Esempio n. 1
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class GameConfig:
    player_attack_speed = 0.5
    enemy_enter_speed = random.randint(1000, 3000)
    player_move_speed = 3
    # (left,top) (width,height)
    screen = Rect((0, 0), (480, 700))
    enemy_move_speed = random.randint(1, 3)
    enemy_attack_speed = 1
    fps = 60
Esempio n. 2
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    def __init__(self, owner, pos, direction):
        self.owner = owner
        self.game = self.owner.game
        self.pos = [pos[0], pos[1]]
        self.direction = [direction[0], direction[1]]
        self.color = (0,0,0)
        self.bounces_left = random.randint(0,3)

        self.rect = Rect(0, 0, 5, 5)
def intersect(obj, ball):
    edges = dict(
        left=Rect(obj.left, obj.top, 1, obj.height),  #left
        right=Rect(obj.right - 1, obj.top, 1, obj.height),  #right
        top=Rect(obj.left, obj.top, obj.width, 1),  #top
        bottom=Rect(obj.left, obj.bottom - 1, obj.width, 1))  #bottom
    number = dict(
        left=1,  #left
        right=2,  #right
        top=3,  #top
        bottom=6)  #bottom

    collisions = set(edge for edge, rect in edges.items()
                     if ball.bounds.colliderect(rect))
    if not collisions:
        return 0

    return sum([number[item] for item in collisions])
Esempio n. 4
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    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.height = FLOOR - 120
        self.img = SAW_IMG
        self.passed = False
        self.rect = Rect(self.x, self.y, 120, 120)

        self.saw_height()
Esempio n. 5
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 def hit(self,x,y,t,s):
     tiles = self.tiles
     tw,th = tiles[0].image.get_width(),tiles[0].image.get_height()
     t.tx = x
     t.ty = y
     t.rect = Rect(x*tw,y*th,tw,th)
     t._rect = t.rect
     if hasattr(t,'hit'):
         t.hit(self,t,s)
Esempio n. 6
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    def __init__(self):
        self.rect = Rect(0, 400, 720, 80)
        self.obstacles = []

        self.points = 0

        self.time_elapsed_since_last_action = 0
        self.delay_for_next = random.randrange(800, 2500)
        self.clock = pygame.time.Clock()
Esempio n. 7
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File: mob.py Progetto: MacLeek/mh
def head(surface, mod, pos):
    # adjust for body size
    radius = ((mod["bodySize"] + 1) * 4) + 10

    color = skinColor(mod)

    draw.circle(surface, (0,0,0), pos, radius)
    draw.circle(surface, color, pos, int(radius * .90))
    return Rect(pos[0] - radius, pos[1] - radius, radius * 2, radius * 2)
Esempio n. 8
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def camera_configure(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t = -l + WIN_WIDTH / 2, -t + WIN_HEIGHT / 2

    l = max(-(camera.width - WIN_WIDTH), min(0, l))
    t = min(0, max(-(camera.height - WIN_HEIGHT), t))

    return Rect(l, t, w, h)
Esempio n. 9
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    def __init__(self, owner, pos, direction):
        self.owner = owner
        self.game = self.owner.game
        self.pos = [pos[0], pos[1]]
        self.direction = [direction[0], direction[1]]
        self.color = (0, 0, 0)
        self.free = False

        self.rect = Rect(0, 0, 5, 5)
Esempio n. 10
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 def _render_value(self, color_bg, value, w_rect, position: Tuple[int, int],
                   color: Tuple[int, int, int]):
     text = str(value)
     x, y = position
     rect = Rect(x - 5, y - 2, w_rect, 15)
     x_text = x + w_rect // 2 - 3 - len(text) * 4
     self.ui_render.rect_filled(color_bg, rect)
     self.ui_render.rect(COLOR_GRAY, rect, 1)
     self.ui_render.text(self.font_details, text, (x_text, y), color)
Esempio n. 11
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 def _render_text(self, text: str, color: Tuple[int, int, int],
                  background: bool):
     x = self._rect.right - 50 - len(text) * 3
     y = self._rect.top + 17
     if background:
         w_label_rect = 90
         rect_label = Rect(self._rect.right - 95, y - 2, w_label_rect, 15)
         self._ui_render.rect_filled((40, 40, 40), rect_label)
     self._ui_render.text(self._font, text, (x, y), color)
Esempio n. 12
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File: dmc.py Progetto: runkov/dmc
 def __init__(self, x, y, speed=(0, 0), fps=DEFAULT_FPS):
     self.fps = fps
     self.speed = speed
     self.bounds = Rect(x, y, 50, 50)
     self.bounds.center = (x, y)
     self.direction = TO_THE_RIGHT
     self.image = load_image('monster01.png', -1)
     self.image_dx = (self.bounds.w - self.image.get_width()) // 2
     self.image_dy = (self.bounds.h // 2 - self.image.get_height())
Esempio n. 13
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 def __add__(self, other):
     if isinstance(other, Vec2d):
         return Vec2d(self.x + other.x, self.y + other.y)
     elif isinstance(other, Rect):
         return Rect(other.x + self.x, other.y + self.y, other.w, other.h)
     elif hasattr(other, "__getitem__"):
         return Vec2d(self.x + other[0], self.y + other[1])
     else:
         return Vec2d(self.x + other, self.y + other)
Esempio n. 14
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 def __init__(self, image, tile_size, size, attributes, pos, *groups):
     self.image = image
     self.tile_size = Pos(tile_size)
     self.size = Pos(size)
     self.pos = Pos(pos)
     self.old_pos = Pos(self.pos)
     self.rect = self.get_surface_pos(pos)
     self.old_rect = Rect(self.rect)
     pygame.sprite.DirtySprite.__init__(self, *groups)
Esempio n. 15
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 def __init__(self, surface, width, total_time):
     self.frames = []
     height = surface.get_height()
     for x in range(0, surface.get_width() - 1, width):
         rect = Rect(x, 0, width, height)
         self.frames.append(surface.subsurface(rect))
     self.total_time = total_time
     self.frame_time = float(total_time) / len(self.frames)
     self.t = 0
Esempio n. 16
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    def draw(self, surface: Surface, dest_rect: Rect):
        self.display.fill(BACKGROUND_COLOR)

        for idx, digit in enumerate(self.value_list):
            digit_location = 16 * idx
            self.display.blit(self.digits, Rect(digit_location, 0, 16, 32),
                              self.digit_rects[digit])

        surface.blit(self.display, dest_rect)
Esempio n. 17
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 def __init__(self, size, origin=(0, 0)):
     self.tile_width = 0
     self.tile_height = 0
     self.layers = Layers()
     self.fx, self.fy = 0, 0  # viewport focus point
     self.view_w, self.view_h = size  # viewport size
     self.view_x, self.view_y = origin  # viewport offset
     self.viewport = Rect(origin, size)
     self._old_focus = None
Esempio n. 18
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def main():
    pygame.init()
    screen = pygame.display.set_mode(config['screen']['size'])

    elem = WaitForPlayersWindow(Rect(0, 0, *config['screen']['size']),
                                Color('bisque'))

    m = Main(elem, screen)
    m.loop()
Esempio n. 19
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def player_spot(pos):
    clicking_areas = [[Rect((int(j * w + w / 2 - w / 4), int(i * h + h / 2 - w / 4), w / 2, h / 2)) for i in range(3)]
                      for j in range(3)]
    for i, eaches in enumerate(clicking_areas):
        for j, each in enumerate(eaches):
            if Rect.collidepoint(each, pos[1], pos[0]):
                return i, j
    else:
        return None
Esempio n. 20
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    def _fit_component_position(self, position: Rect) -> Rect:
        pos_x = self.position.x + self.position.width - position.width if (
            position.x + position.width > self.position.width
        ) else position.x + self.position.x

        # TODO: finish this y coord if the x is working
        # TODO: Yes it is!
        pos_y = position.y + self.position.y
        return Rect(pos_x, pos_y, position.width, position.height)
Esempio n. 21
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 def animate(self):
     s = pygame.Surface(self.size)
     height = self.size[1]
     self.offset += 0.1
     for step in self.steps:
         src = Rect(step, 0, 2, height)
         dst = src.move(0, math.cos(self.offset + step * .02) * self.amount)
         s.blit(self.base, dst, src)
     return s
Esempio n. 22
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    def on_update(self):
        self.rect = Rect(0, 0, 40, 40)
        self.rect.width = 40
        self.rect.height = 40
        self.rect.centerx = self.aimx
        self.rect.centery = self.aimy

        if self.smash_time > 0:
            self.smash_time -= 1
Esempio n. 23
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 def __init__(self, position: Tuple, building_type: CityObjectData):
     self._WIDTH = 85
     self._HEIGHT = 100
     self._BORDER_SIZE = 2
     description = 'Cost: {0}'.format(building_type.cost)
     super().__init__(
         Rect(position[0], position[1], self._WIDTH, self._HEIGHT),
         description)
     self._building_type = building_type
Esempio n. 24
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 def __init__(self, ui_render: DrawableArea, font, bottomleft: Tuple[int, int]):
     self.ui_render = ui_render
     self.font = font
     self.bottomleft = bottomleft
     self.rect_padding = 5
     self.w = 140 + self.rect_padding * 2
     self.buffs = []
     h = len(self.buffs) * 25 + self.rect_padding * 2
     self.rect = Rect(self.bottomleft[0], self.bottomleft[1] - h, self.w, h)
Esempio n. 25
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 def __init__(
     self, position: (int, int), index: (int, int),
     size: (int, int)) -> None:
     self.index = index
     w, h = size
     self.rect = Rect(position[0] + (w * index[0]),
                      position[1] + (h * index[1]), w, h)
     self.flower = None
     self.neighbors = {}
Esempio n. 26
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    def render(self, recently_clicked: bool):
        self._ui_render.rect_filled((40, 40, 50), self.rect)
        self._ui_render.image(self.image, self.rect.topleft)
        self._ui_render.rect(COLOR_ICON_OUTLINE, self.rect, 1)
        if recently_clicked:
            self._ui_render.rect(COLOR_ICON_HIGHLIGHTED,
                                 Rect(self.rect.x - 1, self.rect.y - 1, self.rect.w + 2, self.rect.h + 2), 3)
        elif self.hovered:
            self._ui_render.rect(COLOR_HOVERED, self.rect, 1)
        self._ui_render.text(self._font, self.label, (self.rect.x + 12, self.rect.y + self.rect.h + 4))

        if self.cooldown_remaining_ratio > 0:
            cooldown_rect = Rect(self.rect.x + 1,
                                 self.rect.y + 1 + (self.rect.h - 2) * (1 - self.cooldown_remaining_ratio),
                                 self.rect.w - 2,
                                 (self.rect.h - 2) * self.cooldown_remaining_ratio + 1)
            self._ui_render.rect_filled((100, 30, 30), cooldown_rect)
            self._ui_render.rect((180, 30, 30), self.rect, 2)
Esempio n. 27
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    def updateNPC(self, dt, level, player, enemies):
        deg = random() * 360
        angle = math.radians(deg)
        radius = 0.5
        randomCircleVec = Vector(radius * math.cos(angle),
                                 radius * math.sin(angle))
        distanceToPlayerSqr = self.pos.distance_squared_to(player.pos)
        # Make the bug run away from the player
        if distanceToPlayerSqr < 6:
            fromPlayer = self.pos - player.pos
            if fromPlayer.length() != 0:
                fromPlayer.normalize_ip()
            fromPlayer.x /= 2
            fromPlayer.y /= 2
        else:
            fromPlayer = Vector(0, 0)

        collisions = pygame.sprite.spritecollide(self, enemies, False)
        pushAwayFrom = Vector(0, 0)
        if len(collisions) > 1:
            for collision in collisions:
                if collision.id != self.id:
                    pushAwayFrom += self.pos - collision.pos
            pushAwayFrom.x = (pushAwayFrom.x / (len(collisions) - 1))
            pushAwayFrom.y = (pushAwayFrom.y / (len(collisions) - 1))

        self.velocity = self.velocity + randomCircleVec + fromPlayer + pushAwayFrom
        temp = Rect(self.rect)
        self.velocity.normalize_ip()
        self.velocity *= self.maxSpeed
        self.rect.x += self.velocity.x
        self.rect.y += self.velocity.y
        # Change the rect to get the collision to work
        collision = pygame.sprite.spritecollideany(self,
                                                   level.solidObjectGroup)
        if collision:
            # Don't move
            self.rect = temp
            self.velocity = self.velocity * -1
        else:
            self.pos.x = self.rect.x / self.tileSize.x
            self.pos.y = self.rect.y / self.tileSize.y
            if self.pos.x < 0:
                self.pos.x = 0
                self.rect.x = 0
            elif self.pos.x >= level.width - 1:
                self.pos.x = level.width - 1
                self.rect.x = (level.width - 1) * self.tileSize.x
            if self.pos.y < 0:
                self.pos.y = 0
                self.rect.y = 0
            elif self.pos.y >= level.height - 1:
                self.pos.y = level.height - 1
                self.rect.y = (level.height - 1) * self.tileSize.y
            # Move
            self.getNPCDirection()
            self.updateNPCAnimation(dt)
Esempio n. 28
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 def update_world_area(self, world_area: Rect):
     self._world_area = world_area
     self._rect_inner = Rect(self.rect.x + 2, self.rect.y + 2, self.rect.w - 4, self.rect.h - 4)
     if world_area.w > world_area.h:
         self._rect_inner.h /= world_area.w / world_area.h
         self._rect_inner.y = self.rect.y + self.rect.h // 2 - self._rect_inner.h // 2
     else:
         self._rect_inner.w /= world_area.h / world_area.w
         self._rect_inner.x = self.rect.x + self.rect.w // 2 - self._rect_inner.w // 2
Esempio n. 29
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def main():
    pygame.init()
    screen = pygame.display.set_mode(config['screen']['size'])

    elem = MainMenu(Rect((0, 0), config['screen']['size']),
                    Color('aquamarine3'))

    m = Main(elem, screen)
    m.loop()
Esempio n. 30
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    def __init__(self):
        self._MARGIN = 10
        self._WIDTH = 200
        super().__init__(
            Rect(GameSettings.Screen.WIDTH - self._MARGIN - self._WIDTH,
                 self._MARGIN, self._WIDTH,
                 GameSettings.Screen.HEIGHT - 2 * self._MARGIN))

        self._create_building_buttons()