Exemple #1
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    def __collide_controller(self, game, last):
        """Checks for collusions

        Check for collusion with walls and enemies.
        Kill the player if collided with enemy.
        The enemy dies too.

        """
        new = self.rect

        for cell in pygame.sprite.spritecollide(self, game.walls, False):
            cell_rect = cell.rect
            if last.right <= cell_rect.left and new.right > cell_rect.left:
                new.right = cell_rect.left
            if last.left >= cell_rect.right and new.left < cell_rect.right:
                new.left = cell_rect.right
            if last.bottom <= cell_rect.top and new.bottom > cell_rect.top:
                new.bottom = cell_rect.top
            if last.top >= cell_rect.bottom and new.top < cell_rect.bottom:
                new.top = cell_rect.bottom

        for enemy in game.enemies.sprites():
            if pygame.sprite.collide_circle(self, enemy):
                enemy.kill()
                effects.Explosion(enemy.rect.midtop, game, game.sprites)
                sounds.Sound('death').play()

                self._zero_stats()
                self.kill()
                effects.Explosion(self.rect.midtop, game, game.sprites)
                sounds.Sound('death').play()
Exemple #2
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    def __shoot(self, gun1, events, dt, game):
        """Manages the shooting of the player

        Player shoot with pressing the SPACE key.
        The weapon power and bullet count depend on
        the level of the weapon (gun_level)
        Manages the weapon cooldown.

        """
        key = pygame.key.get_pressed()
        if key[pygame.K_SPACE] and not self.gun_cooldown and self.can_shoot:
            gun_power = self._get_gun_power()
            idx = self.gun_level
            while idx > 0:
                gun.Gun(self.gun_type, gun_power, self.gun_speed, False,
                        self._get_gun_position(idx), self.gun_direction,
                        game.sprites)
                idx -= 1

            self.gun_cooldown = self.gun_cooldown_delay
            self.gun_overflow += self.gun_overflow_step
            if self.gun_overflow >= self.gun_overflow_max:
                self.can_shoot = False
                sounds.Sound('overflow').play()
            sounds.Sound('shot').play()
        self.gun_cooldown = max(0, self.gun_cooldown - dt)
Exemple #3
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    def test_sound_generate(self):
        # Test with self-generated data
        rate = 22050
        dt = 1. / rate
        t = np.arange(0, 0.5, dt)
        freq = 880
        x = np.sin(2 * np.pi * freq * t)
        sounddata = np.int16(x * 2**13)
        inSound = sounds.Sound(inData=sounddata, inRate=rate)
        inSound.play()

        # Test if type conversion works
        inSound2 = sounds.Sound(inData=x, inRate=rate)
        inSound2.play()
Exemple #4
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 def __check_death__(self, game, gamer):
     """Check if the player is dead."""
     if gamer.health <= 0:
         gamer._zero_stats()
         gamer.kill()
         effects.Explosion(gamer.rect.midtop, game, game.sprites)
         sounds.Sound('death').play()
Exemple #5
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    def __init__(self, parent):
        self._init_ctrls(parent)

        self.mixer = sounds.Mixer()

        self.currTime = libitl.Prayer()

        self.lastDiff = -1

        self.imageFond = wx.Bitmap("interface.png", wx.BITMAP_TYPE_PNG)
        self.bous = boussole.BoussoleFrame(self,
                                           id=wx.NewId(),
                                           pos=wx.Point(508, 107),
                                           size=wx.Size(119, 120),
                                           style=wx.TAB_TRAVERSAL,
                                           name=u'bous')
        self.alertFrame = AlertFrame.AlertFrame(None)
        self.toolTip = wx.ToolTip(u'')
        self.remainText = u''
        self.tbicon = NotificationIcon(self)

        pygame.mixer.init()
        bism = sounds.Sound(self, 'bismilleh.ogg')
        bism.play()
        self.athan = sounds.Sound(self, 'athan.ogg')
        self.bip = sounds.Sound(self, 'ding.ogg')

        self.nextSalFont = wx.Font(13, wx.SWISS, wx.NORMAL, wx.FONTWEIGHT_BOLD,
                                   False, u'Tahoma')
        self.salFont = wx.Font(11, wx.SWISS, wx.NORMAL, wx.NORMAL, False,
                               u'Tahoma')
        self.nextSalColour = wx.Colour(255, 0, 0)
        self.salColour = wx.Colour(0, 0, 0)

        self.conf = wx.GetApp().conf
        self.loc = wx.GetApp().loc

        self.newDay()

        self.Mytimer.Start(1000)

        self.startUp = True
Exemple #6
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    def test_sound_select(self):
        # Test with GUI
        inSound = sounds.Sound()
        inSound.play()
        print('hi')

        # Info about sound, and its display
        (source, rate, numChannels, totalSamples, duration,
         bitsPerSample) = inSound.get_info()
        inSound.summary()
        print('ho')
Exemple #7
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    def __collide_controller(self, game):
        """Check for collusions with enemy or player.

        Manages the health of the enemy and the player.
        Manages the shield of the player.
        Manages the sound and graphics effects on kill.
        Manages game stats.
        Creates the bonus if enemy is killed.

        """
        for enemy in game.enemies.sprites():
            if pygame.sprite.collide_circle(self, enemy) \
                    and not self.is_enemy_bullet \
                    and self.direction == -1:
                self.kill()
                enemy.health -= self.power
                sounds.Sound('e_hit').play()
                if enemy.health <= 0:
                    bonus.Bonus(enemy.bonus, enemy.rect.midtop, game.sprites)
                    enemy.kill()
                    effects.Explosion(enemy.rect.midtop, game, game.sprites)
                    sounds.Sound('death').play()
                    game.gamer.score += game.game_level * 1000
                    game.gamer.kills += 1
        for gamer in game.players.sprites():
            if pygame.sprite.collide_circle(self, gamer) \
                    and self.is_enemy_bullet:
                self.kill()
                if gamer.shield > 0:
                    gamer.shield -= self.power
                    sounds.Sound('shield_hit').play()
                    if gamer.shield <= 0:
                        gamer.health += gamer.shield
                        gamer.shield = 0
                        self.__check_death__(game, gamer)
                    gamer.shield = max(0, gamer.shield)
                else:
                    gamer.health -= self.power
                    gamer.health = max(0, gamer.health)
                    sounds.Sound('hit').play()
                    self.__check_death__(game, gamer)
Exemple #8
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    def test_sound_write(self):
        # Test with self-generated data
        rate = 22050
        dt = 1. / rate
        t = np.arange(0, 0.5, dt)
        freq = 880
        x = np.sin(2 * np.pi * freq * t)
        sounddata = np.int16(x * 2**13)
        inSound = sounds.Sound(inData=sounddata, inRate=rate)

        # Write sound-data
        inSound.write_wav()
Exemple #9
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    def test_sound_read(self):
        # Single channel, stereo, and mp3 input
        sound_files = ['peas.wav', 'tiger.wav', 'YouAreNotIt.mp3']
        for file in sound_files:
            try:
                inSound = sounds.Sound(file)
                inSound.play()
            except sounds.NoFFMPEG_Error:
                pass

        # Also make sure that
        # a) also another input gets read in correctly, and
        # b) that floats are converted properly to integers
        inSound.read_sound('float_sound.wav')
        inSound.play()
Exemple #10
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    def __reward_player(self, game):
        """Rewar the player with the bonus taken.

        If bonus is points (100/200/300) add them to the score.
        If bonus is weapon then add 400 point to score and add DPS.
        If health or shield add points and raise the health/shield.

        """
        if self.type == self.GIFTS[0]:
            game.gamer.score += 100
            sounds.Sound('points').play()
            return
        if self.type == self.GIFTS[1]:
            game.gamer.score += 200
            sounds.Sound('points').play()
            return
        if self.type == self.GIFTS[2]:
            game.gamer.score += 300
            sounds.Sound('points').play()
            return
        if self.type == self.GIFTS[3]:
            game.gamer.score += 400
            if game.gamer.gun_level < 3:
                game.gamer.gun_level += 1
            else:
                dmg_min = game.gamer.gun_powers[0] + 5
                dmg_max = game.gamer.gun_powers[1] + 5
                game.gamer.gun_powers = (dmg_min, dmg_max)
            sounds.Sound('weapon').play()
            return
        if self.type == self.GIFTS[4]:
            game.gamer.score += 450
            game.gamer.shield = min(100, game.gamer.shield + 50)
            sounds.Sound('shield').play()
            return
        if self.type == self.GIFTS[5]:
            game.gamer.score += 500
            health = random.randint(25, 50)
            game.gamer.health = min(100, game.gamer.health + health)
            sounds.Sound('heal').play()
            return