def __init__(self): super().__init__() self.map = TiledMap(self.tiles, PUZZLEMAP, offset=Vector(50, 50)) self.sprite = TileSprite(self.tiles['b.pac_right'], Vector(0, 0), speed=2, offset=Vector(50, 10 * 32 + 50)) self.trees_counted = 0 self.path = DEFAULT_PATH.copy()
def create_mine(self): x = 25 y = random.randint(1, 20) mine = SpaceMine(self.frame, self.tile_factory, Vector(x, y)) for i in range(x + 1): mine.sprite.add_move(LEFT) return mine
def __init__(self, pclass): super().__init__(SIZEX, SIZEY, "Dungeon Crawl") arcade.set_background_color(arcade.color.BLACK) self.tiles = load_tiles('fruit.csv') self.add_tile_synonyms() self.player = pclass(self.tiles, None) self.level = None self.level_cache = {} self.enter_level('level.json', Vector(2, 6))
def __init__(self): self.game = Game() self.tm = TiledMap(self.game) self.gap = Vector(4, 4) self.tm.set_map(PUZZLEMAP) self.tm.draw() self.events = None self.game.frame.print_text("Build horizontal rows", (0, 220)) pygame.display.update() self.game.event_loop(figure_moves=self.move)
def enter_level(self, filename, pos): if filename not in self.level_cache: self.level = Level(filename, self.tiles, self.player, offset=Vector(50, 170)) self.level_cache[filename] = self.level else: self.level = self.level_cache[filename] self.player.level = self.level self.player.pos = pos self.timer = TIMER
#levels.ghostpos(levelnumber) from tilegamelib import Vector #example level example = """#################### #################### #################### #bs################# #y################## #pgbry5############# #o##g############### #br#os############## #igyp############### ####################""" ghostposex = [Vector(1, 3)] playerposex = [Vector(1, 8)] ghostspeedex = 2 #level 1, Tutorial #player must press every combination of colors to learn #no ghosts level1 = """#################### #################### #################### #################### #################### #################### #################### ########5########### #ipgbryos###########
def create_level(self): frame = Frame(self.screen, Rect(10, 10, 640, 512)) self.level = SpaceshipLevel(frame, self.tile_factory) self.spaceship = SpaceshipSprite(frame, self.tile_factory, Vector(1, 1), self.level)
def test_frutris(game): LEVEL = """#......# #......# #......# #....a.# #....a.# #.bb.a.# #ccddde# #cbbbaa# ########""" frutris = FrutrisBox(game, LEVEL) # draw screen game.screen.clear() frutris.draw() pygame.display.update() time.sleep(0.5) # insert fruit frutris.level.insert(Vector(4, 5), 'd') frutris.level.draw() pygame.display.update() time.sleep(0.5) # remove fruits for i in range(3): frutris.remove_blocks() # wait_for_move(frutris, screen, frutris.draw) frutris.level.get_dropped_bricks() # wait_for_move(frutris, screen, frutris.draw) # test diamond frutris.insert_diamond(2) for i in range(10): wait(frutris) frutris.moving_blocks.drop() # test fruit pair frutris.insert_fruit_pair('a', 'b') # drop stuff frutris.moving_blocks.drop() wait(frutris) frutris.moving_blocks.drop() wait(frutris) # move stuff for i in range(4): frutris.moving_blocks.shift(LEFT) wait(frutris) for i in range(4): frutris.moving_blocks.shift(RIGHT) wait(frutris) for i in range(4): frutris.moving_blocks.rotate() wait(frutris) for i in range(6): frutris.moving_blocks.drop() wait(frutris) time.sleep(2)