def collision(self): self.__lives -= 1 if self.__lives == 0: global_var.mando.inc_score(30) message = "You defeated the boss! You won!" global_funct.display_ending(message) quit()
def check_mando_collision(self): for i in range(len(config.mando[0])): if self.__foo == 1: break for j in range(len(config.mando)): if global_var.mando.yget()+j == self._posy and global_var.mando.xget()+i == self._posx: global_var.mando.red_lives() if global_var.mando.lives() == 0: message = "Ded" global_funct.display_ending(message) quit() global_var.mando.xdset(global_var.mp.start_index + 5) self.__foo = 1 break return self .__foo
def movedin(): # moves the player char = kb.getinput() if char == 'd': if mando.xget( ) <= global_var.mp.start_index + config.columns - 4 - mando.get_width( ) and mando.xget() <= 1090: mando.xset(1) if char == 'a': if mando.xget() > global_var.mp.start_index + 4: mando.xset(-1) if char == 'w': if mando.yget() >= 5: mando.yset(-1) mando.set_air_pos(mando.yget()) mando.set_air_time(time()) if char == ' ' and mando.get_shield_allow() == 1: mando.set_shield_allow(0) mando.set_shield_time(time()) mando.set_shield(1) if char == 'e': bullet = objects.Bullet(config.bullet, mando.xget() + 4, mando.yget() + 1) bullet.render() global_var.bullets.append(bullet) if char == 'q': message = "Y U Quit :'(" global_funct.display_ending(message) quit()
from time import time, sleep import signal from getch import KBHit from global_var import mando, dragon, bullets, dragon_bullets from global_funct import remove_shield, allow_shield, move_board_back, check_speedup_time, move_with_magnet import inputs global_funct.initialize_board() while True: global_var.TIME_REM = global_var.TIME_TOTAL - round( time()) + global_var.TIME_BEGUN if global_var.TIME_REM == 0: message = "Time over!" global_funct.display_ending(message) break remove_shield() allow_shield() check_speedup_time() mando.clear() inputs.movedin() mando.check_collision() global_funct.gravity(mando) global_funct.move_bullets(bullets) global_var.mp.magnet_check(global_var.magnets)
def check_collision(self): for i in range(self._width): for j in range(self._height): if j+self._posy >= 50: continue if global_var.mp.matrix[j+self._posy][i+self._posx] == "$": self.__coins += 1 self.__score += 1 global_var.mp.matrix[j+self._posy][i+self._posx] = " " if global_var.mp.matrix[j+self._posy][i+self._posx] == "D": self.__dragon_flag = 1 global_funct.clear_boost(self._posx + i, self._posy+j) self.change_shape() global_var.dg_power_up[0].clear() elif global_var.mp.matrix[j+self._posy][i+self._posx] == "#" or global_var.mp.matrix[j+self._posy][i+self._posx] == "M" or global_var.mp.matrix[j+self._posy][i+self._posx] == "o": if self.__shield == 1: if global_var.mp.matrix[j+self._posy][i+self._posx] == "#": global_funct.clear_beam(self._posx + i, self._posy+j) if global_var.mp.matrix[j+self._posy][i+self._posx] == "M": global_funct.clear_magnet(self._posx + i, self._posy+j) self.__score += 5 elif self.__dragon_flag ==1: self._posy = 5 self.__dragon_flag = 0 self.change_shape() return elif self.__lives > 1: self.__lives -= 1 if global_var.mp.start_index != 1000: global_var.mp.start_index = 0 self._posx = 5 self._posy = global_var.mando_ground else: self._posx = global_var.mp.start_index + 5 return else: self.__lives -= 1 message = "Oops, you lost!" global_funct.display_ending(message) quit() return elif global_var.mp.matrix[j+self._posy][i+self._posx] == "B": global_funct.clear_boost(self._posx, self._posy) global_var.mp.set_speedup_time(time()) global_var.mp.set_speedup_flag(1) global_var.mp.set_speed(global_var.BOARD_SPEED_FAST) global_var.mp.set_bullet_speed(global_var.BULLET_SPEED_FAST) global_var.mp.set_step(2)
mando.check_right() mando.check_right() # SHIELDED if (global_var.shield == 1): cur_time = time.time() if (cur_time - global_var.shield_time >= 10): global_var.shield = 0 mando.style = create.mando #cur_time=-1 global_var.shield_cooldown = 60 global_var.shield_cooldown -= shifting_time if (global_var.shield_cooldown <= 0): global_var.shield_cooldown = 0 #timing of game if s - time.time() + 300 <= 0: global_funct.display_ending("TIME OUT :(") break if global_var.lives <= 0: global_funct.display_ending("YOU LOST!") break if global_var.quit_flag: global_funct.display_ending("YOU LOST!") break event = create.get_key(create.get_input()) cnt = 0 cnt2 = 0
if(c==1): sblist[i].clear() sblist.remove(sblist[i]) del(sblist[i]) c = hlist[i].check_bullet() if(c==1): hlist[i].clear() hlist.remove(hlist[i]) del(hlist[i]) c = mags[i].check_bullet() if(c==1): mags[i].clear() mags.remove(mags[i]) del(mags[i]) if din.get_lives() <= 0: global_funct.display_ending("YOU LOST!") break global_var.n = global_var.n-1 #decreasing timer #checking for collision for i in range(5): # mags[i]. # hlist c = vblist[i].check_bullet() if(c==1): vblist.remove(vblist[i]) del(vblist[i]) # sblist #din.collected_powerups() if(time.time()-sh > 10): # print("deactivating shield")
mario = people.Person(config.mario, int(config.columns/2), global_var.scenery.ground_level-len(config.mario)) # mario.posx = 1035 # global_var.scenery.scene_start_index = 1030 mario.render() # Generate enemies global_funct.generate_enemies() global_var.scenery.render() global_funct.create_footer() os.system('aplay newstart.wav&') while True: if global_var.lives <= 0: global_funct.display_ending("YOU LOST!") break if global_var.quit_flag: global_funct.display_ending("YOU LOST!") break global_funct.run_background(mario) mario.gravity() global_funct.check_enemies(mario) event = config.get_key(config.get_input()) if event == config.QUIT: