Esempio n. 1
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 def __init__(self, screen, speedx, speedy, start_x, start_y, animation_speed = 60 ):
     GameObject.__init__(self, screen, speedx, speedy, start_x, start_y, animation_speed)
     self.image = pygame.image.load("assets/objects/shoots/laserGreen.png").convert_alpha()
     self.rect = self.image.get_rect()
     self.rect.bottom = start_y
     self.rect.centerx = start_x
     self.speedy = speedy
Esempio n. 2
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 def __init__(self, name, xy, tiletype, can_be_eaten=True, hp_gain=0, mp_gain=0):
     GameObject.__init__(self, xy, tiletype, solid=False, draw_once_seen = False)
     self.name = name
     self.time_to_live = 10
     self.can_be_eaten = can_be_eaten
     self.hp_gain = hp_gain
     self.mp_gain = mp_gain
Esempio n. 3
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 def __init__(self,
              group,
              eff_group,
              speedx,
              speedy,
              start_x,
              start_y,
              animation_speed=60):
     GameObject.__init__(self, group, speedx, speedy, start_x, start_y,
                         animation_speed)
     self.images = []
     self.animation_step = 0
     self.animation_len = 0
     self.last_death = 0
     self.elapsed = pygame.time.get_ticks()
     self.animation_speed = animation_speed
     self.effect_group = eff_group
     self.hp = 100
     self.damage = 30
     # Взрыв
     self.explosion = GameEffect(self.effect_group, 0, 0, start_x,
                                 self.rect.top)
     self.explosion.set_images([
         "assets/objects/explosion/regularExplosion01.png",
         "assets/objects/explosion/regularExplosion02.png",
         "assets/objects/explosion/regularExplosion03.png",
         "assets/objects/explosion/regularExplosion04.png",
         "assets/objects/explosion/regularExplosion05.png",
         "assets/objects/explosion/regularExplosion06.png",
         "assets/objects/explosion/regularExplosion07.png",
         "assets/objects/explosion/regularExplosion08.png",
     ])
     # удаляем из груп чтобы избежать отрисовки раньше времени
     self.effect_group.remove(self.explosion)
     self.is_destroyed = False
Esempio n. 4
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 def __init__(self):
     GameObject.__init__(self)
     self.x = 0
     self.y = 0
     self.width = BLOCK_SIZE * 10
     self.height = BLOCK_SIZE * 10
     self.color = 0xFFFFFF
     self.shape = [
         [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
         [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
         [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
         [0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
         [0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
         [0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
         [0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
         [0, 1, 1, 1, 1, 1, 1, 1, 1, 0],
         [0, 1, 1, 1, 1, 1, 1, 1, 1, 0],
         [1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
     ]
     self.blocks = []
     for row_index, row in enumerate(self.shape):
         myrow = []
         for col_index, col in enumerate(row):
             if col == 1:
                 myrow.append(Block(self, self.color, col_index * BLOCK_SIZE, row_index * BLOCK_SIZE))
         self.blocks.append(myrow)
Esempio n. 5
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 def __init__(self, position, facing, mass, height):
     self.mass = mass
     self.height = height
     orientation = array([0, 1, 0])  # Start upright
     self.forward = dot(array([1, 0, 0]),
                        rotationMatrix(array([0, 1, 0]), facing))
     self.velocity = array([0, 0, 0])
     GameObject.__init__(self, position, orientation, facing)
Esempio n. 6
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	def __init__(self, root, x, y):
		GameObject.__init__(self, root, x, y)
		
		self.lifeAlarm = 0
		self.direction = 0

		self.sprite = load_image("sprites/projectiles/shots/0.png")
		self.rect = self.sprite.get_rect()
Esempio n. 7
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 def __init__(self, xy, name, type, variant=0, resources_left=1):
     GameObject.__init__(self, xy, type, solid=True, draw_once_seen=True)
     self.action = None
     self.view = make_rect(Pos(0,0), globals.SCREEN_SIZE)
     self.tile_variant = variant
     self.name = name
     self.resources_left = resources_left
     self.seen = False
Esempio n. 8
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 def __init__(self, x, y, color, blocks_numb=4):
     w = BLC_W + 4
     h = BLC_H * (blocks_numb + 0.5)
     GameObject.__init__(self, x, y, w, h)
     self.color = color
     self.blocks_numb = blocks_numb
     self.is_fulled = False
     self._blocks = deque([], maxlen=self.blocks_numb)
Esempio n. 9
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 def __init__(self, game, position=(0, 0), angle=0, is_inside=True, radius=1, image='images/default.png', density=20,
              friction=8, name='Circle'):
     GameObject.__init__(self, game, position=position, angle=angle, is_inside=is_inside, image=image)
     size = self.surface.origin.get_size()
     self.name = name
     self.radius = ((size[0] + size[1]) / 4) / game.PPM
     self.body.CreateCircleFixture(radius=radius,
                                   density=density,
                                   friction=friction)
Esempio n. 10
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 def __init__(self):
     GameObject.__init__(self)
     self.orientation = -1   # 0 = horizontal, 1=vertical
     self.graphic = 0
     self.startPosition = [0,0]
     self.length = 0
     self.portalList = []
     self.wallExists = []
     self.exteriorWallID = -1
Esempio n. 11
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 def __init__(self):
     GameObject.__init__(self)
     self.orientation = -1  # 0 = horizontal, 1=vertical
     self.graphic = 0
     self.startPosition = [0, 0]
     self.length = 0
     self.portalList = []
     self.wallExists = []
     self.exteriorWallID = -1
Esempio n. 12
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    def __init__(self, position, facing):

        orientation = array([0, 1, 0])  # Start upright

        # Work out the direction we're moving in
        # The unicycle starts vertical, so the "facing" angle is the angle from the x axis.
        self.forward = dot(array([1, 0, 0]),
                           rotationMatrix(array([0, 1, 0]), facing))
        self.isFallen = False
        GameObject.__init__(self, position, orientation, facing)
Esempio n. 13
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 def __init__(self, name=None, position=None, texImg=None, specTexImg=None, radius=None,
                    mass=None, spin=None, shininess=None, ka=None, kd=None,
                    ks=None, program=None):
     GameObject.__init__(self, name=name, position=position, texImg=texImg,
             specTexImg=specTexImg, shininess=shininess, ka=ka, kd=kd,
             ks=ks, program=program)
     self.radius = radius
     self.mass = mass
     self.spin = spin
     self._initModel()
Esempio n. 14
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 def __init__(self, game, brain,  x, y):
     GameObject.__init__(self, game, x, y)
     game.creaturelist.append(self)
     self.size = 10
     self.score = 0
     self.direction = 0
     self.brain = brain
     self.lefteye = eye.Eye(self, game)
     self.righteye = eye.Eye(self, game)
     self.leftimage = []
     self.rightimage = []
Esempio n. 15
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	def __init__(self, name = None, min = [0,0,0], max = [5,5,5]):
		self.name = name

		self.min = min
		self.max = max
		
		self.type = "Box"
		
		self.pointselection = -1
		
		GameObject.__init__(self)
Esempio n. 16
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    def __init__(self, name=None, min=[0, 0, 0], max=[5, 5, 5]):
        self.name = name

        self.min = min
        self.max = max

        self.type = "Box"

        self.pointselection = -1

        GameObject.__init__(self)
Esempio n. 17
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 def __init__(self, game, position=(0, 0), angle=0, is_inside=True, size=(1, 0.4), image='images/default.png',
              density=20, friction=8, name='Rect'):
     GameObject.__init__(self, game, position=position, angle=angle, is_inside=is_inside, image=image)
     width, height = size
     self.name = name
     self.body.CreatePolygonFixture(
         vertices=[(-width / 2, height / 2),
                   (width / 2, height / 2),
                   (width / 2, -height / 2),
                   (-width / 2, -height / 2)],
         density=density,
         friction=friction)
Esempio n. 18
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 def __init__(self):
     self.height = 0
     self.width = 0
     self.floorGraphic = 0
     self.wall = []
     self.roomID = 0
     self.features = []
     self.monsters = []
     GameObject.__init__(self)
     self.map = None
     self.safeRoom = 0
     self.name = "Dungeon Room"
Esempio n. 19
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 def __init__(self):
     self.height = 0
     self.width = 0
     self.floorGraphic = 0
     self.wall = []
     self.roomID = 0
     self.features = []
     self.monsters = []
     GameObject.__init__(self)
     self.map = None
     self.safeRoom = 0
     self.name = "Dungeon Room"
Esempio n. 20
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 def __init__(self):
     self.program = Program()
     self.vao = GLuint(0)
     self.vbuf = None
     self.ibuf = None
     self.vertices = []
     self.normals = []
     self.indices = []
     self.uvs = []
     # we should really be getting the camera not creating a new instance..
     self.camera = Camera(800, 600)
     GameObject.__init__(self)
Esempio n. 21
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 def __init__(self):
     GameObject.__init__(self)
     # Start Position is the top or left of the portal
     self.startPosition = 0
     self.size = 0
     # Destination is where the player goes if he goes PAST this portal.
     # destination: Container ID, Room ID, X offset, Y Offset
     # Destination is the offset from the portal's position in the first room to the portal's
     # equivalent position on the other side.
     self.destination = (0,0,0,0)
     self.doorID = -1 # No door = -1
     self.secret = 0  # 1= secret, 2 = illusionary
     self.stateData = []  # For saved-game info
Esempio n. 22
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	def __init__(self, name = None, x = 1, y = 1, z = 1):
		self.name = name
		self.x = x
		self.y = y
		self.z = z
		
		self.type = "Point"
		
		self.pointselection = -1
		
		self.r = 1
		
		GameObject.__init__(self)
Esempio n. 23
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    def __init__(self, name=None, x=1, y=1, z=1):
        self.name = name
        self.x = x
        self.y = y
        self.z = z

        self.type = "Point"

        self.pointselection = -1

        self.r = 1

        GameObject.__init__(self)
Esempio n. 24
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	def __init__(self, root, x, y):
		GameObject.__init__(self, root, x, y)

		self.owner = None
		self.firingSprite = None

		self.ammo = 0
		self.maxAmmo = 0
		self.justShot = False
		self.readyToShoot = True
		self.refireAlarm = 0

		self.direction = 0
Esempio n. 25
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 def __init__(self):
     GameObject.__init__(self)
     # Start Position is the top or left of the portal
     self.startPosition = 0
     self.size = 0
     # Destination is where the player goes if he goes PAST this portal.
     # destination: Container ID, Room ID, X offset, Y Offset
     # Destination is the offset from the portal's position in the first room to the portal's
     # equivalent position on the other side.
     self.destination = (0, 0, 0, 0)
     self.doorID = -1  # No door = -1
     self.secret = 0  # 1= secret, 2 = illusionary
     self.stateData = []  # For saved-game info
Esempio n. 26
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 def __init__(self, xy, item_type=None, pickup_description=None, on_pickup=None, dropped_this_turn=False):
     GameObject.__init__(self, xy, item_type.tile, solid=False, draw_once_seen=True)
     self.dropped_this_turn = dropped_this_turn
     self.item_type = item_type
     if item_type:
         if not pickup_description:
             self.pickup_description = (BABY_BLUE, "You pick up the ", WHITE, item_type.name, BABY_BLUE, ".")
         def on_pickup(player, _):
             player.add_item(item_type)
         self.on_pickup = on_pickup
     else:
         self.pickup_description = pickup_description
         self.on_pickup = on_pickup
         self.is_inv_item = False
Esempio n. 27
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  def __init__(self, filename=None,  program=None, texImg=None, specTexImg=None,
               normalMap=None, shininess=None, ka=None, kd=None, ks=None):
        GameObject.__init__(self, name=None, position=None, texImg=texImg,
                            specTexImg=specTexImg, normalMap=normalMap,
                            shininess=shininess, ka=ka, kd=kd, ks=ks, 
                            program=program)
	self.variables = dict([(x,True)for x in ["hAngle", "vAngle", "right"]])
	self.oldhAngle = 0
	self.oldvAngle = 0
	self.zRotAngle = 0
	self.xRotAngle = 0
        self.vertices, self.normals, self.texCoords = loadObj(filename)

        self._initModel()
Esempio n. 28
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	def __init__(self, name = None, min = [0,0,0], max = [5,5,5]):
		self.name = name
		self.min = min
		self.max = max
		
		self.type = "BoxAberration"
		
		
		self.scale = [1.0, 1.0, 1.0]
		
		self.pointselection = -1
		
		GameObject.__init__(self)
		
		self.transparent = True
Esempio n. 29
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	def __init__(self, name = None, x = 1, y = 1, z = 1, r = 1):
		self.name = name
		self.x = x
		self.y = y
		self.z = z
		
		self.r = r
		
		self.reflectivity = 0.0
		
		self.type = "Sphere"
		
		self.pointselection = -1
		
		GameObject.__init__(self)
Esempio n. 30
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	def __init__(self, root):
		GameObject.__init__(self, root, 0, 0)
		self.flip = 0
		self.onGround = False
		self.noclip = False
		self.noclip = True
		
		self.maxJumps = 1
		self.currentJumps = 0
		
		self.accel = 1000
		self.moveSpeed = 120
		self.jumpForce = 200 #was 80
		
		#this should be based on the game, not on the character
		self.gravity = 400 #was 100
Esempio n. 31
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    def __init__(self, pl_group, ef_group, screen, settings, speedx, speedy, start_x, start_y, animation_speed = 60):
        GameObject.__init__(self, pl_group, speedx, speedy, start_x, start_y, animation_speed)
        """Инициализирует корабль и задает его начальную позицию."""
        # Загрузка изображения корабля и получение прямоугольника.
        self.image_neutral = pygame.image.load(settings.player_ship).convert_alpha()
        self.image_left = pygame.image.load(settings.player_ship_left).convert_alpha()
        self.image_right = pygame.image.load(settings.player_ship_right).convert_alpha()

        self.hp = 100
        self.shield_hp = 100
        self.damage = 30

        self.effect_group = ef_group
        self.screen = screen
        self.screen_rect = self.screen.get_rect()
        self.image = self.image_neutral
        self.rect = self.image.get_rect()
        # Каждый новый корабль появляется у нижнего края экрана.
        self.rect.centerx = start_x
        self.rect.bottom = start_y

        # ДК, для анимации выстрела
        self.last_shot = pygame.time.get_ticks()
        self.blast = GameEffect(self.group, 0, 0, start_x, self.rect.top, 60);
        self.blast.set_images(["assets/objects/shoots/laserGreenShot.png"])
        self.blast.set_y(self.rect.top - self.blast.get_height() + 10)
        # удаляем из груп чтобы избежать отрисовки раньше времени
        self.effect_group.remove(self.blast)

        # Щит
        self.shield = GameEffect(self.effect_group, 0, 0, start_x, self.rect.top, 150)
        self.shield.set_images([settings.player_shield])
        self.last_damage = pygame.time.get_ticks()

        # Воccтановления щита, если 5 сек. без повреждений то восстанавливаем
        # 2 еденицы энергии каждые 5 сек
        self.last_damage = 0
        self.shield_last_restore = pygame.time.get_ticks()
        self.shield_recahrge_period = 10000
        self.shield_energy_restore = 5
        self.shield_restore_delay = 1000

        # Флаг перемещения
        self.moving_right = False
        self.moving_left = False
        self.speed = settings.player_speed
        self.center = float(self.rect.centerx)
Esempio n. 32
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 def __init__(self, name=None, position=None, texImg=None, specTexImg=None,
              normalMap=None, radius=None, parent=None, mass=None,
              velocity=None, distance=None, spin=None, shininess=None,
              ka=None, kd=None, ks=None, program=None):
     GameObject.__init__(self, name=name, position=position, texImg=texImg,
                         specTexImg=specTexImg, normalMap=normalMap,
                         shininess=shininess, ka=ka, kd=kd,
                         ks=ks, program=program)
     self.parent = parent
     self.radius = radius
     self.mass = mass
     self.velocity = velocity
     self.distance = distance
     self.spin = spin
     self.rot = 0
     self._setRandomStartingPoint()
     self._initModel()
Esempio n. 33
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File: maw.py Progetto: dregor/game
    def __init__(self, game, position=(0, 0), angle=0, radius=10, n=3):
        GameObject.__init__(self, game, position, angle, image='images/default.png')
        self.center_box = self.game.world.CreateStaticBody(
            position=position,
            shapes=B2.b2PolygonShape(box=(0.5, 0.5))
        )
        for item in self.center_box.fixtures:
            item.filterData.maskBits = Bits.NOTHING_MASK
            item.filterData.categoryBits = Bits.NOTHING_BITS

        self.game.world.CreateRevoluteJoint(bodyA=self.body,
                                            bodyB=self.center_box,
                                            anchor=position)
        self.recreate(radius, n)
        for item in self.body.fixtures:
            item.filterData.maskBits = Bits.FULL_MASK
            item.filterData.categoryBits = Bits.FULL_BITS
Esempio n. 34
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    def __init__(self, name=None, x=0, y=1, z=0, c=0):
        self.type = "Plane"

        self.name = name

        n = norm([x, y, z])

        self.x = n[0]
        self.y = n[1]
        self.z = n[2]
        self.c = -c

        self.reflectivity = 0.0

        self.extension = 1000

        GameObject.__init__(self)
Esempio n. 35
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    def __init__(self,
                 game,
                 position=(0, 0),
                 angle=0,
                 is_inside=True,
                 image='images/default.png',
                 vertices=[(-2, -1), (2, -1), (0, 1)],
                 density=20,
                 friction=8,
                 name='Fixture'):

        self.density = density
        self.friction = friction
        self.name = name
        GameObject.__init__(self, game, position=position, angle=angle, is_inside=is_inside, image=image)
        self.body.CreatePolygonFixture(
            vertices=vertices,
            density=density,
            friction=friction)
Esempio n. 36
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    def __init__(self, name=None, x=1, y=1, z=1, r=1):
        self.name = name
        self.x = x
        self.y = y
        self.z = z

        self.x2 = x + r * 4
        self.y2 = y
        self.z2 = z

        self.r = r

        self.reflectivity = 0.0

        self.type = "SpherePortal"

        self.pointselection = -1

        GameObject.__init__(self)
Esempio n. 37
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    def __init__(self,
                 group,
                 speedx,
                 speedy,
                 start_x,
                 start_y,
                 ttl=250,
                 animation_speed=60):
        GameObject.__init__(self, group, speedx, speedy, start_x, start_y,
                            animation_speed)
        self.images = []
        # TTL - time to life, a time after will self remove from groups
        self.ttl = ttl
        self.last_appears = pygame.time.get_ticks()

        self.animation_step = 0
        self.animation_len = 0
        self.elapsed = pygame.time.get_ticks()
        self.animation_speed = animation_speed
Esempio n. 38
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 def __init__(self):
     GameObject.__init__(self)
     self.enemies = []
     self.enemies.append([
         Enemy(self),
         Enemy(self),
         Enemy(self),
         Enemy(self),
         Enemy(self),
         Enemy(self),
         Enemy(self),
         Enemy(self),
     ])
     for row in self.enemies:
         for enemy in row:
             self.children.append(enemy)
     self.buffer = 20
     self.enemy_width = (BLOCK_SIZE * 10) + self.buffer
     self.enemy_height = (BLOCK_SIZE * 10) + self.buffer
     self.direction = Vector2(1, 0)
     for row_index, row in enumerate(self.enemies):
         for col_index, enemy in enumerate(row):
             enemy.Translate(col_index * self.enemy_width, row_index * self.enemy_height, 0.0)
     pyglet.clock.schedule_interval(self.move, 1)
Esempio n. 39
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 def __init__(self, game, x, y):
     GameObject.__init__(self, game, x, y)
     game.foodlist.append(self)
     self.size = 5
Esempio n. 40
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 def __init__(self, x, y, w, h, color, special_effect=None):
     GameObject.__init__(self, x, y, w, h)
     self.color = color
     self.special_effect = special_effect
Esempio n. 41
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 def __init__(self, x, y, r, color, speed):
     GameObject.__init__(self, x - r, y - r, r * 2, r * 2, speed)
     self.radius = r
     self.diameter = r * 2
     self.color = color
Esempio n. 42
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 def __init__(self, xy, tile, strength, radius=3, time_to_live=50):
     GameObject.__init__(self, xy, tile, solid=False, draw_once_seen=True)
     self.strength = strength
     self.radius = radius
     self.time_to_live = time_to_live
Esempio n. 43
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 def __init__(self, xy, tiletype, stats, team= TEAM_ENEMY): 
     GameObject.__init__(self, xy, tiletype)
     self.team = team
     self.stats = stats
Esempio n. 44
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 def __init__(self, x, y, w, h, color):
     GameObject.__init__(self, x, y, w, h)
     self.color = color
Esempio n. 45
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 def __init__(self, x, y, dx, dy):
     GameObject.__init__(self, x, y)
     self._dx = dx
     self._dy = dy
Esempio n. 46
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 def __init__(self, name):
     GameObject.__init__(self, name)
     self.renderer = Rectangle(WHITE,
                               Vector2(10, 10))
     self.target = Vector2(0, 0)
     self.velocity = self.transform.globalposition.normalize()