def __init__(self, game: Game, process, owner): Gun.__init__( self, game, process, game.getTextureManager().getAnimationPack( AnimationPackInfo.POISONGUN_BULLET_ANIMATION), createRectangleBodyTemplate(b2_dynamicBody, 10, 10), game.getTextureManager().getAnimationPack( AnimationPackInfo.POISONGUN_ANIMATION), { "bulletSpeed": 40, "bulletType": "BallisticExplode", "bulletPower": 20, "ExplodeTime": 5.0, "ExplodeDamage": 0.2, "ExplodeSize": 110, "ExplodeAnimation": game.getTextureManager().getAnimationPack( AnimationPackInfo.POISONEXPLODE_ANIMATION) }, owner, "Player", POISON_AMMO) self.cooldown = 0.7
def __init__(self, game: Game, process, owner): Gun.__init__( self, game, process, game.getTextureManager().getAnimationPack( AnimationPackInfo.GRAVITYGUN_BULLET_ANIMATION), createRectangleBodyTemplate(b2_dynamicBody, 1, 1, gravityScale=0), game.getTextureManager().getAnimationPack( AnimationPackInfo.GRAVITYGUN_ANIMATION), { "bulletSpeed": 80, "bulletType": "Gravity", "bulletPower": 0, "ExplodeTime": 0.2, "ExplodeDamage": 0, "ExplodeSize": 150, "ExplodeAnimation": game.getTextureManager().getAnimationPack( AnimationPackInfo.GRAVITY_EXPLODE_BULLET_ANIMATION) }, owner, "Player", GRAVI_AMMO) self.cooldown = 0.5
def __init__(self, game: Game, process, owner): Gun.__init__( self, game, process, game.getTextureManager().getAnimationPack( AnimationPackInfo.POWERGUN_BULLET_ANIMATION), createRectangleBodyTemplate(b2_dynamicBody, 30, 30, gravityScale=0), game.getTextureManager().getAnimationPack( AnimationPackInfo.POWERGUN_ANIMATION), { "bulletSpeed": 80, "bulletType": "TwoDirectionExplode", "bulletPower": 30, "ExplodeTime": 0.4, "ExplodeDamage": 2, "ExplodeSize": 65, "ExplodeAnimation": game.getTextureManager().getAnimationPack( AnimationPackInfo.POWER_EXPLODE_BULLET_ANIMATION) }, owner, "Player", POWER_AMMO) self.cooldown = 1
def __init__(self, game: Game, process, x, y, player: Player): self.__animation = game.getTextureManager().getAnimation(AnimationInfo.BASE_ANIMATION) self.__animation.scale2x() self.__animation.play() self.__light = pg.transform.scale2x(game.getTextureManager().getTexture(TextureInfo.LIGHT_BASE)) self.__badBase = pg.transform.scale2x(game.getTextureManager().getTexture(TextureInfo.BAD_BASE)) self.__turnedOn = False self.__player = player self.__rect = rectFromSize(x, y, *self.__light.get_size()) self.__path = [] self.__originalPath = [] self.__movingTo = b2Vec2(0, 0) self.__pos = b2Vec2(x, y) self.__speed = BASE_SPEED self.__healCooldown = HEAL_COOLDOWN self.__sinceLastHeal = self.__healCooldown self.__ammoCooldown = AMMO_COOLDOWN self.__sinceLastAmmo = self.__ammoCooldown self.__sinceLastDisappear = 0 self.__disappearMoment = BASE_DISAPPEAR_TIME self.__appearMoment = self.__disappearMoment + BASE_APPEAR_TIME self.__lowerPlatform = BasePlatform(game, process, x, y) self.__upperPlatform = BasePlatform(game, process, x, y + self.__light.get_size()[1] - self.__lowerPlatform.getAABB().h)
def __init__(self, game: Game, process, owner): Gun.__init__( self, game, process, game.getTextureManager().getAnimationPack( AnimationPackInfo.BALLISTICGUN_BULLET_ANIMATION), createRectangleBodyTemplate(b2_dynamicBody, 10, 10), game.getTextureManager().getAnimationPack( AnimationPackInfo.BALLISTICGUN_ANIMATION), { "bulletSpeed": 40, "bulletType": "Ballistic", "bulletPower": 20 }, owner, "Enemy", 1000_000) self.cooldown = 0.7
def __init__(self, game: Game, process, owner): Gun.__init__( self, game, process, game.getTextureManager().getAnimationPack( AnimationPackInfo.BIG_ENEMY_BULLET_ANIMATION), createRectangleBodyTemplate(b2_dynamicBody, 40, 40, gravityScale=0), game.getTextureManager().getAnimationPack( AnimationPackInfo.BIG_ENEMY_GUN_ANIMATION), { "bulletSpeed": 80, "bulletType": "AllDirection", "bulletPower": 5 }, owner, "BigEnemy", 1000_000) self.cooldown = 0
def __init__(self, game: Game, pos: tuple): self.__background = pg.transform.scale2x(game.getTextureManager().getTexture(TextureInfo.GUNS_BACKGROUND)) self.__pos = pos self.__guns = [game.getTextureManager().getTexture(info) for info in (TextureInfo.GUN1, TextureInfo.GUN2, TextureInfo.GUN3)] self.__detGuns = [game.getTextureManager().getTexture(info) for info in (TextureInfo.DETALIZED_GUN1, TextureInfo.DETALIZED_GUN2, TextureInfo.DETALIZED_GUN3)] self.__numbers = list(map(pg.transform.scale2x, game.getTextureManager().getNumbers())) self.__i = 0 self.__guns = list(map(pg.transform.scale2x, self.__guns)) self.__detGuns = list(map(pg.transform.scale2x, self.__detGuns))
def __init__(self, game: Game): self.__world = b2World((0, -100)) self.__contactListener = ContactListener() self.__world.contactListener = self.__contactListener self.__factory = BodyFactory(self.__world) self.__background = pg.transform.scale( game.getTextureManager().getTexture(TextureInfo.BACKGROUND), WINDOW_RESOLUTION) self.__game = game self.__events = [] self.__justCreatedObjects = set() self.__removedObjects = set() self.__objects = set() self.__cameraRect = rectFromSize(0, -WINDOW_RESOLUTION[1], *WINDOW_RESOLUTION) self.__player = Player(game, self, GunsList(game, (20, 20))) self.addObject(self.__player) self.__base = Base(game, self, *BASE_START_POS, self.__player) self.__builder = Builder(game) self.__builder.build(self, self.__player, self.__base, "L1") pg.mixer.music.load(_createPath('music', 'fight.mp3')) pg.mixer.music.play()
def __init__(self, game: Game, process, x: float, y: float, width: float, height: float): # process: GameProcess Platform.__init__( self, game, process, game.getTextureManager().getAnimationPack( AnimationPackInfo.PLATFORM_ANIMATION), x, y, width, height)
def __init__(self, game: Game, process, guiGuns: GunsList): # process: GameProcess ActiveObject.__init__(self, game, process, game.getTextureManager().getAnimationPack(AnimationPackInfo.PLAYER_ANIMATION), process.getFactory().createRectangleBody(b2_dynamicBody, 40, 100), 20, 40, [PoisonGun(game, process, self), PowerGun(game, process, self), GravityGun(game, process, self)]) self.__actions = set() self.resetHp(PLAYER_HP) self.__guiGuns = guiGuns
def __init__(self, game: Game, process, player: Player, x: float, y: float): Enemy.__init__( self, game, process, player, game.getTextureManager().getAnimationPack( AnimationPackInfo.ANT_ANIMATION), process.getFactory().createRectangleBody(b2_dynamicBody, 22, 18), 10, 0, []) self.setPosition(x, y) self.resetHp(ANT_HP)
def __init__(self, game: Game, process, x: float, y: float, width: float, height: float, animationPack=None): # process: GameProcess if animationPack is None: animationPack = game.getTextureManager().getAnimationPack( AnimationPackInfo.HALF_COL_PLATFORM_ANIMATION) Platform.__init__(self, game, process, animationPack, x, y, width, height) self._notColliding = set()
def __init__(self, game: Game, process, player: Player, x: float, y: float): Spawner.__init__(self, game, process, player, 100, game.getTextureManager().getAnimationPack(AnimationPackInfo.ANTHILL_ANIMATION), process.getFactory().createRectangleBody(b2_staticBody, 51, 39), Ant, x=x + 20, y=y + 25) self.setPosition(x, y)
def __init__(self, game: Game): self.__upper = game.getTextureManager().getTexture(TextureInfo.HEALTH_BAR_UPPER) self.__lower = game.getTextureManager().getTexture(TextureInfo.HEALTH_BAR_LOWER) self.__bar = game.getTextureManager().getTexture(TextureInfo.HEALTH_BAR) self.__rect = rectFromSize(0, 0, *self.__lower.get_size())
def __init__(self, game: Game, process, player: Player, x: float, y: float): super().__init__(game, process, player, game.getTextureManager().getAnimationPack(AnimationPackInfo.STUPID_ENEMY_ANIMATION), process.getFactory().createRectangleBody(b2_dynamicBody, 40, 100), UsualGun(game, process, self), x, y)