Exemple #1
0
    def __init__(self, x, y, input_manager):
        self.x = x
        self.y = y
        self.vel = 8
        self.width = 25
        self.height = 32
        self.renderer = ImageRenderer("assets/images/sprite/player.png")

        self.box_collider = BoxCollider(25, 32)
        self.is_active = True
        self.input_manager = input_manager
        self.isJump = False
        self.jumpCount = 5
        self.count = 0
        self.move = True
Exemple #2
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 def __init__(self, x, y):
     GameObject.__init__(self,x ,y)
     self.overlap = False
     # 1 load image
     self.renderer = ImageRenderer("assets/images/sprite/gift/gift_close.png")
     self.width = 25
     self.height = 25
     self.box_collider = BoxCollider(self.width, self.height)
Exemple #3
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 def __init__(self, x, y, dx, dy):
     GameObject.__init__(self, x, y)
     self.overlap = False
     # 1 load image
     self.width = 10
     self.height = 10
     self.box_collider = BoxCollider(self.width, self.height)
     self.dx = dx
     self.dy = dy
     self.dam = 5
     if self.dy > 0:
         self.renderer = ImageRenderer(
             "assets/images/sprite/bullet_player/bullet_down.png")
     elif self.dy < 0:
         self.renderer = ImageRenderer(
             "assets/images/sprite/bullet_player/bullet_up.png")
     elif self.dx > 0:
         self.renderer = ImageRenderer(
             "assets/images/sprite/bullet_player/bullet_right.png")
     elif self.dx < 0:
         self.renderer = ImageRenderer(
             "assets/images/sprite/bullet_player/bullet_left.png")
Exemple #4
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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)
 def __init__(self,x ,y, x_player, y_player):
     GameObject.__init__(self,x ,y)
     self.dam = 30
     self.x = x
     self.y = y
     self.overlap = False
     self.x_player = x_player
     self.y_player = y_player
     # 1 load image
     self.renderer = ImageRenderer("assets/images/sprite/enemy/tower/tower_bullet.png")
     self.width = 20
     self.height = 20
     self.box_collider = BoxCollider(self.width, self.height)
     self.vectorX = self.x_player - self.x
     self.vectorY =  self.y_player - self.y
     self.velocityX = self.vectorX/((self.vectorX**2 + self.vectorY**2)**(1/2))*10
     self.velocityY = self.vectorY/((self.vectorX**2 + self.vectorY**2)**(1/2))*10
Exemple #6
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 def __init__(self, x, y, input_manager):
     GameObject.__init__(self, x, y)
     self.overlap = False
     # 1 load image
     self.renderer = ImageRenderer("assets/images/sprite/player_left.png")
     self.width = 15
     self.height = 15
     self.box_collider = BoxCollider(self.width, self.height)
     self.speed = 4
     self.dx = 0
     self.dy = 0
     self.shootX = -6
     self.shootY = 0
     self.frame_counter = FrameCounter(10)
     self.shoot_lock = True
     self.can_shoot = False
     self.hp = 100
     self.count_coin = 0
     self.count_enemy = 0
     self.input_manager = input_manager
Exemple #7
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = ImageRenderer('assets/images/sprite/grass0000.png')
     self.box_collider = BoxCollider(28, 8)
     
Exemple #8
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    def update(self):
        if self.box_collider is not None:
            self.box_collider.x = self.x
            self.box_collider.y = self.y

        if self.input_manager.right_pressed:
            self.x += 2
        elif self.input_manager.left_pressed:
            self.x -= 2

        if not self.isJump:
            if self.input_manager.x_pressed:
                self.isJump = True
        else:
            if self.jumpCount >= -5:
                neg = 1
                if self.jumpCount < 0:
                    neg = -1
                self.y -= self.jumpCount**2 * 0.8 * neg
                if neg == 1:
                    if len(game_object.collide_with(self.box_collider,
                                                    Grass)) != 0:
                        self.jumpCount *= -1

                elif neg == -1:
                    if len(game_object.collide_with(self.box_collider,
                                                    Grass)) != 0:
                        list_collide = game_object.collide_with(
                            self.box_collider, Grass)
                        for object in list_collide:
                            dy = object.y - 32
                            if object.y < self.y:
                                continue
                            if dy <= self.y:
                                self.y = dy
                        self.jumpCount = -5
                self.jumpCount -= 1
            else:
                self.isJump = False
                self.jumpCount = 5

        if not self.isJump:
            if len(game_object.collide_with(self.box_collider, Grass)) != 0:
                list_collide = game_object.collide_with(
                    self.box_collider, Grass)
                for object in list_collide:

                    if self.box_collider.y == object.y:
                        if self.x >= object.x:
                            self.x += 1
                        elif self.x < object.x:
                            self.x -= 1
                        pass
                    else:
                        self.move = True
                        dy = object.y - 32
                        if dy <= self.y:
                            self.y = dy

            elif len(game_object.collide_with(self.box_collider, Spike)) != 0:
                self.is_active = False
            elif len(game_object.collide_with(self.box_collider,
                                              SpikeFake)) != 0:
                list_object = game_object.collide_with(self.box_collider,
                                                       SpikeFake)
                for obj in list_object:
                    obj.renderer = ImageRenderer(
                        'assets/images/sprite/spike0000.png')
                self.count += 1
                if self.count >= 30:
                    self.is_active = False
                    self.count = 0

            else:
                for object in game_object.game_objects:
                    if (object.x <= self.x <= object.x + 32
                            or object.x <= self.x + self.width <= object.x + 32
                        ) and self.y < object.y:
                        if self.x + 32 == object.x:
                            continue
                        else:
                            self.y = object.y - 32

                            break
Exemple #9
0
class Player():
    def __init__(self, x, y, input_manager):
        self.x = x
        self.y = y
        self.vel = 8
        self.width = 25
        self.height = 32
        self.renderer = ImageRenderer("assets/images/sprite/player.png")

        self.box_collider = BoxCollider(25, 32)
        self.is_active = True
        self.input_manager = input_manager
        self.isJump = False
        self.jumpCount = 5
        self.count = 0
        self.move = True

    def update(self):
        if self.box_collider is not None:
            self.box_collider.x = self.x
            self.box_collider.y = self.y

        if self.input_manager.right_pressed:
            self.x += 2
        elif self.input_manager.left_pressed:
            self.x -= 2

        if not self.isJump:
            if self.input_manager.x_pressed:
                self.isJump = True
        else:
            if self.jumpCount >= -5:
                neg = 1
                if self.jumpCount < 0:
                    neg = -1
                self.y -= self.jumpCount**2 * 0.8 * neg
                if neg == 1:
                    if len(game_object.collide_with(self.box_collider,
                                                    Grass)) != 0:
                        self.jumpCount *= -1

                elif neg == -1:
                    if len(game_object.collide_with(self.box_collider,
                                                    Grass)) != 0:
                        list_collide = game_object.collide_with(
                            self.box_collider, Grass)
                        for object in list_collide:
                            dy = object.y - 32
                            if object.y < self.y:
                                continue
                            if dy <= self.y:
                                self.y = dy
                        self.jumpCount = -5
                self.jumpCount -= 1
            else:
                self.isJump = False
                self.jumpCount = 5

        if not self.isJump:
            if len(game_object.collide_with(self.box_collider, Grass)) != 0:
                list_collide = game_object.collide_with(
                    self.box_collider, Grass)
                for object in list_collide:

                    if self.box_collider.y == object.y:
                        if self.x >= object.x:
                            self.x += 1
                        elif self.x < object.x:
                            self.x -= 1
                        pass
                    else:
                        self.move = True
                        dy = object.y - 32
                        if dy <= self.y:
                            self.y = dy

            elif len(game_object.collide_with(self.box_collider, Spike)) != 0:
                self.is_active = False
            elif len(game_object.collide_with(self.box_collider,
                                              SpikeFake)) != 0:
                list_object = game_object.collide_with(self.box_collider,
                                                       SpikeFake)
                for obj in list_object:
                    obj.renderer = ImageRenderer(
                        'assets/images/sprite/spike0000.png')
                self.count += 1
                if self.count >= 30:
                    self.is_active = False
                    self.count = 0

            else:
                for object in game_object.game_objects:
                    if (object.x <= self.x <= object.x + 32
                            or object.x <= self.x + self.width <= object.x + 32
                        ) and self.y < object.y:
                        if self.x + 32 == object.x:
                            continue
                        else:
                            self.y = object.y - 32

                            break

    def render(self, canvas):
        if self.renderer is not None:
            self.renderer.render(canvas, self.x, self.y)
        # if self.box_collider is not None:
        #     self.box_collider.render(canvas)

    def deactivate(self):
        self.is_active = False
Exemple #10
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 def __init__(self): 
     t = choice(pData)
     GameObject.__init__(self, t.x, t.y)
     self.box_collider = BoxCollider(20, 20)
     self.renderer = ImageRenderer("/Users/apple/Desktop/ai:mlPr/carDrive/assets/images/point.png")
Exemple #11
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = ImageRenderer('assets/images/sprite/platform0000.png')
     self.box_collider = BoxCollider(32, 32)
Exemple #12
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.box_collider = BoxCollider(12, 48)
     self.renderer = ImageRenderer('images/player/player_bullet1.png')
Exemple #13
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    def move(self):
        self.dx = 0
        self.dy = 0
        GameObject.update(self)

        if self.input_manager.up_pressed:
            pygame.mixer.Channel(0).play(
                pygame.mixer.Sound("music/player/player_move.wav"))
            self.shootX = 0
            self.shootY = -6
            self.renderer = ImageRenderer("assets/images/sprite/player_up.png")
            self.box_collider.y = self.y - self.speed
            self.check_overlap()
            if self.overlap:
                self.dy += 0
            else:
                self.dy += -self.speed
        elif self.input_manager.down_pressed:
            pygame.mixer.Channel(1).play(
                pygame.mixer.Sound("music/player/player_move.wav"))

            self.shootX = 0
            self.shootY = 6
            self.renderer = ImageRenderer(
                "assets/images/sprite/player_down.png")
            self.box_collider.y = self.y + self.speed
            self.check_overlap()
            if self.overlap:
                self.dy += 0
            else:
                self.dy += self.speed
        elif self.input_manager.left_pressed:
            pygame.mixer.Channel(1).play(
                pygame.mixer.Sound("music/player/player_move.wav"))

            self.shootX = -6
            self.shootY = 0
            self.renderer = ImageRenderer(
                "assets/images/sprite/player_left.png")
            self.box_collider.x = self.x - self.speed
            self.check_overlap()

            if self.overlap:
                self.dx += 0
            else:
                self.dx += -self.speed
        elif self.input_manager.right_pressed:
            pygame.mixer.Channel(1).play(
                pygame.mixer.Sound("music/player/player_move.wav"))

            self.shootX = 6
            self.shootY = 0
            self.renderer = ImageRenderer(
                "assets/images/sprite/player_right.png")

            self.box_collider.x = self.x + self.speed
            self.check_overlap()
            if self.overlap:
                self.dx += 0
            else:
                self.dx += self.speed
        self.x += self.dx
        self.y += self.dy
        self.box_collider.x = self.x
        self.box_collider.y = self.y
        self.overlap = False
        if len(gamelevel) == 3:
            enemy = Enemy1(6 * 16, 13.5 * 16, 5, 0, 5, "tank")
            enemy.hp = 50
            enemy1 = Enemy1(10 * 16, 3 * 16, -2, 0, 2, "tank")
            enemy1.hp = 50
            game_object.add(enemy)
            game_object.add(enemy1)
            gamelevel.append("*")
Exemple #14
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 def __init__(self, x, y, path):
     GameObject.__init__(self, x, y)
     self.renderer = ImageRenderer(path)
     self.box_collider = BoxCollider(16,16)
Exemple #15
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 def __init__(self):
     GameObject.__init__(self, 320, 240)
     self.renderer = ImageRenderer(
         "assets/images/36987938_870119473192633_6676325747356860416_n.png")
Exemple #16
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.builded = False
     self.box_collider = BoxCollider(70, 70)
     self.renderer = ImageRenderer("images/hole.png")
Exemple #17
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 def __init__(self):
     GameObject.__init__(self, 400, 320)
     self.renderer = ImageRenderer(
         "/Users/apple/Desktop/ai:mlPr/carDrive/mapImages/map.png")
Exemple #18
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = ImageRenderer("images/castle.png")
     self.box_collider = BoxCollider(70, 70)
     self.HP = 5
Exemple #19
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = ImageRenderer("assets/images/sprite/tải xuống.png")