def __init__(self):
        self.left_animation = Animation([
                                         "images/player_left/player1_right2.png",
                                         "images/player_left/player1_right3.png",
                                         "images/player_left/player1_right4.png",
                                         "images/player_left/player1_right5.png",
                                         "images/player_left/player1_right6.png",
                                         "images/player_left/player1_right7.png",
                                        ],
                                        loop = True)
        self.right_animation = Animation([

                                        "images/player_right/player2.png",
                                        "images/player_right/player3.png",
                                        "images/player_right/player4.png",
                                        "images/player_right/player5.png",
                                        "images/player_right/player6.png",
                                        "images/player_right/player7.png",
                                            ], loop = True)



        self.straight_animation = Animation([  "images/player_right/player2.png",
                                                ], loop=True)

        self.down_animation = Animation([])

        self.current_animation = self.right_animation
Exemple #2
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    def __init__(self, x, y):
        GameObject.__init__(self, x, y)
        rnd = random.randint(1, 3)
        if rnd == 1:
            self.renderer = Animation(["images/banana.png"], loop=True)
        if rnd == 2:
            self.renderer = Animation(["images/pizza.png"], loop=True)
        if rnd == 3:
            self.renderer = Animation(["images/fish.png"], loop=True)

        self.box_collider = BoxCollider(64, 64)
Exemple #3
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 def update(self):
     GameObject.update(self)
     if self.stun:
         self.renderer = Animation(enemy_stun, loop=True, frame_delay=1)
         self.stunCooldown -= 1
         if self.stunCooldown == 0:
             self.renderer = Animation(list_enemy, loop=True, frame_delay=1)
             self.stun = False
             self.stunCooldown = 20
     if not self.stun:
         self.enemy_move(3)
     self.deactivate_if_need()
 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation(["images/warning_sign.png"], loop=True)
     self.box_collider = BoxCollider(64, 64)
     self.count = FrameCounter(50)
     pygame.mixer.Channel(3).play(
         pygame.mixer.Sound("music/warning (1).wav"))
Exemple #5
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.box_collider = BoxCollider(50, 50)
     self.first_move = False
     self.sec_move = False
     self.renderer = Animation(list_enemy, loop=True, frame_delay=1)
     self.stun = False
     self.stunCooldown = 20
     self.isDeath = False
 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation([
         "images/enemy/bacteria_dead1.png",
         "images/enemy/bacteria_dead2.png",
         "images/enemy/bacteria_dead3.png",
         "images/enemy/bacteria_dead4.png",
         "images/enemy/bacteria_dead5.png"
     ])
    def __init__(self):
        self.left_animation = Animation(["images/player/player_left1.png",
                                         "images/player/player_left2.png",
                                         "images/player/player_left3.png",
                                         "images/player/player_left4.png",],
                                        loop=True)
        self.straight_animation = Animation(["images/player/player1.png",
                                             "images/player/player2.png",
                                             "images/player/player3.png",
                                             "images/player/player4.png",],
                                            loop=True)
        self.right_animation = Animation(["images/player/player_right1.png",
                                          "images/player/player_right2.png",
                                          "images/player/player_right3.png",
                                          "images/player/player_right4.png"],
                                         loop=True)

        self.current_animation = self.straight_animation
 def __init__(self,x,y):
     GameObject.__init__(self,x,y-20)
     self.frame_counter = FrameCounter(30)
     self.shoot_lock = False
     self.box_collider = BoxCollider(64,80)
     # self.tower_circle = Tower_circle(0,0)
     self.rangeCheck = False
     self.range = 0
     self.enemy_x =  tower_defense.game_object.get_position_from_main[0]
     self.enemy_y =  tower_defense.game_object.get_position_from_main[1]
     self.renderer = Animation(list_tower_aoe,loop=True,frame_delay=30)
Exemple #9
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     # 1 load image
     self.image_urls = [
         "assets/images/sprite/enemy/tower/tower1.png",
         "assets/images/sprite/enemy/tower/tower2.png",
         "assets/images/sprite/enemy/tower/tower3.png",
         "assets/images/sprite/enemy/tower/tower4.png"
     ]
     self.renderer = Animation(self.image_urls, True)
     self.frame_counter = FrameCounter(100)
 def __init__(self,x,y,e_x,e_y):
     GameObject.__init__(self,x,y)
     self.box_collider = BoxCollider(15,15)
     self.renderer = Animation(list_bullet_shotgun,loop=True,frame_delay=1)
     self.e_x = e_x
     self.e_y = e_y
     self.cooldown = 80
     self.velocity = (0,0)
     self.vectorX = 0
     self.vectorY = 0
     self.velocityX = 0
     self.velocityY = 0
Exemple #11
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation([
         "images/player_dies/sprite-0003.png",
         "images/player_dies/sprite-0004.png",
         "images/player_dies/sprite-0005.png",
         "images/player_dies/sprite-0006.png",
         "images/player_dies/sprite-0007.png",
         "images/player_dies/sprite-0008.png",
         "images/player_dies/sprite-0009.png",
         "images/player_dies/sprite-0010.png"
     ],
                               loop=False)
Exemple #12
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.box_collider = BoxCollider(64, 32)
     self.renderer = Animation([
         "images/carrot_animation/carrot1.png",
         "images/carrot_animation/carrot2.png",
         "images/carrot_animation/carrot3.png",
         "images/carrot_animation/carrot4.png",
         "images/carrot_animation/carrot5.png",
         "images/carrot_animation/carrot6.png"
     ],
                               loop=True)
     self.spawn_counter = FrameCounter(50)
Exemple #13
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.box_collider = BoxCollider(30, 30)
     self.renderer = Animation([
         "images/enemy/bacteria1.png",
         "images/enemy/bacteria2.png",
         "images/enemy/bacteria3.png",
         "images/enemy/bacteria4.png",
         "images/enemy/bacteria5.png",
         "images/enemy/bacteria6.png",
     ],
                               loop=True,
                               frame_delay=10)
Exemple #14
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 def __init__(self,x ,y, dx, dy):
     GameObject.__init__(self,x ,y)
     self.dam = 30
     self.x = x
     self.y = y
     self.overlap = False
     self.dx = dx
     self.dy = dy
     # 1 load image
     self.renderer = Animation(["assets/images/sprite/enemy/bullet_tank/bullet_tank1.png", "assets/images/sprite/enemy/bullet_tank/bullet_tank2.png", "assets/images/sprite/enemy/bullet_tank/bullet_tank3.png"],True)
     self.width = 20
     self.height = 20
     self.box_collider = BoxCollider(self.width, self.height)
Exemple #15
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.overlap = False
     # 1 load image
     self.image_urls = [
         "assets/images/sprite/gift/coinup.png",
         "assets/images/sprite/gift/coinup_2.png",
         "assets/images/sprite/gift/coin_down1.png",
         "assets/images/sprite/gift/coin_down.png"
     ]
     self.renderer = Animation(self.image_urls, True)
     self.width = 20
     self.height = 20
     self.box_collider = BoxCollider(self.width, self.height)
 def __init__(self,x,y):
     GameObject.__init__(self,x,y)
     self.renderer = Animation(["images/gameover1.png",
     "images/gameover2.png",
     "images/gameover3.png",
     "images/gameover4.png",
     "images/gameover5.png",
     "images/gameover6.png",
     "images/gameover7.png",
     "images/gameover8.png",],loop = True,frame_delay=10)
 # def update(self):
 #     GameObject.update(self)
 #     if global_input_manager.enter_pressed:
 #         gameplay_scene = GamePlayScene()
 #         global_scene_manager.change_scene(gameplay_scene)
Exemple #17
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 def update(self):
     GameObject.update(self)
     if not self.overlap:
         for game_object in game_objects:
             if type(game_object) == Player:
                 overlap = BoxCollider.overlap(self.box_collider, game_object.box_collider)
                 if overlap and game_object.count_coin == 7:
                     self.overlap = True
                     game_object.can_shoot = True
         if self.overlap:
             image_urls = ["assets/images/sprite/gift/gift_close.png", "assets/images/sprite/gift/gift_opening.png", "assets/images/sprite/gift/gift_open.png"]
             self.renderer = Animation(image_urls,False)
             self.renderer = ImageRenderer("assets/images/sprite/gift/gift_open.png")
             enemy_tower = EnemyTower(10*16+8, 15*16)
             add(enemy_tower)
Exemple #18
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation([
         "images/gamestartscreen1.png",
         "images/gamestartscreen2.png",
         "images/gamestartscreen3.png",
         "images/gamestartscreen4.png",
         "images/gamestartscreen5.png",
         "images/gamestartscreen6.png",
         "images/gamestartscreen7.png",
         "images/gamestartscreen8.png",
         "images/gamestartscreen9.png",
         "images/gamestartscreen10.png",
         "images/gamestartscreen11.png",
     ],
                               loop=True,
                               frame_delay=10)
    def update(self, player_dx, player_dy):
        if player_dx > 0:
            if player_dy >= 0:
                self.current_animation = self.right_animation
            else:
                self.current_animation = self.straight_animation

        elif player_dx < 0:
            if player_dy >= 0:
                self.current_animation = self.left_animation
            else:
                self.current_animation =Animation(["images/player_left/player1_right2.png"], loop = True)

        else:
            if player_dy >= 0:
                self.current_animation = self.right_animation
            else:
                self.current_animation = self.straight_animation
Exemple #20
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation(["images/background.png"], loop=True)
    def __init__(self, _type):
        self._type = _type
        if self._type == "normal":
            self.down = Animation([
                "assets/images/sprite/enemy/enemy1_down.png",
                "assets/images/sprite/enemy/enemy1_down1.png"
            ], True)
            self.up = Animation([
                "assets/images/sprite/gift/coinup.png",
                "assets/images/sprite/gift/coinup_2.png",
                "assets/images/sprite/gift/coin_down1.png",
                "assets/images/sprite/gift/coin_down.png"
            ], True)
            self.right = Animation([
                "assets/images/sprite/gift/coinup.png",
                "assets/images/sprite/gift/coinup_2.png",
                "assets/images/sprite/gift/coin_down1.png",
                "assets/images/sprite/gift/coin_down.png"
            ], True)
            self.left = Animation([
                "assets/images/sprite/enemy/enemy1_left.png",
                "assets/images/sprite/enemy/enemy1_left1.png"
            ], True)
        elif self._type == "invisible":
            self.down = Animation([
                "assets/images/sprite/enemy/enemy2_down.png",
                "assets/images/sprite/enemy/enemy2_down1.png"
            ], True)
            self.up = Animation([
                "assets/images/sprite/enemy/enemy2_up.png",
                "assets/images/sprite/enemy/enemy2_down1.png"
            ], True)
            self.right = Animation([
                "assets/images/sprite/enemy/enemy2_right.png",
                "assets/images/sprite/enemy/enemy2_right1.png"
            ], True)
            self.left = Animation([
                "assets/images/sprite/enemy/enemy2_left.png",
                "assets/images/sprite/enemy/enemy2_left1.png"
            ], True)
        elif self._type == "tank":
            self.down = Animation(
                ["assets/images/sprite/enemy/enemy3_down.png"], True)
            self.up = Animation(["assets/images/sprite/enemy/enemy3_up.png"],
                                True)
            self.right = Animation(
                ["assets/images/sprite/enemy/enemy3_right.png"], True)
            self.left = Animation(
                ["assets/images/sprite/enemy/enemy3_left.png"], True)

        self.current_animation = self.down
Exemple #22
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    def __init__(self, x, y, dx, dy, _type):
        GameObject.__init__(self, x, y)
        self._type = _type
        if self._type == "normal":
            self.diedown = Animation([
                "assets/images/sprite/enemy/enemy1_down.png",
                "assets/images/sprite/enemy/enemydiedown/die1.png",
                "assets/images/sprite/enemy/enemydiedown/die2.png"
            ], False)
            self.dieup = Animation([
                "assets/images/sprite/enemy/enemy1_up.png",
                "assets/images/sprite/enemy/enemydieup/die1.png",
                "assets/images/sprite/enemy/enemydieup/die2.png"
            ], False)
            self.dieleft = Animation([
                "assets/images/sprite/enemy/enemy1_left.png",
                "assets/images/sprite/enemy/enemydieleft/die1.png",
                "assets/images/sprite/enemy/enemydieleft/die2.png"
            ], False)
            self.dieright = Animation([
                "assets/images/sprite/enemy/enemy1_right.png",
                "assets/images/sprite/enemy/enemydieright/die1.png",
                "assets/images/sprite/enemy/enemydieright/die2.png"
            ], False)
        elif self._type == "invisible":
            self.diedown = Animation([
                "assets/images/sprite/enemy/enemy2_down.png",
                "assets/images/sprite/enemy/enemydiedown/die11.png",
                "assets/images/sprite/enemy/enemydiedown/die21.png"
            ], False)
            self.dieup = Animation([
                "assets/images/sprite/enemy/enemy2_up.png",
                "assets/images/sprite/enemy/enemydieup/die11.png",
                "assets/images/sprite/enemy/enemydieup/die21.png"
            ], False)
            self.dieleft = Animation([
                "assets/images/sprite/enemy/enemy2_left.png",
                "assets/images/sprite/enemy/enemydieleft/die11.png",
                "assets/images/sprite/enemy/enemydieleft/die21.png"
            ], False)
            self.dieright = Animation([
                "assets/images/sprite/enemy/enemy2_right.png",
                "assets/images/sprite/enemy/enemydieright/die11.png",
                "assets/images/sprite/enemy/enemydieright/die21.png"
            ], False)
        elif self._type == "tank":
            self.diedown = Animation([
                "assets/images/sprite/enemy/enemy3_down.png",
                "assets/images/sprite/enemy/enemydiedown/die12.png",
                "assets/images/sprite/enemy/enemydiedown/die22.png"
            ], False)
            self.dieup = Animation([
                "assets/images/sprite/enemy/enemy3_up.png",
                "assets/images/sprite/enemy/enemydieup/die12.png",
                "assets/images/sprite/enemy/enemydieup/die22.png"
            ], False)
            self.dieleft = Animation([
                "assets/images/sprite/enemy/enemy3_left.png",
                "assets/images/sprite/enemy/enemydieleft/die12.png",
                "assets/images/sprite/enemy/enemydieleft/die22.png"
            ], False)
            self.dieright = Animation([
                "assets/images/sprite/enemy/enemy3_right.png",
                "assets/images/sprite/enemy/enemydieright/die12.png",
                "assets/images/sprite/enemy/enemydieright/die22.png"
            ], False)

        self.dx = dx
        self.dy = dy
        if self.dy > 0:
            self.renderer = self.diedown
        elif self.dy < 0:
            self.renderer = self.dieup
        elif self.dx > 0:
            self.renderer = self.dieright
        elif self.dx < 0:
            self.renderer = self.dieleft
 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation(enemydie)
Exemple #24
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    def __init__(self, x, y):
        GameObject.__init__(self, x, y)

        self.box_collider = BoxCollider(64, 64)
        self.v_x = game_object.game_speed  #velocity
        self.renderer = Animation(["images/map/forest.png"], loop=True)
 def __init__(self):
     self.left_animation = Animation(left_player, loop=True)
     self.straight_animation = Animation(straight_player, loop=True)
     self.right_animation = Animation(right_player, loop=True)
     self.build_animation = Animation(build_animation, loop=True)
     self.current_animation = self.straight_animation