def __init__(self): super(GameModel,self).__init__() self.food_range = [ x for x in range(MAP_WIDTH*MAP_HEIGHT)] self.wall = [] self.init() self.init_food() self.overlapcount = 0 self.detatime = 0 status.reset()
def __init__(self): super(Model, self).__init__() self.choice = None self.cpu_choice = None status.reset() self.player_choices = [Rock(), Paper(), Shotgun()] count = 0 for c in self.player_choices: c.position = (100 + count, 100 ) count += 50
def __init__(self): super(Model, self).__init__() self.cursor = Cursor() self.player = Player() self.mobs = [] self.tardis = None self.mob_active_bullets = set([]) self.mob_spawn_rate = 50 self.mob_spawn_counter = 0 self.scroller = None #self.level = Level() status.reset()
def __init__(self, background_layer): super(GameModel, self).__init__() self.background_layer = background_layer self.bird = None self.pipes = list() self.width, self.height = director.get_window_size() status.reset() status.level = levels.levels[0]
def __init__(self): super(GameModel, self).__init__() self.init() # current block self.block = None # grid self.map = {} status.reset() # phony level status.level = levels.levels[0]
def __init__(self): super(GameModel,self).__init__() self.init() # current block self.block = None # grid self.map = {} status.reset() # phony level status.level = levels.levels[0]
def __init__(self): super(GameModel, self).__init__() self.init_map() # current character self.character = Character() # grid self.map = {} # init status.reset() # phony level status.level = levels.levels[0]
def __init__(self): super(GameModel,self).__init__() self.init_map() # current character self.character = Character() # grid self.map = {} # init status.reset() # phony level status.level = levels.levels[0]
def update(self, dt): #Updates the scene self.collisions.clear() for z, node in self.children: self.collisions.add(node) buttons = self.buttons ###############PLAYER CONTROLS & COLLISIONS############### ma = buttons['right'] - buttons['left'] if ma != 0: self.player.rotation += ma * dt * self.ang_velocity a = math.radians(self.player.rotation) self.impulse_dir = euc.Vector2(math.sin(a), math.cos(a)) new_velocity = self.player.vel mv = buttons['up'] mvdn = buttons['down'] nv = new_velocity.magnitude() if mvdn != 0: #reverse movement new_velocity += mvdn * self.acceleration * -(self.impulse_dir) new_velocity *= (status.stamina / 100.0) if status.stamina > 10: status.stamina -= 0.2 if nv > self.top_speed: new_velocity *= self.top_speed / nv if mv != 0: #forward movement new_velocity += mv * self.acceleration * self.impulse_dir new_velocity *= (status.stamina / 100.0) if status.stamina > 10: status.stamina -= 0.2 if nv > self.top_speed: new_velocity *= self.top_speed / nv if mv == 0 and mvdn == 0: #stop moving new_velocity = euc.Vector2(0.0, 0.0) player_position = self.player.cshape.center r = self.player.cshape.r while dt > 1.e-6: new_position = player_position + dt * new_velocity dt_minus = dt if new_position.x < r or new_position.x > ( self.width - r) or new_position.y < r or new_position.y > ( self.height - r): status.level += 1 director.push(get_newgame()) for colliding in self.collisions.iter_colliding(self.player): typecoll = colliding.btype if typecoll == 'wall': new_velocity = -new_velocity status.health -= 0.04 elif typecoll == 'enemy': status.health -= 0.1 * status.level #Enemy damage multiplies each level elif typecoll == 'health': status.health = 100 dt -= dt_minus if status.stamina <= 100 and mvdn == 0 and mv == 0: status.stamina += 1 self.player.vel = new_velocity self.player.update_center(new_position) #key bindings if buttons['escape'] != 0 or status.health <= 0.0: status.reset() #player stats, level reset to defaults scene = cocos.scene.Scene() scene.add( game.MultiplexLayer(game.Main_Menu(), game.Options_Menu())) director.run(scene) for node in self.toRemove: self.remove(node) self.toRemove.clear()
def init(self): #set base conditions so we can load a new level #self.player = Player() #self.level = Level() status.reset()