Exemple #1
0
def main_loop():
    clock = pygame.time.Clock()
    action = True
    while action:
        for event in pygame.event.get():
            # window terminating event
            if event.type == pygame.QUIT:
                action = False
            # player move
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    player.vel = -VEL_ADD
                if event.key == pygame.K_RIGHT:
                    player.vel = VEL_ADD
                if event.key == pygame.K_SPACE:
                    # bullet = Bullet(player.x, player.y)
                    # bullet.add_to_list(bullets)
                    bullet1 = Bullet(player.x - 10, player.y)
                    bullet2 = Bullet(player.x + 10, player.y)
                    bullet1.add_to_list(bullets)
                    bullet2.add_to_list(bullets)
            # stoping infinite move
            if event.type == pygame.KEYUP:
                # if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                player.vel = 0
        # setting the frame rate
        clock.tick(60)
        redraw()
Exemple #2
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def fire_bullet(ai_settings, screen, ship, bullets):
    # Bắn ra một bullet nếu như chưa vượt quá giới hạn số bullet cho 1 lần bắn
    if len(
            bullets
    ) < ai_settings.bullets_allowed:  # nếu số bullet bắn ra nhỏ hơn giới hạn bullet cho phép
        # Tạo ra một bullet mới và thả nó vào bullets group
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)
 def fire(self):
     """
     Creates a new bullet object and adds it to the list of child objects
     """
     bullet_x = self.x
     bullet_y = self.y
     new_bullet = Bullet(self.game_state,
                         self.game_assets,
                         x=bullet_x,
                         y=bullet_y,
                         batch=self.batch,
                         group=self.group)  # mentioning group is important
     new_bullet.velocity_x = self.bullet_speed * math.sin(
         self.rotation * math.pi / 180)
     new_bullet.velocity_y = self.bullet_speed * math.cos(
         self.rotation * math.pi / 180)
     new_bullet.rotation = self.rotation
     self.child_objects.append(new_bullet)
     self.game_assets.audio_assets["snd_player_fire"].play()
Exemple #4
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 def makeBullet(self):
     if self.isReady and len(self.bullets) < c.BULLETS_LIMIT:
         bullet = Bullet({
             'speed':
             random.uniform(c.BULLET_MIN_SPEED, c.BULLET_MAX_SPEED)
         })
         bullet.goto(self.ship.position)
         bullet.add(self.bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
    """Fire a bullet, if limit not reached yet."""
    # Create a new bullet, add to bullets group.
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)
Exemple #6
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def fire_bullet(game_settings, screen, ship, bullets):
    """fire a bullet if limit not reached yet"""
    #create new bullet and add to bullets group
    if len(bullets) < game_settings.bullets_allowed:
        new_bullet = Bullet(game_settings, screen, ship)
        bullets.add(new_bullet)
def fire_bullet(ai_settings, screen, ship, bullets):
    """ Fire a bullet if the limit of possible bullets in the screen has not been reached yet. """
    # create a new bullet and add it to the bullets group.
    if len(bullets) < ai_settings.bullets_allowed:
        new_bullet = Bullet(ai_settings, screen, ship)
        bullets.add(new_bullet)
Exemple #8
0
import env
from modules.actor import Actor
from modules.actor_state import ActorState
from modules.fonts import Fonts
from modules.digest import Digest
from modules.util import Util
from modules.bullet import Bullet
from modules.tlog import Targetlog
from modules.monolith import Monolith
from modules.netmap import Netmap

WINDOW_WIDTH = 255
WINDOW_HEIGHT = 255

util = Util()
draw_bullets = Bullet(env.TIME_AREA_X, env.TIME_AREA_Y)
draw_tlog = Targetlog(env.LOG_AREA_X, env.LOG_AREA_Y, env.CHAR_WIDTH,
                      env.CHAR_HEIGHT)
draw_mono = Monolith(env.MONOLITH_X1, env.MONOLITH_Y1, env.MONOLITH_X2,
                     env.MONOLITH_Y2, env.MONOLITH_MARGIN_LEFT,
                     env.MONOLITH_MARGIN_TOP, env.MONOLITH_TITLE_LENGTH,
                     env.MONOLITH_PREVIOUS_AMOUNT1,
                     env.MONOLITH_PREVIOUS_AMOUNT2, env.MONOLITH_NEXT_AMOUNT1,
                     env.MONOLITH_NEXT_AMOUNT2, env.TIME_AREA_X,
                     env.TIME_AREA_Y, env.CHAR_WIDTH, env.CHAR_HEIGHT)
draw_netmap = Netmap(env.VISUALIZE_TIME_RANGE, env.CHAR_WIDTH, env.CHAR_HEIGHT,
                     env.LEVEL_1, env.LEVEL_2, env.LEVEL_3, env.LEVEL_4,
                     env.LEVEL_5, env.WORLDMAP, env.CLASS_A, env.CLASS_B,
                     env.CLASS_C, env.HOST, env.NETMAP_OBJ_WIDTH,
                     env.NETMAP_OBJ_HEIGHT, env.NETMAP_OBJ_MARGIN_TOP,
                     env.NETMAP_OBJ_MARGIN_DOWN, env.NETMAP_OBJ_MARGIN_RIGHT,