Esempio n. 1
0
 def coinLife(self):
     self.appearsFor -= 1
     if self.appearsFor == 0:
         shadowMatrix(self.row, self.col)
         coins.remove(self)
         return 1
     return 0
Esempio n. 2
0
 def happilyEverAfter(self):
     os.system('aplay smb_stage_clear.wav&')
     print("Thanks for playing!")
     for i in range(9):
         shadowMatrix(self.row, self.col)
         self.col += 1
         # time.sleep(0.4)
         fillMatrix(self)
Esempio n. 3
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 def moveLeft(self):
     if self.col == 0:
         pass
     elif self.checkCollision(self.row, self.col - 1) == 2:
         self.dead = 1
     elif self.checkCollision(self.row, self.col - 1) != 0:
         pass
     else:
         shadowMatrix(self.returnRow(), self.returnCol())
         self.col -= 1
         fillMatrix(self)
Esempio n. 4
0
 def moveRight(self):
     # if self.col == int(config.columns):
     if self.col == map_col_blocks:
         pass
     elif self.checkCollision(self.row, self.col + 1) == 2:
         self.dead = 1
     elif self.checkCollision(self.row, self.col + 1) != 0:
         pass
     else:
         shadowMatrix(self.returnRow(), self.returnCol())
         self.col += 1
         fillMatrix(self)
Esempio n. 5
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    def jump(self):
        if self.checkCollision(self.row - 1, self.col) != 0:
            self.inJump = False
            self.jumpTime = 0

        elif self.jumpTime == 3:
            self.inJump = False
            self.jumpTime = 0
        else:
            shadowMatrix(self.returnRow(), self.returnCol())
            self.inJump = True
            self.jumpTime += 1
            self.row -= 1
            fillMatrix(self)
Esempio n. 6
0
    def moveDown(self):

        if self.checkCollision(self.row + 1,
                               self.col) == 3 and self.code == 13:
            return 1

        elif self.checkCollision(self.row + 1, self.col) == 0:
            # time.sleep(0.8)
            shadowMatrix(self.returnRow(), self.returnCol())
            self.row += 1
            fillMatrix(self)
        #death by canyon
        elif self.row > map_row_blocks - 1:
            self.dead = 1
        return 0
Esempio n. 7
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    def moveDown(self):
        #kill enemies if mario drops on a shroom or an orc
        if self.checkCollision(self.row + 1,
                               self.col) == 2 and self.code == 11:
            if killEnemies(self.row + 1, self.col) is True:
                self.kills += 1

        elif self.checkCollision(self.row + 1, self.col) == 0:
            # time.sleep(0.8)
            shadowMatrix(self.returnRow(), self.returnCol())
            self.row += 1
            fillMatrix(self)
        #death by canyon
        elif self.row > map_row_blocks - 1:
            self.dead = 1
        return 0
Esempio n. 8
0
    def move(self, mario_xcoord):
        var = 0
        if mario_xcoord > self.row:
            #go right
            var = 1
        elif mario_xcoord < self.row:
            #go left
            var = -1

        if self.checkCollision(self.row, self.col + var) == 0:
            shadowMatrix(self.returnRow(), self.returnCol())
            self.col += var
            fillMatrix(self)

        elif self.checkCollision(self.row, self.col + var) == 3:
            return 1
        return 0
Esempio n. 9
0
def killEnemies(mrow, mcol):
    if matrix[mrow][mcol] == 12:
        print("found minion")

        #kill shroom
        for enemy in enemies:
            if enemy.returnRow() == mrow and enemy.returnCol() == mcol:
                os.system('aplay smb_kick.wav&')
                shadowMatrix(mrow, mcol)
                enemies.remove(enemy)
                return True

    elif matrix[mrow][mcol] == 13:
        # print ("found orc")
        # shadowMatrix(mrow, mcol)
        os.system('aplay smb_kick.wav&')
        enemy_object = mushroomMinion(mrow, mcol)
        fillMatrix(enemy_object)
        return True

    return False
Esempio n. 10
0
    def jump(self):
        # os.system('aplay smb_jump-small.wav&')
        #also checks if Mario lands on any enemies
        try:
            if self.checkCollision(self.row - 1, self.col) == 4:
                breakBricks(self.row - 1, self.col)
                self.inJump = False
                self.jumpTime = 0

            elif self.checkCollision(self.row - 1, self.col) != 0:
                self.inJump = False
                self.jumpTime = 0

            elif self.jumpTime == 3:
                self.inJump = False
                self.jumpTime = 0
            else:
                shadowMatrix(self.returnRow(), self.returnCol())
                self.inJump = True
                self.jumpTime += 1
                self.row -= 1
                fillMatrix(self)
        except IndexError:
            pass