text(FONT_NORMAL, acceleration_text, Vector(0, 0), COLOR_WHITE)
     self.draw_text(FONT_NORMAL, position_text, Vector(0, 16), COLOR_WHITE)
     self.draw_text(FONT_NORMAL, score_text, Vector(0, 32), COLOR_WHITE)
     self.draw_text(FONT_NORMAL, hps_text, Vector(0, 48), COLOR_WHITE)
     self.draw_text(FONT_NORMAL, end_text, Vector(0, 64), COLOR_WHITE)
Exemple #11
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 def update(self, dt):
     if self.idle:
         self.edge = self.setEdgePoints()
         self.pos = Vector(pg.mouse.get_pos()[0], pg.mouse.get_pos()[1])
     else:
         self.aim(dt)  # doesn't aim, if not placed down
Exemple #12
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 def setEdgePoints(self):
     l = list(self.pos + (Vector(self.radius - 4, 0).rotate(a))
              for a in range(0, 360, int(360 / 8)))
     return l
Exemple #13
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class Tower:
    # attributes:
    # tower_type

    # pos
    # nozzle_original
    # nossle    (point of exit for the bullets) (relative to pos)
    # radius    (size of tower-image)

    # image

    # alive
    # idle
    # palceable
    # edge      (points that make up hitbox)

    # target
    # angle

    # shot_frequency
    # shot_dt   (time since last shot)
    # shooting
    # shot_range

    # references:
    # enemies       (from gamemap)
    # subpaths      (from gamemap)

    def __init__(self, enemies, tower_type, image, shot_frequency, shot_range,
                 shot_strength, cost):
        self.tower_type = tower_type
        self.pos = Vector(0, 0)
        self.radius = 35
        self.nozzle_original = Vector(0, self.radius -
                                      5)  # sorry, but has to be hardcoded
        self.nozzle = self.nozzle_original

        self.image = image
        self.image = pg.transform.scale(self.image, (self.radius * 2, ) *
                                        2)  # scale the image to size

        self.alive = True  # if attackable towers are implemented in the future
        self.idle = True
        self.placeable = False
        self.edge = self.setEdgePoints()

        self.target = None
        self.angle = 0

        self.shot_range = shot_range
        self.shot_frequency = shot_frequency
        self.shot_strength = shot_strength
        self.shot_dt = 0
        self.shooting = False

        self.cost = cost

        self.enemies = enemies

    def setEdgePoints(self):
        l = list(self.pos + (Vector(self.radius - 4, 0).rotate(a))
                 for a in range(0, 360, int(360 / 8)))
        return l

    def update(self, dt):
        if self.idle:
            self.edge = self.setEdgePoints()
            self.pos = Vector(pg.mouse.get_pos()[0], pg.mouse.get_pos()[1])
        else:
            self.aim(dt)  # doesn't aim, if not placed down

    # aims at enemy, furthest down the path
    def aim(self, dt):
        if self.shooting: self.shooting = False
        for enemy in self.enemies:
            if (enemy.pos - self.pos).norm() < self.shot_range:
                self.target = enemy  # aquire target
                self.angle = (self.pos - enemy.pos).angle(
                    "deg")  # "aim at enemy"
                self.nozzle = self.nozzle_original.rotate(self.angle)
                if self.shot_dt >= 1000 / self.shot_frequency:  # "may I soot?"
                    self.shooting = True  # fire!!
                    self.shot_dt = 0
                else:
                    self.shot_dt += dt  # count time since last shot
                break

    # aims at nearest enemy
    def aimnear(self, dt):  # used at all?
        if self.shooting: self.shooting = False

        # Find all enemies, that are in range
        inRange = []
        for enemy in self.enemies:
            if (enemy.pos - self.pos).norm() < self.shot_range:
                inRange.append(enemy)

        # Find closest enemy of those
        if len(inRange) > 0:
            closest = inRange[0]
            for enemy in inRange:
                if (enemy.pos - self.pos).norm() < (closest.pos -
                                                    self.pos).norm():
                    closest = enemy

            # Set closest as target
            self.target = closest  # aquire target
            self.angle = (self.pos - self.target.pos).angle(
                "deg")  # "aim at enemy"
            self.nozzle = self.nozzle_original.rotate(self.angle)

            if self.shot_dt >= 1000 / self.shot_frequency:  # "may I shoot?"
                self.shooting = True  # fire!!
                self.shot_dt = 0
            else:
                self.shot_dt += dt  # count time since last shot

    def draw(self, surface):
        rad2 = Vector(self.radius, self.radius)

        if self.idle:  # Range-circle
            surf = pg.Surface((self.shot_range * 2, ) * 2, pg.SRCALPHA)
            pg.draw.circle(surf, (0, 0, 255, 50), (self.shot_range, ) * 2,
                           self.shot_range)
            surface.blit(surf, self.pos - (self.shot_range, ) * 2)
            pg.draw.circle(surface, (0, 0, 255), self.pos, self.shot_range, 3)

        # Tower itself
        render_image = pg.transform.rotozoom(self.image, -self.angle,
                                             1)  # rotozoom for a bit AA
        draw_center = self.pos - Vector(*render_image.get_size()) / 2
        surface.blit(render_image, draw_center)

        if not self.placeable:  # Red circle, if not allowed to place
            aSurf = pg.Surface((self.radius * 2, ) * 2, pg.SRCALPHA)
            aSurf.convert_alpha()
            radius = int(self.radius)
            pg.draw.circle(aSurf, (255, 0, 0, 50), rad2, radius)
            pg.draw.circle(aSurf, (255, 0, 0, 250), rad2, radius, 3)
            surface.blit(aSurf, draw_center)
Exemple #14
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projectName = 'NoC Intro Random Walker'

COLOR_WHITE = (255, 255, 255)
COLOR_BLACK = (0, 0, 0)

GAME_WINDOW = display.set_mode((900, 400))

#Create Window
display.set_caption(projectName)
GAME_WINDOW.fill(COLOR_WHITE)
display.update()

game_running = True
WIDTH, HEIGHT = pygame.display.get_surface().get_size()

pos = Vector(int(WIDTH / 2), int(HEIGHT / 2))
posVel = Vector(1, 3.3)


def edgeCheck(v):
    if (v.x > WIDTH):
        v.x = 0
    if (v.x < 0):
        v.x = WIDTH
    if (v.y > HEIGHT):
        v.y = 0
    if (v.y < 0):
        v.y = HEIGHT


def randomWalk():
Exemple #15
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 def show(self,surface):
     rad2 = Vector(self.radius,self.radius)
     draw_center = self.pos - rad2
     surface.blit(self.image, draw_center)
Exemple #16
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 def render(self, game, color=None):
     super().render(game.screen, self.get_color())
     text = str(time.time() - self.creation_time)[0:4]
     pos = Vector(self.pos.x + (ENTITY_SIZE / 4),
                  self.pos.y + (ENTITY_SIZE / 2) - 5)
     game.draw_text(FONT_NORMAL, text, pos, COLOR_BLACK)
Exemple #17
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class Game(object):
    def __init__(self):
        self.coords = []
        self.player = None
        self.enemies = []
        self.last_spawn_time = 0
        self.start_time = 0
        self.score = 0
        self.screen = None
        self.display_info = None
        self.clock = None
        self.font_mgr = None
        self.is_ended = False
        self.should_stop = False
        self.size = None
        self.background = None

    def start(self):
        self.start_time = time.time()
        pygame.init()
        pygame.mouse.set_visible(False)
        pygame.key.set_repeat(True)
        self.display_info = pygame.display.Info()
        self.screen = pygame.display.set_mode((GAME_WIDTH, GAME_HEIGHT))
        # pylint: disable=I0011,E1121
        self.background = pygame.Surface(self.screen.get_size()).convert()
        self.background.fill(BACKGROUND_COLOR)
        # pylint: disable=I0011,I0012; enable=E1121
        self.font_mgr = FontManager()
        self.size = Vector(self.screen.get_size()[0], self.screen.get_size()[1])
        self.clock = pygame.time.Clock()
        self.player = Player(self.size.div(2))
        self.spawn_enemy()
        self.loop()
        pygame.quit()

    def loop(self):
        while not self.should_stop:
            self.clock.tick(60)
            self.render()
            pygame.display.flip()
            self.update()
            for event in pygame.event.get():
                if event.type == Pygame.QUIT:
                    self.should_stop = True

    def render(self):
        self.screen.blit(self.background, (0, 0))
        if self.is_ended:
            self.draw_text(FONT_END, "You have lost!", Vector(0, 256), COLOR_BLUE)
            return
        now = time.time()
        for enemy in self.enemies:
            enemy.render(self)
        self.player.render(self.screen)
        acceleration_text = "Acceleration: {}".format(self.player.velocity)
        position_text = "Position: {}".format(self.player.pos)
        score_text = "Score: {}".format(self.score)
        hps_text = "Hits / Second: {}".format(str(self.score / (now - self.start_time))[0:6])
        end_text = "Press X to end the game."
        self.draw_text(FONT_NORMAL, acceleration_text, Vector(0, 0), COLOR_WHITE)
        self.draw_text(FONT_NORMAL, position_text, Vector(0, 16), COLOR_WHITE)
        self.draw_text(FONT_NORMAL, score_text, Vector(0, 32), COLOR_WHITE)
        self.draw_text(FONT_NORMAL, hps_text, Vector(0, 48), COLOR_WHITE)
        self.draw_text(FONT_NORMAL, end_text, Vector(0, 64), COLOR_WHITE)

    def update(self):
        now = time.time()
        if now - self.last_spawn_time > 0.5 and len(self.enemies) < MAX_ENEMY_COUNT:
            self.spawn_enemy()
        keys = pygame.key.get_pressed()
        if keys[Pygame.K_ESCAPE]:
            self.end()
            return
        if keys[Pygame.K_r] or keys[Pygame.K_z] or keys[Pygame.K_b]:
            self.player.is_bot = True
        self.player.update(self)
        for index in range(0, len(self.enemies)):
            if self.player.collides(self.enemies[index]):
                if self.player.target is not None and index < self.player.target:
                    self.player.target -= 1
                if self.enemies[index].is_target:
                    self.player.is_target_destroyed = True
                self.enemies.pop(index)
                self.score += 1
                break
            time_since_creation = now - self.enemies[index].creation_time
            if time_since_creation > TIME_TO_LOSE:
                self.end()
                return

    def end(self):
        print("ended: {}".format(self.score))

    def draw_text(self, size, text, pos, color):
        rendered = self.font_mgr.get(size).render(text, True, color)
        self.screen.blit(rendered, (pos.x, pos.y))

    def spawn_enemy(self):
        size = Vector(ENTITY_SIZE)
        pos = Vector.rand(size, self.size.sub(ENTITY_SIZE))
        enemy = Enemy(pos)
        self.enemies.append(enemy)
        self.last_spawn_time = time.time()
Exemple #18
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 def spawn_enemy(self):
     size = Vector(ENTITY_SIZE)
     pos = Vector.rand(size, self.size.sub(ENTITY_SIZE))
     enemy = Enemy(pos)
     self.enemies.append(enemy)
     self.last_spawn_time = time.time()
Exemple #19
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        probability = r1*r1;

        # Pick a second random value.
        r2 = random.randint(0,max*max);

        # Does it qualify? If so, we’re done!
        if r2 < probability:
          return random.randint(-r1, r1)
        else:
          print("rejecting", r1, "less than", r2)

r = 1
#dot.set_alpha(10)                # alpha level


pos = Vector(int(WIDTH/2),int(HEIGHT/2))

#--------------------------------------------------------#
# Game Loop
while game_running:
# Check for events
  xstep = weightedRandom()
  ystep = weightedRandom()
  step = Vector(xstep,ystep)
  lastPos = pos.copy()
  pos.add(step)
  pygame.draw.line(GAME_WINDOW, COLOR_BLACK, lastPos.coords(), pos.coords(), r)

  display.update()g
  edgeCheck(pos)
Exemple #20
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 def __init__(self, pos):
     super().__init__(pos, Vector(ENTITY_SIZE))
Exemple #21
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 def readWaypoints(self,file):
     file = open(file)
     for line in file:
         coords = line.strip().split(",")
         self.points.append( Vector(coords[0],coords[1]).asInt() )
Exemple #22
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 def __init__(self, pos, size):
     super().__init__(pos, size)
     self.velocity = Vector(0)
Exemple #23
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print("This walker prioritizes white squares over black")

COLOR_WHITE = (255, 255, 255)
COLOR_BLACK = (0, 0, 0)

GAME_WINDOW = display.set_mode((900, 400))

#Create Window
display.set_caption(projectName)
GAME_WINDOW.fill(COLOR_WHITE)
display.update()

game_running = True
WIDTH, HEIGHT = pygame.display.get_surface().get_size()

pos = Vector(int(WIDTH / 2), int(HEIGHT / 2))
posVel = Vector(1, 3.3)


def edgeCheck(v):
    if (v.x > WIDTH):
        v.x = 0
    if (v.x < 0):
        v.x = WIDTH
    if (v.y > HEIGHT):
        v.y = 0
    if (v.y < 0):
        v.y = HEIGHT


def randomWalk():