Esempio n. 1
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    def setup(self):

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

        # Reset the view port
        self.view_left = 0
        self.view_bottom = 0

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        # Reset the score
        self.score = 0

        # Create the player
        self.player_sprite = arcade.Sprite("images/character.png",
                                           SPRITE_SCALING_PLAYER)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 64
        self.player_list.append(self.player_sprite)

        # --- Manually place walls

        # Manually create and position a box at 300, 200
        wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING_BOX)
        wall.center_x = 300
        wall.center_y = 200
        self.wall_list.append(wall)

        # Manually create and position a box at 364, 200
        wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING_BOX)
        wall.center_x = 364
        wall.center_y = 200
        self.wall_list.append(wall)

        # --- Place boxes inside a loop
        for x in range(173, 650, 64):
            wall = arcade.Sprite("images/boxCrate_double.png",
                                 SPRITE_SCALING_BOX)
            wall.center_x = x
            wall.center_y = 350
            self.wall_list.append(wall)

        # --- Place walls with a list
        coordinate_list = [[400, 500], [470, 500], [400, 570], [470, 570]]

        # Loop through coordinates
        for coordinate in coordinate_list:
            wall = arcade.Sprite("images/boxCrate_double.png",
                                 SPRITE_SCALING_BOX)
            wall.center_x = coordinate[0]
            wall.center_y = coordinate[1]
            self.wall_list.append(wall)

        # Create the physics engine. Give it a reference to the player, and
        # the walls we can't run into.
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
Esempio n. 2
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    def setup(self):
        # Sprite lists
        self.all_sprites_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()
        # self.ammo_list = arcade.SpriteList()
        # self.arrow_list = arcade.SpriteList()
        # self.enemy_list = arcade.SpriteList()
        # self.fireball_list = arcade.SpriteList()
        self.chest_list = arcade.SpriteList()
        # self.potion_list = arcade.SpriteList()
        self.effect_list = arcade.SpriteList()

        # Map Generation
        self.blocks = [[True for useless in range(BR_Y)]
                       for useless in range(BR_X)]
        self.direction = "right"
        self.ng_x = 0
        self.ng_y = 0

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
        arcade.set_background_color(arcade.color.BLACK)
        self.generate_map()
        arcade.play_sound(self.sound_list[0])
Esempio n. 3
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File: blank.py Progetto: Dzamb/test
    def setup(self):
        self.player_list = arcade.SpriteList()
        self.player = arcade.AnimatedTimeBasedSprite()

        #* тут прописываем физику поведения спрайтов персонажа и преград
        self.physics_engine = arcade.PhysicsEngineSimple(
            """дописать спрайты""")
    def setUp(self):
        self.shipList = arcade.SpriteList()
        # This is empty right now but when it's populated
        # the ship will crash into the asteroid Sprites
        self.asteroidList = arcade.SpriteList()

        self.powerupList = arcade.SpriteList()
        for x in range(4):
            powerupSprite = powerup("Assets/powerup.png", 1)
            powerupSprite.center_x = _width / (x + 1)
            powerupSprite.center_y = _width / (x + 1)
            self.powerupList.append(powerupSprite)

        self.shipSprite = ship("Assets/bluecarrier.png", .125)
        self.shipSprite.center_x = _width / 2
        self.shipSprite.center_y = _height / 2

        self.laserList = arcade.SpriteList()

        self.addAsteroids(self.asteroidCount)
        self.shipList.append(self.shipSprite)

        # The second param makes it so that the first element pass through it
        # so for this we need to asteroids to overlap the ship so we have a
        # collision
        self.phyEngine = arcade.PhysicsEngineSimple(self.shipSprite,
                                                    arcade.SpriteList())
Esempio n. 5
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    def setup(self):

        self.background = arcade.load_texture("images/BG_tiled_.png", )

        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        self.player_sprite = arcade.Sprite("images/personagempng_Idle_0.png",
                                           1)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 130
        self.player_list.append(self.player_sprite)

        for x in range(200, 1650, 210):
            for y in range(0, 100, 64):

                if random.randrange(5) > 0:
                    wall = arcade.Sprite("images/box.png", SPRITE_SCALING)
                    wall.center_x = x
                    wall.center_y = y
                    self.wall_list.append(wall)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        self.view_left = 0
        self.view_bottom = 0
Esempio n. 6
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    def __init__(self, width, height, title):
        super().__init__(width, height, title)

        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        arcade.set_background_color(arcade.color.AMAZON)

        self.character_list = arcade.SpriteList()
        self.character_sprite = arcade.Sprite(
            "../../arcade/examples/images/character.png", CHARACTER_SCALING)
        self.character_sprite.center_x = 50
        self.character_sprite.center_y = 50
        self.character_sprite.change_x = 5
        self.character_sprite.change_y = 5
        self.character_list.append(self.character_sprite)

        self.wall_list = arcade.SpriteList()
        sprite = arcade.Sprite(
            "../../arcade/examples/images/boxCrate_double.png",
            CHARACTER_SCALING)
        sprite.position = (130, 130)
        sprite.angle = 90
        self.wall_list.append(sprite)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.character_sprite, self.wall_list)
Esempio n. 7
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.brick_list = arcade.SpriteList()
        self.bomb_list = arcade.SpriteList()

        # Set up the player
        self.player_sprite = Player("character_femalePerson_idle.png", SPRITE_SCALING-0.125)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 50
        self.player_list.append(self.player_sprite)

        # Set up the bricks
        # Place bricks inside a loop
        for x in range(64, SCREEN_WIDTH -1, 128):
            for y in range(128, SCREEN_HEIGHT -1, 128):                 # Need to fix.
                wall = arcade.Sprite("brickGrey.png", SPRITE_SCALING)
                wall.center_x = x
                wall.center_y = y
                self.brick_list.append(wall)

        # Set up our simple "physics engine"
        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.brick_list)
Esempio n. 8
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    def setup_instructions(self):

        arcade.set_background_color(arcade.color.BLACK)

        self.score = 0

        self.view_left = 0
        self.view_bottom = 0

        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()
        self.homework_list = arcade.SpriteList()
        self.plane_list = arcade.SpriteList()

        # image from Pin Clipart(pinclipart.com)
        self.player_sprite = arcade.Sprite("guyteacher.png", .1)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 96
        self.player_list.append(self.player_sprite)

        # image from Pin Clipart(pinclipart.com)
        self.homework_sprite = arcade.Sprite("homework2.png", 0.12)
        self.homework_sprite.center_x = 500
        self.homework_sprite.center_y = 96
        self.homework_list.append(self.homework_sprite)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
Esempio n. 9
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    def __init__(self, width, height, title):
        super().__init__(width, height, title)

        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        arcade.set_background_color(arcade.color.AMAZON)

        self.character_list = arcade.SpriteList()
        self.character_sprite = arcade.Sprite(
            ":resources:images/animated_characters/female_person/femalePerson_idle.png",
            CHARACTER_SCALING)
        self.character_sprite.center_x = 250
        self.character_sprite.center_y = 250
        self.character_sprite.change_x = 5
        self.character_sprite.change_y = 5
        self.character_list.append(self.character_sprite)

        self.wall_list = arcade.SpriteList()

        sprite = arcade.Sprite(":resources:images/tiles/boxCrate_double.png",
                               CHARACTER_SCALING)
        sprite.position = (330, 330)
        sprite.angle = 90
        self.wall_list.append(sprite)

        sprite = arcade.Sprite(":resources:images/tiles/boxCrate_double.png",
                               CHARACTER_SCALING)
        sprite.position = (170, 170)
        sprite.angle = 45
        self.wall_list.append(sprite)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.character_sprite, self.wall_list)
Esempio n. 10
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	def setup(self):
		self.allsprites=arcade.SpriteList()
		self.walls=arcade.SpriteList()

		self.score=0
		self.playersprite=arcade.Sprite("images/alienBeige.png",sprite_scale)
		self.playersprite.center_x = 172
		self.playersprite.center_y = 300
		self.allsprites.append(self.playersprite)

		for x in range(172,650,35):
			wall = arcade.Sprite("images/grassBlock.png",sprite_scale)
			wall.center_x=x
			wall.center_y=180
			self.allsprites.append(wall)
			self.walls.append(wall)
		for y in range(273,500,35):
			wall=arcade.Sprite("images/grassBlock.png",sprite_scale)
			wall.center_x=465
			wall.center_y=y
			self.allsprites.append(wall)
			self.walls.append(wall)

		self.phys = arcade.PhysicsEngineSimple(self.playersprite,self.walls)

		arcade.set_background_color(arcade.color.AMAZON)
Esempio n. 11
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    def setup(self):
        # creates an animated sprite for the player, sets animation refresh to once every 15 frames
        self.player_list = arcade.SpriteList()
        self.player = arcade.AnimatedTimeSprite()
        self.player.texture_change_frames = 30

        # spawning in facing forward
        self.face_forward()

        # sets positional center of player sprite
        self.player.center_x = 800 // 2
        self.player.center_y = 800 // 2

        # adds player sprite to list of player sprites
        self.player_list.append(self.player)

        # loads tiled map
        my_map = arcade.tilemap.read_tmx("Maps/test-map-4.tmx")
        self.ground_list = arcade.tilemap.process_layer(
            my_map, "ground", 1, "images")

        # loads walls in tiled map
        self.wall_list = arcade.tilemap.process_layer(my_map, "walls", 1,
                                                      "images")

        # inits physics engine
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player, self.wall_list)
Esempio n. 12
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        # Set up the player
        self.player_sprite = player.Player(
            "images/car_small.png",
            SPRITE_SCALING,
        )
        self.player_sprite.center_x = SCREEN_WIDTH / 2
        self.player_sprite.center_y = SCREEN_HEIGHT / 2
        self.player_list.append(self.player_sprite)

        # -- Set up several columns of walls
        for x in range(200, 1650, 300):
            for y in range(0, 1000, 64):
                # Randomly skip a box so the player can find a way through
                if random.randrange(5) > 0:
                    wall = arcade.Sprite("images/crate_small.png",
                                         SPRITE_SCALING)
                    wall.center_x = x
                    wall.center_y = y
                    self.wall_list.append(wall)
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
Esempio n. 13
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    def setup(self):
        # Spieler
        self.player_list = arcade.SpriteList()
        self.player_sprite = arcade.Sprite("images/ftr2_fr1.gif")
        self.player_sprite.center_x = 320
        self.player_sprite.center_y = 240
        self.player_list.append(self.player_sprite)

        # Mauer
        self.wall_list = arcade.SpriteList()
        wall = arcade.Sprite("images/wall.png")
        wall.center_x = 200
        wall.center_y = 200
        self.wall_list.append(wall)

        wall = arcade.Sprite("images/wall.png")
        wall.center_x = 232
        wall.center_y = 200
        self.wall_list.append(wall)

        wall = arcade.Sprite("images/wall.png")
        wall.center_x = 264
        wall.center_y = 200
        self.wall_list.append(wall)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)
Esempio n. 14
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    def setup(self):
        self.player_list = arcade.SpriteList()
        self.player_sprite = PlayerSprite("images/character.png",
                                          PLAYER_SPRITE_SCALING)
        self.player_list.append(self.player_sprite)
        self.view_left = 0
        self.view_bottom = 0
        self.current_level_no = 0

        arcade.set_viewport(self.view_left, WINDOW_WIDTH + self.view_left,
                            self.view_bottom, WINDOW_HEIGHT + self.view_bottom)

        self.current_state = INSTRUCTIONS_PAGE_0
        self.message_queue = []

        self.level_list = create_levels(self.player_sprite)

        self.current_level = self.level_list[self.current_level_no]

        arcade.set_background_color(arcade.color.WHITE)

        # Set up the player

        for level in self.level_list:
            for wall in level.wall_list:
                level.all_obstacles.append(wall)
            for creature in level.creature_list:
                level.all_obstacles.append(creature)
            level.all_obstacles.append(self.player_sprite)

        randomly_place_sprite(self.player_sprite,
                              self.current_level.all_obstacles)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.current_level.all_obstacles)
Esempio n. 15
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    def setup(self):
        """ Create everything """

        # Create sprite lists
        self.background_sprite_list = arcade.SpriteList()
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        # Create player sprite
        self.player_sprite = arcade.Sprite(":resources:images/animated_characters/female_person/femalePerson_idle.png", 0.4)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 270
        self.player_list.append(self.player_sprite)

        for x in range(-128, 2000, 128):
            for y in range(-128, 1000, 128):
                sprite = arcade.Sprite(":resources:images/tiles/brickTextureWhite.png")
                sprite.position = x, y
                self.background_sprite_list.append(sprite)

        # Create the physics engine
        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)

        # Set the viewport boundaries
        # These numbers set where we have 'scrolled' to.
        self.view_left = 0
        self.view_bottom = 0
Esempio n. 16
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    def update(self, delta_time: float):
        if self.lives > 0:
            self.physics_engine.update()
            if self.current_Funky.left < 1 or self.current_Funky.right >= self.width:
                self.current_Funky.change_x = 0

            for sprite in self.dots:
                sprite.update()
                if self.current_Funky.left - sprite.width <= sprite.left <= self.current_Funky.right:
                    if sprite.change_y < 0 and abs(
                            sprite.bottom - self.current_Funky.top) <= 2:
                        self._reflect(sprite)
                    elif sprite.change_y > 0 and abs(
                            sprite.top - self.current_Funky.bottom) <= 2:
                        self._reflect(sprite)
                if self.current_Funky.bottom <= sprite.center_y <= self.current_Funky.top:
                    if abs(sprite.right - self.current_Funky.left) <= 2:
                        sprite.change_x = -sprite.change_x
                    elif abs(sprite.left - self.current_Funky.right) <= 2:
                        sprite.change_x = -sprite.change_x

            self.dots = [self._swap_color(s) for s in self.dots]

            if self.score >= self.next_score and self.level < len(
                    self.the_funky_blue):
                self.level += 1
                self.next_score += 1
                smallerFunky = self.the_funky_blue[-self.level]
                placeSprite(smallerFunky, self.current_Funky.center_x,
                            self.current_Funky.center_y)
                self.current_Funky = smallerFunky
                self.physics_engine = arcade.PhysicsEngineSimple(
                    self.current_Funky, arcade.SpriteList())
Esempio n. 17
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    def game_setup(self):
        self.player_sprite = arcade.Sprite("resources/images/slayer.png",
                                           PLAYER_SCALING)
        self.player_sprite.center_x = 100
        self.player_sprite.center_y = 100
        self.player_list = arcade.SpriteList()
        self.player_list.append(self.player_sprite)
        self.slayer = slayer.Slayer()

        self.rooms = []
        room0 = room_setup.setup_room_1()
        self.rooms.append(room0)
        room1 = room_setup.setup_room_2()
        self.rooms.append(room1)
        room2 = room_setup.setup_room_3()
        self.rooms.append(room2)
        room3 = room_setup.setup_room_4()
        self.rooms.append(room3)
        room4 = room_setup.setup_room_5()
        self.rooms.append(room4)
        room5 = room_setup.setup_room_6()
        self.rooms.append(room5)
        self.current_room = 0
        self.set_difficulty(self.difficulty)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.rooms[self.current_room].wall_list)

        self.player_ui = playerUI.playerUI()
        self.player_ui.setup()

        self.attack_cooldown = 0
Esempio n. 18
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    def setup(self):
        self.the_funky_blue = arcade.SpriteList()

        for i in range(1, 11):
            funky_blue = arcade.Sprite(
                "assets/funky_blue_colour_{}.jpg".format(i),
                SPRITE_SCALING_FUNKY)
            self.the_funky_blue.append(funky_blue)

        self.add_lifes()

        self.current_Funky = self.the_funky_blue[-1]
        placeSprite(self.current_Funky, SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)

        self.dots = []
        blueTopDot = BounceDotSprite(DOT_SIDE_LENGTH, DOT_SIDE_LENGTH,
                                     "#0000ff", self)
        placeSprite(blueTopDot, SCREEN_WIDTH // 2,
                    SCREEN_HEIGHT - DOT_SIDE_LENGTH)
        blueTopDot.rand_velocity(5, math.pi + 0.5, 2 * (math.pi) - 0.5)
        self.dots.append(blueTopDot)

        redBottomDot = BounceDotSprite(DOT_SIDE_LENGTH, DOT_SIDE_LENGTH,
                                       "#ff0000", self)
        placeSprite(redBottomDot, SCREEN_WIDTH // 2, DOT_SIDE_LENGTH)
        redBottomDot.rand_velocity(5, 0.5, math.pi - 0.5)
        self.dots.append(redBottomDot)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.current_Funky, arcade.SpriteList())

        self.score = 0
        self.level = 1
        self.next_score = 10
Esempio n. 19
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    def setup(self):

        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        self.player_sprite = arcade.Sprite("test_sprite_up.png", 0.2)
        self.wall_sprite = arcade.Sprite("wooden_wall.jpg", 0.2)

        self.player_sprite.center_x = SCREEN_WIDTH / 2
        self.player_sprite.center_y = SCREEN_HEIGHT / 2

        self.player_list.append(self.player_sprite)

        # -- Set up the walls
        # Create a row of boxes
        for x in range(173, 650, 64):
            wall = arcade.Sprite("wooden_wall.jpg", 0.3)
            wall.center_x = x
            wall.center_y = 200
            self.wall_list.append(wall)

        # Create a column of boxes
        for y in range(273, 500, 64):
            wall = arcade.Sprite("wooden_wall.jpg", 0.3)
            wall.center_x = 465
            wall.center_y = y
            self.wall_list.append(wall)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        self.background = arcade.load_texture("grass.png")
Esempio n. 20
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    def setupRoom1(self):

        wall_res = ":resources:images/tiles/dirtCenter.png"
        # Wall 1
        for lenghts in np.arange(0, SCREEN_HEIGHT / 3, SPRITE_SIZE):
            wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING)
            wall_sprite.center_x = SCREEN_WIDTH / 3
            wall_sprite.center_y = lenghts
            self.wall_list.append(wall_sprite)

        wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING)
        wall_sprite.center_x = SCREEN_WIDTH / 3
        wall_sprite.center_y = SCREEN_HEIGHT / 3
        self.wall_list.append(wall_sprite)

        # Wall 2
        for lenghts in np.arange(SCREEN_WIDTH, 2 * SCREEN_WIDTH / 3,
                                 -SPRITE_SIZE):
            wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING)
            wall_sprite.center_x = lenghts
            wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3
            self.wall_list.append(wall_sprite)

        wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING)
        wall_sprite.center_x = 2 * SCREEN_WIDTH / 3
        wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3
        self.wall_list.append(wall_sprite)

        # Wall 3
        for lenghts in np.arange(0, SCREEN_WIDTH / 2, SPRITE_SIZE):
            wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING)
            wall_sprite.center_x = lenghts
            wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3
            self.wall_list.append(wall_sprite)

        wall_sprite = arcade.Sprite(wall_res, SPRITE_SCALING)
        wall_sprite.center_x = SCREEN_WIDTH / 2
        wall_sprite.center_y = 2 * SCREEN_HEIGHT / 3
        self.wall_list.append(wall_sprite)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        wat_sprite = arcade.Sprite(":resources:images/items/gemBlue.png",
                                   SPRITE_SCALING)
        wat_sprite.center_x = SCREEN_WIDTH / 6
        wat_sprite.center_y = SCREEN_HEIGHT / 6
        self.interest_list.append(wat_sprite)

        fir_sprite = arcade.Sprite(":resources:images/items/gemRed.png",
                                   SPRITE_SCALING)
        fir_sprite.center_x = 5 * SCREEN_WIDTH / 6
        fir_sprite.center_y = SCREEN_HEIGHT / 2
        self.interest_list.append(fir_sprite)

        tab_sprite = arcade.Sprite(":resources:images/items/gemGreen.png",
                                   SPRITE_SCALING)
        tab_sprite.center_x = SCREEN_WIDTH / 4
        tab_sprite.center_y = 5 * SCREEN_HEIGHT / 6
        self.interest_list.append(tab_sprite)
Esempio n. 21
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    def setup(self):
        """ Set up the game and initialize the variables. """
        self.settings = GameSettings()

        # Set up the player
        self.player_sprite = player.MainPlayerSprite(
            self.settings.SPRITE_SCALING)
        self.player_sprite.center_x = 100
        self.player_sprite.center_y = 100
        self.player_list = arcade.SpriteList()
        self.player_list.append(self.player_sprite)

        # Our list of rooms
        self.rooms = []

        # Create the rooms. Extend the pattern for each room.
        self.rooms.append(rooms.home.setup_room(self.settings))
        self.rooms.append(rooms.dark_forest.setup_room(self.settings))

        # Our starting room number
        self.current_room = 0

        # Create a physics engine for this room
        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.rooms[self.current_room].wall_list)
Esempio n. 22
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()

        # https://opengameart.org/content/animated-top-down-survivor-player
        # Set up the player
        self.player_sprite = Player("survivor-idle_rifle_0.png", 0.5)
        self.player_sprite.center_x = SCREEN_WIDTH / 2
        self.player_sprite.center_y = SCREEN_HEIGHT / 2
        self.player_list.append(self.player_sprite)
        self.wall_list = arcade.SpriteList()
        self.chest_list = arcade.SpriteList()
        self.bullet_list = arcade.SpriteList()

        self.score = 0

        # Set up the player
        # https://opengameart.org/content/animated-top-down-survivor-player

        # -- Set up several columns of walls
        for x in range(-700, 1700, 100):
            # sprite form https://opengameart.org/content/bush-png
            wall = arcade.Sprite("bush_11.png", SPRITE_SCALING)
            wall.center_x = x
            wall.center_y = -300
            self.wall_list.append(wall)
        for x in range(-700, 1700, 100):
            # sprite form https://opengameart.org/content/bush-png
            wall = arcade.Sprite("bush_11.png", SPRITE_SCALING)
            wall.center_x = x
            wall.center_y = 1025
            self.wall_list.append(wall)
        for y in range(-300, 1025, 100):
            # sprite form https://opengameart.org/content/bush-png
            wall = arcade.Sprite("bush_11.png", SPRITE_SCALING)
            wall.center_x = -700
            wall.center_y = y
            self.wall_list.append(wall)
        for y in range(-300, 1025, 100):
            # sprite form https://opengameart.org/content/bush-png
            wall = arcade.Sprite("bush_11.png", SPRITE_SCALING)
            wall.center_x = 1700
            wall.center_y = y
            self.wall_list.append(wall)


# https://www.pinterest.com/pin/258042253625289337

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # Set the background color
        arcade.set_background_color(arcade.color.BRITISH_RACING_GREEN)

        # Set the viewport boundaries
        # These numbers set where we have 'scrolled' to.
        self.view_left = 0
        self.view_bottom = 0
Esempio n. 23
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    def setup(self):
        """ Set up the game here. Call this function to restart the game. """
        # Create the Sprite lists
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()
        self.coin_list = arcade.SpriteList()

        # Set up the player, specifically placing it at these coordinates.
        self.player_sprite = arcade.Sprite("images/player_1/player_stand.png", CHARACTER_SCALING)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 120
        self.player_list.append(self.player_sprite)

        # Create the ground
        # This shows using a loop to place multiple sprites horizontally
        for x in range(0, 1250, 64):
            wall = arcade.Sprite("images/tiles/grassMid.png", TILE_SCALING)
            wall.center_x = x
            wall.center_y = 32
            self.wall_list.append(wall)

        # Put some crates on the ground
        # This shows using a coordinate list to place sprites
        coordinate_list = [[512, 96],
                           [256, 96],
                           [768, 96]]

        for coordinate in coordinate_list:
            # Add a crate on the ground
            wall = arcade.Sprite("images/tiles/boxCrate_double.png", TILE_SCALING)
            wall.position = coordinate
            self.wall_list.append(wall)

        # Create the 'physics engine'
        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
Esempio n. 24
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	def setup(self):
		# Set up the player
		self.player_sprite = arcade.Sprite("CharecterBack1Transparent.png", SPRITE_SCALING_CHARACTER)
		self.player_sprite.center_x = 500
		self.player_sprite.center_y = 500
		self.player_list = arcade.SpriteList()
		self.player_list.append(self.player_sprite)

		# List of rooms
		self.rooms = []

		# Create the rooms. Extend the pattern for each room.
		room = setup_room_0()
		self.rooms.append(room)

		room = setup_room_1()
		self.rooms.append(room)

		room = setup_room_2()
		self.rooms.append(room)
		
		room = setup_room_3()
		self.rooms.append(room)
		
		room = setup_room_4()
		self.rooms.append(room)

		# Our starting room number
		self.current_room = 0

		# Create a physics engine for this room
		self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
Esempio n. 25
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        # Set up the player
        self.player_sprite = arcade.Sprite("images/character.png", 0.4)
        self.player_sprite.center_x = 64
        self.player_sprite.center_y = 270
        self.player_list.append(self.player_sprite)

        # -- Set up several columns of walls
        for x in range(200, 1650, 210):
            for y in range(0, 1000, 64):
                # Randomly skip a box so the player can find a way through
                if random.randrange(5) > 0:
                    wall = arcade.Sprite("images/boxCrate_double.png",
                                         SPRITE_SCALING)
                    wall.center_x = x
                    wall.center_y = y
                    self.wall_list.append(wall)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)

        # Set the viewport boundaries
        # These numbers set where we have 'scrolled' to.
        self.view_left = 0
        self.view_bottom = 0
Esempio n. 26
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    def setup(self):
        # Set up your game here

        self.player_list = arcade.SpriteList()
        self.monster_list = arcade.SpriteList()

        # Score
        self.score = 0
        self.won = False

        self.player_sprite = arcade.Sprite("knight.png", SPRITE_SCALING_PLAYER)
        self.player_sprite.center_x = 400  # Starting position
        self.player_sprite.center_y = 400
        self.player_list.append(self.player_sprite)

        self.rabbit_sprite = arcade.Sprite("bunny.png", SPRITE_SCALING_PLAYER)
        self.rabbit_sprite.center_x = 50  # Starting position
        self.rabbit_sprite.center_y = 50
        self.monster_list.append(self.rabbit_sprite)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, arcade.SpriteList())

        self.clap_queue = multiprocessing.Queue()
        self.clap_listener = multiprocessing.Process(target=clap_listener,
                                                     args=(self.clap_queue, ))
        self.clap_listener.start()
Esempio n. 27
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    def setup(self):
        """ Set up the game and initialize the variables. """
        # Set up the player
        self.score = 0
        self.player_sprite = arcade.Sprite("images/character.png", SPRITE_SCALING)
        self.player_sprite.center_x = 100
        self.player_sprite.center_y = 100
        self.player_list = arcade.SpriteList()
        self.player_list.append(self.player_sprite)

        # Our list of rooms
        self.rooms = []

        # Create the rooms. Extend the pattern for each room.
        room = setup_room_1()
        self.rooms.append(room)

        room = setup_room_2()
        self.rooms.append(room)

        # Our starting room number
        self.current_room = 0

        # Create a physics engine for this room
        self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
Esempio n. 28
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    def setup(self) -> None:
        """Setup/reset game state."""
        self.road = create_board()
        self.board_sprite_list = arcade.SpriteList()
        self.balls = arcade.SpriteList()
        self.frames = arcade.SpriteList()

        for row in range(len(self.road)):
            for column in range(len(self.road[0])):
                sprite = arcade.Sprite(scale=0.40)
                for texture in self.textures:
                    sprite.append_texture(texture)
                sprite.set_texture(self.road[row][column])
                sprite.center_x = (BLOCK_WIDTH * column) + BLOCK_WIDTH // 2
                sprite.center_y = SCREEN_HEIGHT - BLOCK_HEIGHT * row + BLOCK_HEIGHT // 2
                self.board_sprite_list.append(sprite)
                if self.road[row][column] == Blocks.frame:
                    self.frames.append(sprite)

        pos = (4, 7, 10)

        for i, col in enumerate(("red_ball", "blue_ball", "green_ball")):
            s = arcade.Sprite(f"./resources/{col}.png", scale=0.40)
            s.position = (pos[i] * BLOCK_WIDTH, SCREEN_HEIGHT / 4)
            self.balls.append(s)

        self.engines = [
            arcade.PhysicsEngineSimple(ball, self.frames)
            for ball in self.balls
        ]
Esempio n. 29
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    def setup(self):
        """ Set up the game and initialize the variables. """

        # Sprite lists
        self.player_list = arcade.SpriteList()
        self.wall_list = arcade.SpriteList()

        # Set up the player
        self.score = 0
        self.player_sprite = arcade.Sprite("images/character.png",
                                           SPRITE_SCALING)
        self.player_sprite.center_x = 50
        self.player_sprite.center_y = 64
        self.player_list.append(self.player_sprite)

        # -- Set up the walls
        # Create a row of boxes
        for x in range(173, 650, 64):
            wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
            wall.center_x = x
            wall.center_y = 200
            self.wall_list.append(wall)

        # Create a column of boxes
        for y in range(273, 500, 64):
            wall = arcade.Sprite("images/boxCrate_double.png", SPRITE_SCALING)
            wall.center_x = 465
            wall.center_y = y
            self.wall_list.append(wall)

        self.physics_engine = arcade.PhysicsEngineSimple(
            self.player_sprite, self.wall_list)

        # Set the background color
        arcade.set_background_color(arcade.color.AMAZON)
    def setup(self):

        self.setup_map("./maps/map_2/map.tmx")

        self.bg_sprites = [["walls", self.wall_list],
                           ["floor", self.floor_list],
                           ["deadly", self.deadly_list]]
        self.fg_sprites = [self.bullets, self.players]

        ## Parse Config File

        settings = parseconf.parsefile()

        # Player setups

        self.player1 = logic.Player(self, "sprites/duck_pixel.png",
                                    TILE_SCALING - 0.2,
                                    settings["p1_movement"],
                                    settings["p1_action"], 100,
                                    self.window.height / 2,
                                    settings["p1_name"], Vec2d(1, 0))

        self.player2 = logic.Player(
            self, "sprites/duck_pixel_red.png", TILE_SCALING - 0.2,
            settings["p2_movement"], settings["p2_action"],
            self.window.width - 200, self.window.height / 2,
            settings["p2_name"], Vec2d(-1, 0))

        self.agents = list()
        mode = settings["mode"]
        if mode != "PvP":
            self.player2.is_ai = True
            agent = ai_interface.Agent(settings["p2_ai"], self.player2)
            agent.observation = self.boardstate
            self.agents.append(agent)
            if mode == "EvE":
                self.player1.is_ai = True
                agent = ai_interface.Agent(settings["p1_ai"], self.player1)
                agent.observation = self.boardstate
                self.agents.append(agent)

        self.players.append(self.player1)
        self.players.append(self.player2)
        self.nonpassable.append(self.player1)
        self.nonpassable.append(self.player2)

        for player in self.players:
            # Physics engine currently only handles player-wall collisions
            player.physics_engine = arcade.PhysicsEngineSimple(
                player, self.nonpassable)

        for _ in range(len(self.players)):
            self.player_damage_timers.append(self.damage_intervall)

        ## Boardstate background setup

        for spritelist in self.bg_sprites:
            for sprite in spritelist[1]:
                x = [int(i * COORDINATE_MAPPING) for i in sprite.position]
                self.boardstate[x[0]][x[1]][0] = spritelist[0]