Exemple #1
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    def __init__(self):
        self.z_position = 2
        self.is_jumping = False
        self.is_ducking = False
        self.is_blinking = False
        self.is_dead = False
        self.counter = 0
        list_running_dinos = utils.load_sprite_sheet('dino.png', 5, 1, 44, 47)
        list_ducking_dinos = utils.load_sprite_sheet('dino_ducking.png', 2, 1,
                                                     59, 47)
        self.list_dinos = list_running_dinos + list_ducking_dinos

        self.index = 0
        self.left_buttom_coord = scene.Point(10, 10)
        self.update_img()

        self.velocity = [0, 0]
Exemple #2
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 def __init__(self,screen,speed=5,sizex=-1,sizey=-1):
     pg.sprite.Sprite.__init__(self,self.containers)
     self.screen = screen
     self.images,self.rect = ut.load_sprite_sheet('cacti-small.png',3,1,sizex,sizey,-1)
     self.rect.bottom = int(0.98*ct.height)
     self.rect.left = ct.width + self.rect.width
     self.image = self.images[random.randrange(0,3)]
     self.movement = [-1*speed,0]
Exemple #3
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 def __init__(self, speed=-5):
     texture, size = utils.load_sprite_sheet('ground.png', 1, 1)[0]
     self.ground0 = Ground(texture, size, scene.Point(0, 0))
     self.ground1 = Ground(texture, size, scene.Point(size.x, 0))
     self.add_child(self.ground0)
     self.add_child(self.ground1)
     self.position = scene.Point(0, 0)
     self.velocity = speed
Exemple #4
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 def __init__(self,screen,speed=5,sizex=-1,sizey=-1):
     pg.sprite.Sprite.__init__(self,self.containers)
     self.screen = screen
     self.images,self.rect = ut.load_sprite_sheet('ptera.png',2,1,sizex,sizey,-1)
     self.ptera_height = [ct.height*0.82,ct.height*0.75,ct.height*0.60]
     self.rect.centery = self.ptera_height[random.randrange(0,3)]
     self.rect.left = ct.width + self.rect.width
     self.image = self.images[0]
     self.movement = [-1*speed,0]
     self.index = 0
     self.counter = 0
Exemple #5
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    def __init__(self,screen,sizex=-1,sizey=-1):
        self.screen = screen

        self.checkPoint_sound = pg.mixer.Sound('sprites/checkPoint.wav')
        self.images,self.rect = ut.load_sprite_sheet('dino.png',5,1,sizex,sizey,-1)
        self.images1,self.rect1 = ut.load_sprite_sheet('dino_ducking.png',2,1,59,sizey,-1)
        self.rect.bottom = int(0.98*ct.height)
        self.rect.left = ct.width/15
        self.image = self.images[0]
        self.index = 0
        self.counter = 0
        self.score = 0
        self.isJumping = False
        self.isDead = False
        self.isDucking = False
        self.isBlinking = False
        self.movement = [0,0]
        self.jumpSpeed = 11.5

        self.stand_pos_width = self.rect.width
        self.duck_pos_width = self.rect1.width
Exemple #6
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 def __init__(self, scene_size_x):
     self.position = scene.Point(0, 0)
     self.velocity = -5
     sprites = utils.load_sprite_sheet('cacti-small.png', 6, 1, 17, 35,
                                       [(0, 1), (0, 2), (3, 1), (2, 2),
                                        (2, 3)])
     position = scene.Point(-100, 0)
     cactuses = [
         Cactus(texture, size, position, scene_size_x)
         for texture, size in sprites
     ]
     for cactus in cactuses:
         self.add_child(cactus)
Exemple #7
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 def __init__(self,screen,x=-1,y=-1):
     self.screen = screen
     self.score = 0
     self.tempimages,self.temprect = ut.load_sprite_sheet('numbers.png',12,1,11,int(11*6/5),-1)
     self.image = pg.Surface((55,int(11*6/5)))
     self.rect = self.image.get_rect()
     if x == -1:
         self.rect.left = ct.width*0.89
     else:
         self.rect.left = x
     if y == -1:
         self.rect.top = ct.height*0.1
     else:
         self.rect.top = y
Exemple #8
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    def __init__(self, speed, scene_size_x):
        self.position = scene.Point(0, 0)
        self.velocity = -2

        texture, size = utils.load_sprite_sheet('cloud.png', 1, 1,
                                                int(90 * 30 / 42), 30)[0]
        position = scene.Point(-200, random.randrange(90, 150))
        cloud0 = Cloud(texture, size, position, scene_size_x)
        cloud1 = Cloud(texture, size, position, scene_size_x)
        cloud2 = Cloud(texture, size, position, scene_size_x)
        cloud3 = Cloud(texture, size, position, scene_size_x)
        self.add_child(cloud0)
        self.add_child(cloud1)
        self.add_child(cloud2)
        self.add_child(cloud3)
Exemple #9
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    def introscreen(self):
        temp_dino = Dino(self.screen, 47, 47)
        temp_dino.isBlinking = True
        gameStart = False

        callout, callout_rect = ut.load_image('call_out.png', 196, 45, -1)
        callout_rect.left = ct.width * 0.05
        callout_rect.top = ct.height * 0.4

        temp_ground, temp_ground_rect = ut.load_sprite_sheet(
            'ground.png', 15, 1, -1, -1, -1)
        temp_ground_rect.left = ct.width / 20
        temp_ground_rect.bottom = ct.height

        logo, logo_rect = ut.load_image('logo.png', 240, 40, -1)
        logo_rect.centerx = ct.width * 0.6
        logo_rect.centery = ct.height * 0.6
        while not gameStart:
            if pg.display.get_surface() == None:
                print("Couldn't load display surface")
                return (True)
            else:
                for event in pg.event.get():
                    if event.type == pg.QUIT:
                        return (True)
                    if event.type == pg.KEYDOWN:
                        if event.key == pg.K_SPACE or event.key == pg.K_UP:
                            temp_dino.isJumping = True
                            temp_dino.isBlinking = False
                            temp_dino.movement[1] = -1 * temp_dino.jumpSpeed

            temp_dino.update()

            if pg.display.get_surface() != None:
                self.screen.fill(ct.background_col)
                self.screen.blit(temp_ground[0], temp_ground_rect)
                if temp_dino.isBlinking:
                    self.screen.blit(logo, logo_rect)
                    self.screen.blit(callout, callout_rect)
                temp_dino.draw()

                pg.display.update()

            self.clock.tick(ct.FPS)
            if temp_dino.isJumping == False and temp_dino.isBlinking == False:
                gameStart = True
 def __init__(self,x,y):
     super().__init__("WaffleMaker",image=utils.load_sprite_sheet("wafflemaker",constants.WAFFLE_MAKER_SIZE,constants.WAFFLE_MAKER_SIZE), x=x,y=y,width=constants.WAFFLE_MAKER_SIZE,height=constants.WAFFLE_MAKER_SIZE)
     self.waffle = None
     self.cook_meter = CookMeter(x=self.x - constants.COOK_METER_WIDTH - 10, y=self.y,height=self.height)
     self.batter_selector = BatterSelector(x=self.x+self.width+10, y=self.y, height=self.height)
     self.selected_batter = constants.DUMP_BATTER
 def __init__(self,x,y,height):
     super().__init__("BatterSelector",x=x,y=y,width=constants.BATTER_ICON_SIZE,height=height,color=colors.red)
     self.batters = list()
     for i in range(len(BATTER_NAMES)):
         batter = BATTER_NAMES[i]
         self.batters.append(BatterIcon(name=batter,image=utils.load_sprite_sheet(batter,constants.BATTER_ICON_SIZE,constants.BATTER_ICON_SIZE),x=self.x,y=self.y+i*constants.BATTER_ICON_SIZE))
Exemple #12
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    def gameplay(self):
        gamespeed = 4
        startMenu = False
        gameOver = False
        gameQuit = False
        playerDino = Dino(self.screen, 44, 47)
        new_ground = Ground(self.screen, -1 * gamespeed)
        scb = Scoreboard(self.screen)
        highsc = Scoreboard(self.screen, ct.width * 0.78)
        counter = 0

        cacti = pg.sprite.Group()
        pteras = pg.sprite.Group()
        clouds = pg.sprite.Group()
        last_obstacle = pg.sprite.Group()

        Cactus.containers = cacti
        Ptera.containers = pteras
        Cloud.containers = clouds

        retbutton_image, retbutton_rect = ut.load_image(
            'replay_button.png', 35, 31, -1)
        gameover_image, gameover_rect = ut.load_image('game_over.png', 190, 11,
                                                      -1)

        temp_images, temp_rect = ut.load_sprite_sheet('numbers.png', 12, 1, 11,
                                                      int(11 * 6 / 5), -1)
        HI_image = pg.Surface((22, int(11 * 6 / 5)))
        HI_rect = HI_image.get_rect()
        HI_image.fill(ct.background_col)
        HI_image.blit(temp_images[10], temp_rect)
        temp_rect.left += temp_rect.width
        HI_image.blit(temp_images[11], temp_rect)
        HI_rect.top = ct.height * 0.1
        HI_rect.left = ct.width * 0.73

        while not gameQuit:
            while startMenu:
                pass
            while not gameOver:
                if pg.display.get_surface() == None:
                    print("Couldn't load display surface")
                    gameQuit = True
                    gameOver = True
                else:
                    ##########

                    frame = self.cam.get_frame()
                    frame = cv2.resize(frame, self.im_shape)
                    frame = np.reshape(
                        frame, (1, self.im_shape[0], self.im_shape[1], 3))
                    out = self.model.predict(frame)
                    CLS = {0: 'Center', 1: 'Top', 2: 'Bottom'}
                    print(CLS[int(out[0])], )

                    if True:
                        for event in pg.event.get():
                            if event.type == pg.QUIT:
                                gameQuit = True
                                gameOver = True

                        if out[0] == 1:
                            if playerDino.rect.bottom == int(0.98 * ct.height):
                                playerDino.isJumping = True
                                if pg.mixer.get_init() != None:
                                    self.jump_sound.play()
                                playerDino.movement[
                                    1] = -1 * playerDino.jumpSpeed
                        elif out[0] == 0:
                            playerDino.isDucking = False
                        elif out[0] == 2:
                            if not (playerDino.isJumping
                                    and playerDino.isDead):
                                playerDino.isDucking = True

                    if False:
                        for event in pg.event.get():
                            if event.type == pg.QUIT:
                                gameQuit = True
                                gameOver = True

                            if event.type == pg.KEYDOWN:
                                if event.key == pg.K_SPACE:
                                    if playerDino.rect.bottom == int(
                                            0.98 * ct.height):
                                        playerDino.isJumping = True
                                        if pg.mixer.get_init() != None:
                                            self.jump_sound.play()
                                        playerDino.movement[
                                            1] = -1 * playerDino.jumpSpeed

                                if event.key == pg.K_DOWN:
                                    if not (playerDino.isJumping
                                            and playerDino.isDead):
                                        playerDino.isDucking = True

                            if event.type == pg.KEYUP:
                                if event.key == pg.K_DOWN:
                                    playerDino.isDucking = False
                    ##########

                for c in cacti:
                    c.movement[0] = -1 * gamespeed
                    if pg.sprite.collide_mask(playerDino, c):
                        playerDino.isDead = True
                        if pg.mixer.get_init() != None:
                            self.die_sound.play()

                for p in pteras:
                    p.movement[0] = -1 * gamespeed
                    if pg.sprite.collide_mask(playerDino, p):
                        playerDino.isDead = True
                        if pg.mixer.get_init() != None:
                            self.die_sound.play()

                if len(cacti) < 2:
                    if len(cacti) == 0:
                        last_obstacle.empty()
                        last_obstacle.add(
                            Cactus(self.screen, gamespeed, 40, 40))
                    else:
                        for l in last_obstacle:
                            if l.rect.right < ct.width * 0.7 and random.randrange(
                                    0, 50) == 10:
                                last_obstacle.empty()
                                last_obstacle.add(
                                    Cactus(self.screen, gamespeed, 40, 40))

                if len(pteras) == 0 and random.randrange(
                        0, 200) == 10 and counter > 500:
                    for l in last_obstacle:
                        if l.rect.right < ct.width * 0.8:
                            last_obstacle.empty()
                            last_obstacle.add(
                                Ptera(self.screen, gamespeed, 46, 40))

                if len(clouds) < 5 and random.randrange(0, 300) == 10:
                    Cloud(self.screen, ct.width,
                          random.randrange(ct.height / 5, ct.height / 2))

                playerDino.update()
                cacti.update()
                pteras.update()
                clouds.update()
                new_ground.update()
                scb.update(playerDino.score)
                highsc.update(self.high_score)

                if pg.display.get_surface() != None:
                    self.screen.fill(ct.background_col)
                    new_ground.draw()
                    clouds.draw(self.screen)
                    scb.draw()
                    if self.high_score != 0:
                        highsc.draw()
                        self.screen.blit(HI_image, HI_rect)
                    cacti.draw(self.screen)
                    pteras.draw(self.screen)
                    playerDino.draw()

                    pg.display.update()
                self.clock.tick(ct.FPS)

                if playerDino.isDead:
                    gameOver = True
                    if playerDino.score > self.high_score:
                        self.high_score = playerDino.score

                if counter % 700 == 699:
                    new_ground.speed -= 1
                    gamespeed += 1

                counter = (counter + 1)

            if gameQuit:
                break

            while gameOver:
                if pg.display.get_surface() == None:
                    print("Couldn't load display surface")
                    gameQuit = True
                    gameOver = False
                else:
                    for event in pg.event.get():
                        if event.type == pg.QUIT:
                            gameQuit = True
                            gameOver = False
                        if event.type == pg.KEYDOWN:
                            if event.key == pg.K_ESCAPE:
                                gameQuit = True
                                gameOver = False

                            if event.key == pg.K_RETURN or event.key == pg.K_SPACE:
                                gameOver = False
                                self.gameplay()
                highsc.update(self.high_score)
                if pg.display.get_surface() != None:
                    self.disp_gameOver_msg(retbutton_image, gameover_image)
                    if self.high_score != 0:
                        highsc.draw()
                        self.screen.blit(HI_image, HI_rect)
                    pg.display.update()
                self.clock.tick(ct.FPS)

        pg.quit()
        self.cam.stop()
        quit()
Exemple #13
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import pygame
import utils
import game_data
import level
import menu

##################
# initialisation #
##################
pygame.init()
pygame.event.set_allowed(
    [pygame.QUIT, pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP])
pygame.display.set_caption("Attack on the cemetery")
screen = pygame.display.set_mode((1, 1))
game_data.buildings_images = utils.load_sprite_sheet("assets/buildings.png",
                                                     (75, 75))
game_data.monsters_images = utils.load_sprite_sheet("assets/monsters.png",
                                                    (50, 50))
game_data.projectile_images = utils.load_sprite_sheet("assets/projectiles.png",
                                                      (32, 9))
game_data.effects = utils.load_sprite_sheet("assets/effects.png", (50, 50))
game_data.new_building_image = pygame.image.load(
    "assets/building_0.png").convert_alpha()
game_data.buttons = utils.load_sprite_sheet("assets/buttons.png", (50, 50))
game_data.scores_image = utils.load_sprite_sheet("assets/scores.png", (85, 50))
pygame.mixer_music.load("assets/Wintergatan - Ondophone .mp3")

next_ui = "menu"
while True:
    if next_ui == "exit":
        break