Esempio n. 1
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def AfterLife():

    # Screen setup
    screen = window.setWindow()
    player = classes.Player()
    stage = classes.Stage()
    enemy = classes.Enemy()

    # Screen update rate
    clock = pygame.time.Clock()

    # Main game loop
    running = True
    while running:
        # Screen update rate
        clock.tick(60)

        # Event listener loop
        for event in pygame.event.get():
            # Game controls
            player.movimientos(event, stage)
            # Terminate game when window is closed
            if event.type == pygame.QUIT:
                running = False

        # Game Graphics
        stage.pintarFondo(stage.fondos, screen)
        enemy.spawn(stage, player)
        enemy.pintarEnemigo(screen, stage, player)
        player.pintarJugador(player.estado, screen, stage)
        enemy.move(screen, stage, player)
        player.HUD(screen, stage, enemy)
        pygame.display.update()
Esempio n. 2
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def spawn(FPS, total_frames):
    four = FPS * 4
    if total_frames % four == 0:
        r = random.randint(1, 2)
        x = 1
        if r == 2:
            x = 1200 - 40
        enemy = classes.Enemy(x, 720 - 40, 40, 40, "img/enemy.jpg")
Esempio n. 3
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def spawn(FPS, total_frames):
    four_seconds = FPS * 4

    if (total_frames % four_seconds == 0):
        r = random.randint(1, 2)
        x = 1
        if r == 2:
            x = 1920 - 49
        classes.Enemy(x, 500, "images/enemy.jpg")
Esempio n. 4
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 def create_enemy(self):
     x = random.randint(100, 1000)
     y = random.randint(100, 1000)
     enemy_segments = [
         cl.Enemy_segment(x, y, self.frame._canvas),
         cl.Enemy_segment(x + SEG_SIZE, y, self.frame._canvas),
         cl.Enemy_segment(x + 2 * SEG_SIZE, y, self.frame._canvas)
     ]
     enemy = cl.Enemy(enemy_segments, self.frame._canvas)
     return enemy
Esempio n. 5
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def start_game():
    """Основной цикл игры"""
    music_repeat = pygame.USEREVENT + 1
    time_spawn_enemy = pygame.USEREVENT + 2
    level_end_timer = pygame.USEREVENT + 3
    can_end_level = True
    init_music()
    pygame.time.set_timer(music_repeat, 42736)
    pygame.time.set_timer(time_spawn_enemy, 10000)
    global_perms.PLAYER = classes.Player(0, 0)
    enemy_pos, base, count_enemy = launch_level()
    while global_perms.GAME_RUNNING:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                terminate()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pause_game()
                else:
                    global_perms.PLAYER.action = event.key
            elif event.type == pygame.KEYUP:
                if event.key == global_perms.PLAYER.action:
                    global_perms.PLAYER.action = None
            elif event.type == level_end_timer:
                pygame.time.set_timer(level_end_timer, 0)
                global_perms.LEVEL_ID += 1
                if global_perms.LEVEL_ID == global_perms.MAX_LEVEL:
                    global_perms.GAME_RUNNING = False
                else:
                    end_level_screen()
                    can_end_level = True
                    enemy_pos, base, count_enemy = launch_level()
            elif event.type == time_spawn_enemy:
                i = len(
                    enemy_pos) if len(enemy_pos) < count_enemy else count_enemy
                for j in range(i):
                    pos = enemy_pos[j]
                    classes.Enemy(pos[0] * 32, pos[1] * 32,
                                  global_perms.ALL_SPRITES,
                                  global_perms.ENEMY_GROUP)
                    count_enemy -= 1
            elif event.type == music_repeat:
                pygame.mixer.music.play()
        if len(global_perms.ENEMY_GROUP) == count_enemy == 0 and can_end_level:
            pygame.time.set_timer(level_end_timer, 5000)
            can_end_level = False
        update_and_draw_screen()
        draw_texts(count_enemy)
        pygame.display.flip()
        global_perms.CLOCK.tick(global_perms.FPS)
    if global_perms.IS_GAME_OVER:
        return 1
    else:
        return 0
Esempio n. 6
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 def newEnemy_4():
     enemy = classes.Enemy(name = "enemy", \
                         Hp = 4000, \
                         image = enemyImgList[0], \
                         movePattern = custom.enemyMovePattern_4, \
                         enemyBulletImage = [enemyBulletImgList[9]], \
                         putBulletPattern = [custom.enemyPutBulletPattern_4], \
                         shootBulletPattern = [custom.enemyshootBulletPattern_4], \
                         dropItem = (8, 10))
     parameter.getAllSprites().add(enemy)
     parameter.getEnemySprites().add(enemy)
Esempio n. 7
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 def newEnemy_3():
     enemy = classes.Enemy(name = "enemy", \
                         Hp = 30, \
                         image = enemyImgList[1], \
                         movePattern = custom.enemyMovePattern_3, \
                         enemyBulletImage = [enemyBulletImgList[8]], \
                         putBulletPattern = [custom.enemyPutBulletPattern_3], \
                         shootBulletPattern = [custom.enemyshootBulletPattern_3], \
                         dropItem = (1, 4))
     parameter.getAllSprites().add(enemy)
     parameter.getEnemySprites().add(enemy)
Esempio n. 8
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def spawn(FPS, total_frames, SCREENHEIGHT, score):
    #Setting up variables that will help determine the time intervals
    #from which the enemies should be spawned at
    four_seconds = FPS * 4
    one_second = FPS * 1

    
    if score > 300:
        if total_frames % one_second == 0:
            r = random.randint(1, 2)
            x = 1
            if r == 2:
                x = 1400 - 120
            enemy = classes.Enemy(x, SCREENHEIGHT - 110, 120, 120, "C:\\Users\\Joseph Molina\\Desktop\\CST\\ghost.png")
    else:
        if total_frames % four_seconds == 0:
            #random spawn sights
            r = random.randint(1, 2)
            x = 1
            if r == 2:
                x = 1400 - 120
            enemy = classes.Enemy(x, SCREENHEIGHT - 110, 120, 120, 'C:\\Users\\Joseph Molina\\Desktop\\CST\\ghost.png')
Esempio n. 9
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def generateEnemy(w, h, enemies, target, type):
    #Create an "Enemy" or "Enemy "object that will chase the target.
    side = r.randint(0, 3)
    if side == 0:
        x = -20
        y = r.randint(0, h)
    elif side == 1:
        x = w + 20
        y = r.randint(0, h)
    elif side == 2:
        y = -20
        x = r.randint(0, w)
    elif side == 3:
        y = h + 20
        x = r.randint(0, w)
    if type == 0:
        enemies.append(classes.Enemy(x, y, target))
    elif type == 1:
        enemies.append(classes.EnemyShooter(x, y, target))
Esempio n. 10
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count_tutorial = 0
count_menu = 0
count_rastart_mode = ''
count_rastart = 0

# данные, нужные для более универсального
# представления персонажей на разных мониторах
width_mob = x_mobs = width // 45
y_mobs = height // 2
height_mob = height // 5

speed_mob = 700

# объекты движующиеся
enemy = classes.Enemy(x_mobs, y_mobs, width_mob, height_mob, speed_mob)
hero = classes.Hero(width - x_mobs * 2, y_mobs, width_mob, height_mob, speed_mob)
hero_2 = classes.Hero(x_mobs, y_mobs, width_mob, height_mob, speed_mob)
ball = classes.Ball((400, 560), screen, 35, hero, enemy, hero_2)

enemy.add_ball(ball)

# объекты дисплейные
background = classes.DrawBackground()
sprite_tutorial = classes.tutorial_sprite()
sprite_menu = classes.menu_sprite()
restart_sprite = classes.restart_sprite()

# подравнивание меню под экран
classes.transforms(sprite_tutorial, width, height)
classes.transforms(sprite_menu, width, height)
Esempio n. 11
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          " MP: " + str(player.mpu))  #player's color theme is blue
    print(c.red + enemy.name + " HP: " + str(enemy.hp) + " " + enemy.name +
          " MP: " + str(enemy.mpu))  #enemy's is red
    global prompt
    prompt = input(c.yellow + "Attack(1), Heal(2) " + c.base2 + ">>>" +
                   c.magenta).strip()
    agiScan()


def enemyMove():
    move = randint(1, 2)
    if move == 1:
        enemyAttack()
    elif move == 2:
        enemyHeal()


def run():
    global player, monster
    while True:
        fight()


if __name__ == "__main__":
    cl.Player = cl.DefaultPlayer
    cl.Enemy = cl.Slime
    player = cl.Player()
    enemy = cl.Enemy()
    player.name = "Jon Appleseed"  #if player doesn't have a name, make it Jon Appleseed.
    run()
Esempio n. 12
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def enemy_add(width_en):
    width_enemy = 60
    height_enemy = 70
    xy = [random.randint(1, width_en), 410 - height_enemy]
    speed = 5
    enemys.append(classes.Enemy(xy, width_enemy, height_enemy, speed))
Esempio n. 13
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trad_lazer = cass.Laser(colors.red, None, 200, 1, 6)

# preset firing patterns, insert into weapons
normal_gun = (cass.FirePattern(average_bullet, 10,
                               0), cass.FirePattern(average_bullet, 15, 0))
normal_lazer = (cass.FirePattern(trad_lazer, 0,
                                 0), cass.FirePattern(trad_lazer, 0, 1))
normal_electron = (cass.WorldObject(colors.item_yellow, "lightning", None, 0,
                                    0, 0, None, 5, 1, 1, 1, 3))

#for lightning objects the speed variable is used for any forward momentum,
#angle is the variance of its flow forward, IE how not straight the line will be
std_lightning = (cass.FirePattern(normal_electron, 0, 0))

first_lazer = cass.Weapon("First Lazer", "The name says it all", 20, 1, "Left",
                          2, 500, normal_lazer, False, False, False)
first_gun = cass.Weapon("GUN", "The name says it all", 20, 2, "Right", 10, 400,
                        normal_gun, False, False, False)
minigun = cass.Weapon("MINIGUN", "The name says it all", 200, 2, "Right", 2,
                      400, normal_gun, False, False, False)
lightning_cannon = cass.Weapon("lighting cannon", "shoots lignting at enemies",
                               200, 4, "right", 20, 300, std_lightning, False,
                               False, False)

sturdy_brick = cass.GameWall(0, 0, -125, 1, 0, 0, 0, 0, False, [100, 100, 255],
                             False)

dummy = cass.Enemy("target dummy", "read the name", 0, 0, 0, 0, 20, 20, 20, 20,
                   20, 2, 0, 0, 0, 0, "practicioner", 0, "inanimate", None,
                   None, None, None)  #"dummytransparent.png")
Esempio n. 14
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            timer += 1
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                pause = True
            if event.key == pygame.K_SPACE and can_super == True:
                mouse_position = pygame.mouse.get_pos()
                temp_bullet = classes.Bullet(screen, black, mouse_position, (40,40), 1, 0, 0)
                super_bullet.add(temp_bullet) #each time the timer is called the countdown is minus 1. When it reaches 0 this if statement can be called,
                super_countdown = 10            #once called the countdown is reset to 10 and this if statement can no longer be called
                can_super = False

    if super_countdown == 0: #for timer
        can_super = True

    if level >= 1:
        enemy_list.append(classes.Enemy(screen, green, 30, 5, (40,40), 10, 3, False))
    if level >= 3:
        enemy_list.append(classes.Enemy(screen, red, 50, 10, (50,50), 20, 4, False))
    if level >= 5:
        enemy_list.append(classes.Enemy(screen, blue, 70, 20, (50,50), 40, 5, False))  #each round this adds the possible enemies that can be spawned to the enemy list
    if level >= 7:                                                                      #as you level up this possible list gets bigger
        enemy_list.append(classes.Enemy(screen, purple, 100, 30, (30,30), 60, 7, False))
    if level >= 8:
        enemy_list.append(classes.Enemy(screen, gold, 150, 50, (70,70), 80, 3, False))
    if level >= 10 and on_boss_start == True:
        on_boss_start = False
        boss = True         #these change what some of the loops do
        boss_intro = True
        boss_music = pygame.mixer.music.load("PygameBossMusic.mp3")         #once level 10 is reached the boss battle is initiated, this code can only run once
        pygame.mixer.music.play(-1)
        for enemy in enemy_sprites:
Esempio n. 15
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 def create_enemy():
     global enemy
     enemy = c.Enemy(1)
     enemy.print_stats()