Esempio n. 1
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 def __init__(self, world_map, multiplayer):
     World.__init__(self, world_map, multiplayer)
     self._create_sprites()
     self.brick_energy()
     self.set_bounds_energy()
     self.set_dynamics_energy()
     self._set_walls()
Esempio n. 2
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	def __init__ (self, scheduler, evthandler, sfc, player = None):
		self.player = player
		World.__init__(self, scheduler, evthandler)
		evthandler.add_event_handlers({pg.JOYBUTTONDOWN: self._joycb})
		evthandler.add_key_handlers([
			(conf.KEYS_BACK, lambda *args: conf.GAME.quit_world(), eh.MODE_ONDOWN),
			(conf.KEYS_QUIT, lambda *args: conf.GAME.quit_world(2), eh.MODE_ONDOWN)
		])
		self.graphics.add(gm.Graphic(sfc), gm.Colour((0, 0, 0, 180), ((0, 0), conf.RES), -1))
    def __init__(self, world_map, multiplayer):
        self.player_sprites = {'1': None, '2': None}
        self.enemy_sprites = set()
        self.wall_rects = []
        self.unbreakable_wall_rects = []
        self.bullets = set()

        self.game_over = False

        World.__init__(self, world_map, multiplayer)
        self._create_sprites()
        self._set_walls()
        self.update_aim_lines()
Esempio n. 4
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	def __init__( self, scheduler, evthandler ):
		World.__init__( self, scheduler, evthandler )
		self.num_joysticks = 0

		#Create a background
		self.graphics.add(gm.Graphic('background.png', layer = 1))

		#Register event listeners
		evthandler.add_key_handlers([
			(conf.KEYS_NEXT, self._load_joysticks, eh.MODE_ONDOWN),
			(conf.KEYS_BACK, lambda *args: conf.GAME.quit_world(), eh.MODE_ONDOWN)
		])

		evthandler.add_event_handlers( { pygame.JOYBUTTONDOWN: self._handle_joystick } )
Esempio n. 5
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	def __init__ (self, scheduler, evthandler, joys):
		World.__init__(self, scheduler, evthandler)
		self._dot_sfc = [conf.GAME.img('dot{0}.png'.format( i ),
			(conf.DOT_RADIUS, conf.DOT_RADIUS)) for i in xrange( 4 )]
		self.t = 0
		self.scheduler.add_timeout(self._update_paths, seconds = conf.PATH_UPDATE_TIME)
		self.scheduler.interp(lambda t: t, self.update_t)
		self.graphics.add(gm.Graphic('background.png',
									 layer = conf.GRAPHICS_LAYERS['bg']))
		# controls
		# {type: {id: (action, action_mode)}}
		self.controls = controls = {}
		for action, evts in conf.CONTROLS.iteritems():
			if isinstance(evts[0], basestring):
				evts = (evts,)
			for mode, (e_type, e_id) in enumerate(evts):
				controls.setdefault(e_type, {})[e_id] = (action, mode)
		evthandler.add_event_handlers(dict.fromkeys(controls, self._joycb))
		evthandler.add_key_handlers([
			(conf.KEYS_BACK, self.pause, eh.MODE_ONDOWN)
		])

		# sun
		self.phys = Physics()
		p_data = conf.PLAYER_PLANET
		p_radius = p_data['radius']
		p_sun_dist = p_data['sun dist']
		pad = p_data['edge dist'] + p_sun_dist + p_radius
		s_w, s_h = conf.RES
		assert 2 * pad <= s_w and 2 * pad <= s_h
		sun = Sun(conf.SUN_DENSITY, conf.SUN_RADIUS, (uniform(pad, s_w - pad), uniform(pad, s_h - pad)))
		# npps (non player planets)
		# inner planets
		planets = []
		planet_data = conf.INNER_PLANET
		planet_number= planet_data['number']
		planet_max_radius = planet_data['max radius']
		planet_min_radius = planet_data['min radius']
		if planet_number > 0:
			planet_dist = planet_data['min sun dist']
			planet_dist_inc = (planet_data['max sun dist'] - planet_dist)/ planet_number
			for i in xrange(planet_number):
				planets.append(Planet(self, planet_data['density'], uniform(planet_min_radius,planet_max_radius), sun, planet_dist + planet_dist_inc * i, uniform(0,6.29)))
		# outer planets
		planet_data = conf.OUTER_PLANET
		planet_number= planet_data['number']
		planet_max_radius = planet_data['max radius']
		planet_min_radius = planet_data['min radius']
		if planet_number > 0:
			planet_dist = planet_data['min sun dist']
			planet_dist_inc = (planet_data['max sun dist'] - planet_dist)/ planet_number
			for i in xrange(planet_number):
				planets.append(Planet(self, planet_data['density'], uniform(planet_min_radius,planet_max_radius), sun, planet_dist + planet_dist_inc * i, uniform(0,6.29)))

		# players
		angle = uniform(0, 2 * pi)
		d_angle = 2 * pi / len(joys)
		joy_ids = [j.get_id() for j in joys]
		self.players = []
		for i in xrange(4):
			if i in joy_ids:
				self.players.append(Player(i, self, p_data['density'], p_radius, sun, p_sun_dist, angle))
				angle += d_angle
			else:
				self.players.append(None)
		# extra planets
		planets += [p for p in self.players if p is not None]

		asteroids = []
		self.phys.gravity_sources = [sun] + planets
		self.entities = self.phys.gravity_sources + asteroids
		self.graphics.add(*(e.graphic for e in self.entities))
Esempio n. 6
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	def __init__(self, game, config = None):
		self.configfile = os.path.join("levels", "demo", "demo.lvl")
		World.__init__(self, game, config)