Esempio n. 1
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 def update(self):
     GameObject.update(self)
     self.frame_counter.run()
     if tower_defense.game_object.hasTower == True:
         if self.frame_counter.flag:
             tower_defense.game_object.hasEnemy = True
             if tower_defense.game_object.score < 60:
                 pass
             elif tower_defense.game_object.score >= 60 and tower_defense.game_object.score < 65:
                 self.frame_counter = FrameCounter(80)
                 boss = Boss(425, 0)
                 boss.HP = 7
                 add(boss)
             elif tower_defense.game_object.score >= 120 and tower_defense.game_object.score < 130:
                 self.frame_counter = FrameCounter(50)
                 boss = Boss(425, 0)
                 boss.HP = 13
                 add(boss)
             elif tower_defense.game_object.score <= 130:
                 self.frame_counter = FrameCounter(80)
                 boss = Boss(425, 0)
                 boss.HP = 20
                 add(boss)
             elif tower_defense.game_object.score >= 210:
                 self.frame_counter = FrameCounter(80)
                 boss = Boss(425, 0)
                 boss.HP = 100
                 # boss.renderer = Animation(list_super_boss,loop=True,frame_delay=1)
                 add(boss)
             self.frame_counter.reset()
Esempio n. 2
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 def update(self):
     GameObject.update(self)
     self.pyshicsWithEnemy()
     # print(self.HP)
     if self.HP == 0:
         game_over = GameOverScene()
         global_scene_manager.change_scene(game_over)
         self.deactivate()
Esempio n. 3
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.box_collider = BoxCollider(50, 50)
     self.first_move = False
     self.sec_move = False
     self.renderer = Animation(list_enemy, loop=True, frame_delay=1)
     self.stun = False
     self.stunCooldown = 20
     self.isDeath = False
Esempio n. 4
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 def __init__(self,x,y):
     GameObject.__init__(self,x,y-20)
     self.frame_counter = FrameCounter(30)
     self.shoot_lock = False
     self.box_collider = BoxCollider(64,80)
     # self.tower_circle = Tower_circle(0,0)
     self.rangeCheck = False
     self.range = 0
     self.enemy_x =  tower_defense.game_object.get_position_from_main[0]
     self.enemy_y =  tower_defense.game_object.get_position_from_main[1]
     self.renderer = Animation(list_tower_aoe,loop=True,frame_delay=30)
 def __init__(self,x,y,e_x,e_y):
     GameObject.__init__(self,x,y)
     self.box_collider = BoxCollider(15,15)
     self.renderer = Animation(list_bullet_shotgun,loop=True,frame_delay=1)
     self.e_x = e_x
     self.e_y = e_y
     self.cooldown = 80
     self.velocity = (0,0)
     self.vectorX = 0
     self.vectorY = 0
     self.velocityX = 0
     self.velocityY = 0
Esempio n. 6
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 def update(self):
     GameObject.update(self)
     if self.stun:
         self.renderer = Animation(enemy_stun, loop=True, frame_delay=1)
         self.stunCooldown -= 1
         if self.stunCooldown == 0:
             self.renderer = Animation(list_enemy, loop=True, frame_delay=1)
             self.stun = False
             self.stunCooldown = 20
     if not self.stun:
         self.enemy_move(3)
     self.deactivate_if_need()
 def update(self):
     # print(self.velocityX, self.vectorY)
     GameObject.update(self)
     self.pyshicsWithEnemy()
     self.move()
     self.x += self.velocityX
     self.y += self.velocityY
     self.cooldown -= 1
     if self.cooldown <= 0:
         self.deactivate()
         self.cooldown = 80
     if self.x == self.e_x and self.y == self.e_y:
         self.deactivate()
Esempio n. 8
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 def __init__(self,x,y):
     GameObject.__init__(self,x,y)
     self.renderer = Animation(["images/gameover1.png",
     "images/gameover2.png",
     "images/gameover3.png",
     "images/gameover4.png",
     "images/gameover5.png",
     "images/gameover6.png",
     "images/gameover7.png",
     "images/gameover8.png",],loop = True,frame_delay=10)
 # def update(self):
 #     GameObject.update(self)
 #     if global_input_manager.enter_pressed:
 #         gameplay_scene = GamePlayScene()
 #         global_scene_manager.change_scene(gameplay_scene)
Esempio n. 9
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation([
         "images/gamestartscreen1.png",
         "images/gamestartscreen2.png",
         "images/gamestartscreen3.png",
         "images/gamestartscreen4.png",
         "images/gamestartscreen5.png",
         "images/gamestartscreen6.png",
         "images/gamestartscreen7.png",
         "images/gamestartscreen8.png",
         "images/gamestartscreen9.png",
         "images/gamestartscreen10.png",
         "images/gamestartscreen11.png",
     ],
                               loop=True,
                               frame_delay=10)
Esempio n. 10
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = ImageRenderer("images/castle.png")
     self.box_collider = BoxCollider(70, 70)
     self.HP = 5
Esempio n. 11
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 def update(self):
     GameObject.update(self)
     if global_input_manager.enter_pressed:
         gameplay_scene = GamePlayScene()
         global_scene_manager.change_scene(gameplay_scene)
Esempio n. 12
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 def update(self):
     GameObject.update(self)
     self.check()
Esempio n. 13
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.renderer = Animation(enemydie)
Esempio n. 14
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 def __init__(self,x,y):
     GameObject.__init__(self,x,y)
Esempio n. 15
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 def __init__(self, x, y):
     GameObject.__init__(self, 0, 200)
     self.frame_counter = FrameCounter(120)
Esempio n. 16
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 def __init__(self, width, height):
     GameObject.__init__(self, 0, 0)
     self.width = width
     self.height = height
Esempio n. 17
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 def __init__(self, x, y):
     GameObject.__init__(self, x, y)
     self.builded = False
     self.box_collider = BoxCollider(70, 70)
     self.renderer = ImageRenderer("images/hole.png")