コード例 #1
0
    def test_insert_2_animation_2_keys(self):
        """Test generation of 1 animation in GLTF file"""
        cube = self.create_cube()

        anim0 = animation.Animation("test_anim0", 0.0, 1.0, "my_event")
        anim0.append_action("parent", anim0.ACTION_TRANSLATION, [
            { "time":1.0, "value": [0.0, 0.0 ,0.0] },
            { "time":2.0, "value": [3.0, 0.0 ,0.0] },
            ])
        anim0.append_action("parent", anim0.ACTION_ROTATION, [
            { "time":1.0, "value": [1.0, 0.0 ,0.0, 0.0] },
            { "time":2.0, "value": [0.0, 1.0 ,0.0, 0.0] },            ])
        cube.add_animation(anim0)

        anim1 = animation.Animation("test_anim1", 1.0, 2.0, "my_event2")
        anim1.append_action("parent", anim1.ACTION_TRANSLATION, [
            { "time":0.0, "value": [0.0, 0.0 ,0.0] },
            { "time":1.0, "value": [0.0, 0.0 ,3.0] },
            ])
        anim1.append_action("parent", anim0.ACTION_ROTATION, [
            { "time":1.0, "value": [1.0, 0.0 ,0.0, 0.0] },
            { "time":2.0, "value": [0.0, 1.0 ,0.0, 0.0] },            ])
        cube.add_animation(anim1)


        path_gen = "/tmp/test_animation/output"
        pathlib.Path(path_gen).mkdir(parents=True, exist_ok=True)
        #try:
        cube.generate_gltf(path_gen)
        concrete_room.preview(path_gen + "/room.gltf", path_gen + "/room_preview.gltf")
コード例 #2
0
    def __init__(self, parentLevel, x, y):
        super().__init__(pygame.image.load("./player/run1.png"),
                         x,
                         y,
                         shape=SHAPE_FANCY)
        self.parentLevel = parentLevel
        self.speed = [0, 0]
        self.inAir = False

        self.runAcceleration = 3000
        self.running = 0
        self.jumping = False

        self.runAcceleration = 1000
        self.runSpeed = 400
        self.fallSpeed = 0
        self.jumpSpeed = 1000

        self.airHAcceleration = 1000
        self.hAcceleration = 2000
        self.vAcceleration = 3000

        self.runFrames = [
            pygame.image.load("./player/run" + str(x) + ".png")
            for x in range(1, 7)
        ]
        self.runLeftFrames = [
            pygame.transform.flip(img, True, False) for img in self.runFrames
        ]
        self.leftAnimation = animation.Animation(self.runLeftFrames,
                                                 [0.02 for x in range(1, 7)])
        self.rightAnimation = animation.Animation(self.runFrames,
                                                  [0.02 for x in range(1, 7)])
コード例 #3
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    def Launch(self):
        self.all_sprites = pg.sprite.Group()  # Une liste de sprites
        self.ennemies = ...  # Une autre

        player1_stand = [ani.Frame((614, 1063, 120, 191))]
        player2_stand = [ani.Frame((581, 1265, 121, 191))]

        player1_animation = ani.Animation(self.spritesheet, player1_stand)
        player2_animation = ani.Animation(self.spritesheet, player2_stand)

        player1_animator = ani.Animator(player1_animation)
        player2_animator = ani.Animator(player2_animation)

        self.player1 = Player1(player1_animator)
        self.player2 = Player2(player2_animator)

        self.all_sprites.add(self.player1)
        self.all_sprites.add(self.player2)

        for i in range(10):
            ennemi_stand = [ani.Frame((568, 1671, 122, 139))]
            ennemi_animation = ani.Animation(self.spritesheet, ennemi_stand)
            ennemi_animator = ani.Animator(ennemi_animation)
            ennemi = Ennemi(ennemi_animator, 50, 10, 10, self.player1)
            self.all_sprites.add(ennemi)
            self.ennemies(ennemi)

        self.Run()
コード例 #4
0
ファイル: gameobject.py プロジェクト: jmarente/zycars
    def parser_basic_info(self, parse):
        '''
        @brief Método que parsea la información basica de un objeto del juego.
        
        @param parse Parse a Archivo xml con xml.dom.minidom
        '''
        parent_node = parse.firstChild
        sprite_name = str(parent_node.getAttribute('sprite_code'))
        self.original_sprite = resource.get_new_sprite(sprite_name)

        #Cargamos las distintas animaciones del objeto
        for element in parse.getElementsByTagName('animation'):
            animation_name = str(element.getAttribute('name'))
            animation_frames = str(element.getAttribute('frames'))
            animation_delay = int(element.getAttribute('delay'))

            #Vemos que tipo de animación es y lo añadimos al mapa de imagenes
            if animation_name == 'normal':
                self.animations[NORMAL] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'noaction':
                self.animations[NOACTION] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'run':
                self.animations[RUN] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'forward':
                self.animations[FORWARD] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'reverse':
                self.animations[REVERSE] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'damaged':
                self.animations[DAMAGED] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'erase':
                self.animations[ERASE] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'yaw':
                self.animations[YAW] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'fall':
                self.animations[FALL] = animation.Animation(
                    animation_frames, animation_delay)
            elif animation_name == 'turbo':
                self.animations[TURBO] = animation.Animation(
                    animation_frames, animation_delay)

        #Inicializamos la imagen, el rectangulo y la mascara de pixeles
        self.image = self.original_sprite.get_frame(
            self.animations[NORMAL].get_frame())
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)
        self.hitmask = pixelperfect.get_alpha_hitmask(self.image, self.rect)
コード例 #5
0
ファイル: action.py プロジェクト: rschum/game
 def assign_directions(self, data):
     for ani in data["animations"]:
         if ani["direction"] == "north":
             self.north = animation.Animation(self.parent, data, ani)
         elif ani["direction"] == "east":
             self.east = animation.Animation(self.parent, data, ani)
         elif ani["direction"] == "south":
             self.south = animation.Animation(self.parent, data, ani)
         elif ani["direction"] == "west":
             self.west = animation.Animation(self.parent, data, ani)
         else:
             print("Error: Avatar Animations Action not valid option")
     pass
コード例 #6
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    def _load_frames(self):
        sheet_walk = animation.Sheet(load("walk.png", True), 4)
        sheet_stand = animation.Sheet(load("stand.png", True), 1)
        sheet_wait = animation.Sheet(load("wait.png", True), 3)
        sheet_boo = animation.Sheet(load("boo.png", True), 1)
        sheet_ok = animation.Sheet(load("ok.png", True), 1)

        self.animations = {
            "walk": animation.Animation(sheet_walk, 5, [0, 1, 2, 3]),
            "stand": animation.Animation(sheet_stand, 1, [0]),
            "boo": animation.Animation(sheet_boo, 1, [0]),
            "ok": animation.Animation(sheet_ok, 1, [0]),
            "wait": animation.Animation(sheet_wait, 10, [0, 1, 2, 1]),
        }
コード例 #7
0
ファイル: weapon.py プロジェクト: AaronLi/Raycast-Pygame
    def __init__(self) -> None:
        self.mouse_buttons = [False for i in range(6)]
        self.reload_animation = animation.Animation(animation.ONE_WAY)
        self.firing_animation = animation.Animation(animation.ONE_WAY)
        self.holding_animation = animation.Animation()
        self.ground_animations = [animation.Animation() for i in range(4)]

        self.mag_size = 30
        self.damage = 80
        self.current_mag = 30
        self.was_reloading = False
        self.fire_mode = SEMI_AUTO
        self.fire_cooldown = 0.5
        self.current_fire_countdown = 0
        self.old_button_states = []
コード例 #8
0
def setupPlayer(image, main_node):
    #Se crean los distintos frames para cada animacion, recortando la imagen
    ship_frames1 = anim.createFrames(image, [128, 128], [0, 0], [2], [0, 0]) #animacion para avanzar
    ship_frames2 = anim.createFrames(image, [128, 128], [0, 0], [2], [0, 1]) #animacion para retroceder
    hurt_frames = anim.createFrames(image, [128, 128], [0, 0], [2], [2, 2]) # animacion cuando le llega una bala
    explode_frames = anim.createFrames(image, [128, 128], [0, 0], [2, 5], [2, 0]) # animacion de explosion

    #se crea un diccionario con las animaciones
    ship_animations = {}
    ship_animations["fast"] = anim.Animation(ship_frames1, 12, True, False)
    ship_animations["slow"] = anim.Animation(ship_frames2, 12, True, False)
    ship_animations["hurt"] = anim.Animation(hurt_frames, 12, True, False)
    ship_animations["explode"] = anim.Animation(explode_frames, 9, False, False)

    #se crea el controlador de animaciones y se inicializa
    ship_Anim = anim.Anim_Controller(ship_animations, [PLAYER_SIZE, WIDTH / HEIGHT * PLAYER_SIZE, 1], 0)
    ship_Anim.Play("slow")

    #se crea un nodo que contiene la animacion
    anim_node = sg.SceneGraphNode("anim_player")
    anim_node.childs += [ship_Anim]

    # se crea un nodo con una gpuShape que servira para detectar las colisiones y verlas si se quiere
    collision_node = sg.SceneGraphNode("collision_player")
    collision_node.childs +=  [es.toGPUShape(cl.createCircleHitbox(PLAYER_HITBOX_RADIO, 10, 0, 1, 0))]

    # se crea uno nodo/objeto CollisionShape que tiene informacion y metodos para detectar colisiones con respecto de una gpuShape
    scaled_collision = cl.CollisionShape("scaled_collision", PLAYER_HITBOX_RADIO, True)
    # se escala la hitbox para que tenga el mismo tamaño que la textura
    scaled_collision.transform = tr.scale(1, 1 * WIDTH/HEIGHT, 1)
    scaled_collision.childs += [collision_node]

    # se crea el objeto player que contendra como nodos hijos a la animacion y la hitbox
    player_gameObject = playerObject("player")
    # se traslada la nave en la pantalla a su posicion inicial
    player_gameObject.transform = tr.translate(0, -0.5, 0)
    player_gameObject.position[0] = 0
    player_gameObject.position[1] = -0.5
    player_gameObject.position[2] = 0
    player_gameObject.childs += [anim_node] #se agrega la animacion
    player_gameObject.childs += [scaled_collision] #se agrega la hitbox
    player_gameObject.childs[1].parent = player_gameObject # se agrega la referencia de padre al objeto CollisionShape

    #agrega el objeto player a la escena principal
    main_node.childs += [player_gameObject]

    #retorna la referencia al objeto player
    return go.findNode(main_node, "player")
コード例 #9
0
    def __init__(self, screen_rect, bg_color):
        """
        Initialize the display.
        screen_rect: the bounds of the screen
        bg_color: the background color
        """
        LayeredUpdates.__init__(self)
        
        if GUI.num_instances != 0:
            raise Exception("GUI: can only have one instance of a simulation")
        GUI.num_instances = 1
        
        # Set up the screen
        self.screen = pygame.display.set_mode((screen_rect.w, screen_rect.h))
        self.screen_rect = screen_rect
        
        # The rect containing the info bar
        self.bar_rect = pygame.Rect(screen_rect.w - BAR_WIDTH,
                                     0,
                                     BAR_WIDTH,
                                     screen_rect.h)
        
        # The rect containing the map view
        self.view_rect = pygame.Rect(0,
                                      0,
                                      MAP_WIDTH,
                                      screen_rect.h)
        self.bg_color = bg_color
        self.map = None

        # Set up team information
        self.num_teams = None
        self.current_turn = 0
        self.win_team = None 

        # The currently selected unit
        self.sel_unit = None
        
        # Set up GUI
        self.buttons = [
            Button(0, "MOVE", self.move_pressed, self.can_move),
            Button(1, "ATTACK", self.attack_pressed, self.can_attack),
            Button(2, "END TURN", self.end_turn_pressed, None),
            Button(3, "HEAL", self.heal_pressed, self.can_heal)]
        
        # We start in select mode
        self.mode = Modes.Select
        
        # Tiles we can move to/attack
        self._movable_tiles = set()
        self._attackable_tiles = set()

        # The targeting reticle
        self._reticle = animation.Animation("assets/reticle.png",
                                             20,
                                             20,
                                             RETICLE_RATE)
        
        # This will store effects which are drawn over everything else
        self._effects = pygame.sprite.Group()
コード例 #10
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def test_animation_4():
    a = animation.Animation(os.path.join(assets_dir, 'animation_4.csv'),
                            config)
    assert a.id == 'two_drones_test'
    assert a.state == "OK"
    assert approx(a.original_frames[11].get_pos()) == [0.21774, 1.4, 1.0]
    assert a.original_frames[11].get_color() == [0, 0, 0]
    assert a.original_frames[11].pose_is_valid()
    assert a.takeoff_index == 11
    assert a.route_index == 11
    assert a.land_index == 139
    assert a.static_end_index == 139
    assert a.start_frame_index == 0
    assert approx(a.start_time) == 0
    assert a.output_frames[a.start_frame_index].action == 'arm'
    assert a.output_frames_takeoff[a.start_frame_index].action == 'takeoff'
    assert approx(a.output_frames_min_z) == 1
    assert a.get_start_action() == 'takeoff'
    config.set('ANIMATION', 'ratio', [1, 2, 3])
    config.set('ANIMATION', 'common_offset', [4, 5, 6])
    a.on_config_update(config)
    assert approx(a.output_frames[0].get_pos()) == [4.2, 7.8, 9]
    assert approx(a.output_frames_min_z) == 9
    assert approx(a.get_start_frame('fly').get_pos()) == [4.2, 7.8, 9]
    assert a.get_start_action() == 'takeoff'
    config.set('ANIMATION', 'ratio', [1, 1, 1])
    config.set('ANIMATION', 'common_offset', [0, 0, 0])
コード例 #11
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ファイル: tileset.py プロジェクト: wollywatson/DittoEngine
    def __init__(self, fn):
        """
      Open the tileset image, and set up animations.

      fn - the path to the tileset image.
      """

        #parse the XML file
        root = data.getTreeRoot(fn)
        self.tileSize = data.getAttr(root, "tilesize", data.D_INT2LIST)
        self.transparency = data.getAttr(root, "transparency", data.D_INT3LIST)

        #create the tiles
        tilesetPath = os.path.join(settings.path, "data",
                                   data.getAttr(root, "file", data.D_STRING))
        self.openImage(tilesetPath)

        #create animations for the tileset
        self.autoAnimations = {}
        self.walkontoAnimations = {}
        for anim in root.findall("animation"):
            trigger = data.getAttr(anim, "trigger", data.D_STRING)
            tile = data.getAttr(anim, "tile", data.D_INT)
            frames = data.getAttr(anim, "frames", data.D_INTLIST)
            a = animation.Animation(frames)

            if trigger == "auto":
                a.play(True)
                self.autoAnimations[tile] = a
            elif trigger == "walkonto":
                self.walkontoAnimations[tile] = a
コード例 #12
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ファイル: animation_test.py プロジェクト: gmcnutt/stardog
 def test_done(self):
     anim = animation.Animation(frames=[self.images[0]], loop=False)
     avw = animation.AnimationView(anim)
     self.assertTrue(avw.update())
     self.assertTrue(avw.done)
     self.assertFalse(avw.update())
     self.assertTrue(avw.done)
コード例 #13
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    def __init__(self, brushinfo=None):
        if not brushinfo:
            brushinfo = brush.BrushInfo()
            brushinfo.load_defaults()
        self.layers = []
        self.brush = brush.Brush(brushinfo)
        self.ani = animation.Animation(self)

        self.brush.brushinfo.observers.append(self.brushsettings_changed_cb)
        self.stroke = None
        self.canvas_observers = []  #: See `layer_modified_cb()`
        self.stroke_observers = []  #: See `split_stroke()`
        self.doc_observers = []  #: See `call_doc_observers()`
        self.frame_observers = []
        self.command_stack_observers = []
        self.symmetry_observers = []  #: See `set_symmetry_axis()`
        self.__symmetry_axis = None
        self.default_background = (255, 255, 255)
        self.clear(True)

        self._frame = [0, 0, 0, 0]
        self._frame_enabled = False

        # Used by move_frame() to accumulate values
        self._frame_dx = 0.0
        self._frame_dy = 0.0
コード例 #14
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def new_explosion(bot, bullet, game_bullets):
    game_bullets.remove(bullet)
    if bot.hit:
        bot.hit = False
        e = animation.Animation(boat_game.explosion_imgs, bullet.pos, time_scale / 5)
        e.start()
        boat_game.explosions.append(e)
コード例 #15
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def test_animation_no_file():
    a = animation.Animation('zzz.csv', config)
    assert a.id == None
    assert a.state != "OK"
    assert a.original_frames == []
    assert a.output_frames == []
    assert a.output_frames_min_z is None
コード例 #16
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ファイル: loading.py プロジェクト: mjdarby/emond-knights
def loadAnimation(name, width, delay, loop, colorkey=None):
    image, imageRect = loadImage(name, colorkey)
    frames = list()
    for frameNo in xrange(imageRect.width // width):
        rect = pygame.rect.Rect(frameNo * width, 0, width, imageRect.height)
        frames.append(image.subsurface(rect))
    return animation.Animation(frames, delay, loop)
コード例 #17
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 def __init__(self, spriteId, x, y):
     self.spriteId = spriteId
     super().__init__(sprites["hazards"][spriteId], x, y, shape=SHAPE_FANCY)
     if hazardAnimations[spriteId] != []:
         anim = animation.Animation(
             hazardAnimations[spriteId],
             [0.2 for x in hazardAnimations[spriteId]])
         self.setAnimation(anim)
コード例 #18
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    def loadAnimations(self, spriteName, shouldCreateCopy=True):
        if spriteName in self.animationsCache:
            if shouldCreateCopy:
                return self.copy(spriteName)
            return self.animationsCache[spriteName]

        # Search for a file named 'spriteConfig.py' through the path specified
        # in spriteName. Use the deepest one we find. This lets us share
        # spriteConfigs for similar sprites.
        directories = spriteName.split(os.sep)
        modulePath = None
        path = constants.spritePath
        for directory in directories:
            path += os.sep + directory
            if os.path.exists(
                    os.path.join(path, constants.spriteFilename + '.py')):
                modulePath = path

        if modulePath is None:
            logger.fatal(
                "Unable to find a spriteConfig.py file anywhere in the path",
                spriteName)

        modulePath = os.path.join(modulePath, constants.spriteFilename)
        spriteModule = game.dynamicClassManager.loadModuleItems(
            modulePath, ['sprites'])
        animations = {}
        for animationName, data in spriteModule.sprites.iteritems():
            # Load the bounding polygon, and all optional flags, with sane
            # defaults.
            animPolygon = polygon.Polygon(
                [Vector2D(point) for point in data['polygon']])
            shouldLoop = True
            if 'loop' in data:
                shouldLoop = data['loop']
            updateRate = 1
            if 'updateRate' in data:
                updateRate = data['updateRate']
            updateFunc = None
            if 'updateFunc' in data:
                updateFunc = data['updateFunc']
            drawOffset = Vector2D(0, 0)
            if 'drawOffset' in data:
                drawOffset = Vector2D(data['drawOffset'])
            moveOffset = Vector2D(0, 0)
            if 'moveOffset' in data:
                moveOffset = Vector2D(data['moveOffset'])
            frameActions = dict()
            if 'frameActions' in data:
                frameActions = data['frameActions']
            animations[animationName] = animation.Animation(
                spriteName, animationName, animPolygon, shouldLoop, updateRate,
                updateFunc, drawOffset, moveOffset, frameActions)

        self.animationsCache[spriteName] = animations
        if shouldCreateCopy:
            return self.copy(spriteName)
        return self.animationsCache[spriteName]
コード例 #19
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def test_animation_1_2():
    a = animation.Animation(os.path.join(assets_dir, 'animation_1.csv'),
                            config)
    assert a.id == 'basic'
    assert a.state == "OK"
    assert approx(a.original_frames[0].get_pos()) == [0, 0, 0]
    assert a.original_frames[0].get_color() == [204, 2, 0]
    assert a.original_frames[0].pose_is_valid()
    assert a.takeoff_index == 10
    assert a.route_index == 20
    assert a.land_index == 29
    assert a.static_end_index == 39
    assert a.start_frame_index == a.takeoff_index
    assert approx(a.start_time) == 1
    assert a.output_frames[a.start_frame_index].action == 'arm'
    assert a.output_frames_takeoff[a.start_frame_index].action == 'takeoff'
    assert approx(a.output_frames_min_z) == 0
    assert a.get_start_action() == 'fly'
    config.set('ANIMATION', 'ratio', [1, 2, 3])
    config.set('ANIMATION', 'common_offset', [4, 5, 6])
    a.on_config_update(config)
    assert approx(a.output_frames[0].get_pos()) == [4., 5., 6.]
    assert approx(a.output_frames_min_z) == 6.
    assert approx(a.get_start_frame('fly').get_pos()) == [4., 5., 6.]
    assert a.get_start_action() == 'takeoff'
    config.set('ANIMATION', 'ratio', [1, 1, 1])
    config.set('ANIMATION', 'common_offset', [0, 0, 0])

    a.on_animation_update(os.path.join(assets_dir, 'animation_2.csv'), config)
    assert a.id == 'parad'
    assert a.state == "OK"
    assert approx(
        a.original_frames[271].get_pos()) == [-1.00519, 2.65699, 0.24386]
    assert a.original_frames[271].get_color() == [7, 255, 0]
    assert a.original_frames[271].pose_is_valid()
    assert a.takeoff_index == 271
    assert a.route_index == 285
    assert a.land_index == 1064
    assert a.static_end_index == 1064
    assert a.start_frame_index == a.takeoff_index
    assert approx(a.start_time) == 27.1
    assert a.output_frames[a.start_frame_index].action == 'arm'
    assert a.output_frames_takeoff[a.start_frame_index].action == 'takeoff'
    assert approx(a.output_frames_min_z) == 0.21
    assert a.get_start_action() == 'fly'
    config.set('ANIMATION', 'ratio', [1, 2, 3])
    config.set('ANIMATION', 'common_offset', [4, 5, 6])
    a.on_config_update(config)
    assert approx(a.output_frames[0].get_pos()) == [2.99481, 10.31398, 6.63]
    assert approx(a.output_frames_min_z) == 6.63
    assert approx(
        a.get_start_frame('fly').get_pos()) == [2.99481, 10.31398, 6.63]
    assert a.get_start_action() == 'takeoff'
    config.set('ANIMATION', 'ratio', [1, 1, 1])
    config.set('ANIMATION', 'common_offset', [0, 0, 0])
コード例 #20
0
ファイル: gameover.py プロジェクト: sebastianolmos/space_war
def setupfinishAnim(lose_image, win_image):
    global MAIN_NODE, BACKGROUND_ANIM, LETTERS_ANIM, WIN_ANIM
    backGround_frames = anim.createFrames(lose_image, [256, 76], [0, 0], [10, 1], [0, 0]) #se recorta la imagen
    letters_frames = anim.createFrames(lose_image, [256, 76], [0, 0], [10, 1], [1, 0]) #se recorta la imagen

    bg_animations = {"appear" : anim.Animation(backGround_frames, 9, False, False)} #se crean las animaciones
    lt_animations = {"appear": anim.Animation(letters_frames, 9, False, False)} #se crean las animaciones

    #Se crean los controladores de las animaciones y se inicializan
    BACKGROUND_ANIM = anim.Anim_Controller(bg_animations, [2, WIDTH / HEIGHT * 1, 1], 0)
    BACKGROUND_ANIM.Play("appear")
    LETTERS_ANIM =  anim.Anim_Controller(lt_animations, [2 * 0.4, WIDTH / HEIGHT * 0.4, 1], 0)
    LETTERS_ANIM.Play("appear")


    win_frames = anim.createFrames(win_image, [128, 192], [0, 0], [2, 11], [0, 0]) #se recorta la imagen
    win_animations = {"appear": anim.Animation(win_frames, 12, False, False)} #se crea la animacion
    # Se crea el controlador de la animacion y se inicializa
    WIN_ANIM = anim.Anim_Controller(win_animations, [2, WIDTH / HEIGHT * 2 * 1.5, 1], 0)
    WIN_ANIM.Play("appear")
コード例 #21
0
ファイル: enemy.py プロジェクト: GuilOliveira/ColorShooter
 def __init__(self, *groups):
     pg.sprite.Sprite.__init__(self, *groups)
     self.image = pg.image.load(
         "data/sprites/SkeletonWarrior/front/1.png").convert_alpha()
     self.rect = self.image.get_rect()
     self.rect[0], self.rect[1] = spawnEnemy(screenW, screenH)
     self.xspeed = 0
     self.yspeed = 0
     self.speed = 2
     self.aniID = 0
     self.health = 100
     self.newAnimator = animation.Animation()
コード例 #22
0
def setupEnemyBullets(image, main_node):
    global bullet0_animation, bullet1_animation, bullet2_animation
    #ENEMY 0 BULLET SETUP
    bullet0_image = anim.createFrames(image, [64, 64], [0, 0], [1], [0, 2]) #se recorta la imagen
    bullet0_explote_frames = anim.createFrames(image, [64, 64], [0, 0], [6], [0, 3])
    # se crean las animaciones
    bullet0_anim = anim.Animation(bullet0_image, 1, True, False)
    bullet0_explote_anim = anim.Animation(bullet0_explote_frames, 12, False, False)
    # se crea la agrupacion de animaciones
    bullet0_animation = {"shooted" : bullet0_anim, "explote" : bullet0_explote_anim}

    # ENEMY 1 BULLET SETUP
    bullet1_image = anim.createFrames(image, [64, 64], [0, 0], [1], [0, 6]) #se recorta la imagen
    bullet1_explote_frames = anim.createFrames(image, [64, 64], [0, 0], [6], [0, 7])
    # se crean las animaciones
    bullet1_anim = anim.Animation(bullet1_image, 1, True, False)
    bullet1_explote_anim = anim.Animation(bullet1_explote_frames, 12, False, False)
    # se crea la agrupacion de animaciones
    bullet1_animation = {"shooted": bullet1_anim, "explote": bullet1_explote_anim}

    # ENEMY 2 BULLET SETUP
    bullet2_image = anim.createFrames(image, [64, 64], [0, 0], [1], [0, 10]) #se recorta la imagen
    bullet2_explote_frames = anim.createFrames(image, [64, 64], [0, 0], [6], [0, 11])
    # se crean las animaciones
    bullet2_anim = anim.Animation(bullet2_image, 1, True, False)
    bullet2_explote_anim = anim.Animation(bullet2_explote_frames, 12, False, False)
    # se crea la agrupacion de animaciones
    bullet2_animation = {"shooted": bullet2_anim, "explote": bullet2_explote_anim}

    # se crea la coleccion de balas y se agrega al nodo principal
    bullets_collection = sg.SceneGraphNode("enemy_bullets")
    main_node.childs += [bullets_collection]

    # retorna una referencia a la coleccion de balas enemigas
    return go.findNode(main_node, "enemy_bullets")
コード例 #23
0
def _load_entity(loaded_object, is_player = False, game_world = None):
    initial_x_position = loaded_object['x_position']
    initial_y_position = loaded_object['y_position']

    front_standing_sprites = animation.Animation()
    front_standing_sprites.set_frames(__load_animation_frames(loaded_object['frames']['front']['standing']['frames']), loaded_object['frames']['front']['standing']['frame_rate'])
    rear_standing_sprites = animation.Animation()
    rear_standing_sprites.set_frames(__load_animation_frames(loaded_object['frames']['rear']['standing']['frames']), loaded_object['frames']['rear']['standing']['frame_rate'])
    left_standing_sprites = animation.Animation()
    left_standing_sprites.set_frames(__load_animation_frames(loaded_object['frames']['left']['standing']['frames']), loaded_object['frames']['left']['standing']['frame_rate'])
    right_standing_sprites = animation.Animation()
    right_standing_sprites.set_frames(__load_animation_frames(loaded_object['frames']['right']['standing']['frames']), loaded_object['frames']['right']['standing']['frame_rate'])

    standing_sprites = [front_standing_sprites, rear_standing_sprites, left_standing_sprites, right_standing_sprites]

    front_walking_sprite_filehandles = loaded_object['frames']['front']['walking']['frames']
    rear_walking_sprite_filehandles = loaded_object['frames']['rear']['walking']['frames']
    left_walking_sprite_filehandles = loaded_object['frames']['left']['walking']['frames']
    right_walking_sprite_filehandles = loaded_object['frames']['right']['walking']['frames']

    front_walking_sprites = __load_animation_frames(front_walking_sprite_filehandles)
    rear_walking_sprites = __load_animation_frames(rear_walking_sprite_filehandles)
    left_walking_sprites = __load_animation_frames(left_walking_sprite_filehandles)
    right_walking_sprites = __load_animation_frames(right_walking_sprite_filehandles)

    front_walking_animation = animation.Animation().set_frames(front_walking_sprites,
        loaded_object['frames']['front']['walking']['frame_rate'])
    rear_walking_animation = animation.Animation().set_frames(rear_walking_sprites, loaded_object['frames']['rear']['walking']['frame_rate'])
    left_walking_animation = animation.Animation().set_frames(left_walking_sprites,
        loaded_object['frames']['left']['walking']['frame_rate'])
    right_walking_animation = animation.Animation().set_frames(right_walking_sprites,
        loaded_object['frames']['left']['walking']['frame_rate'])

    front_walking_animation.passed_time = 0
    rear_walking_animation.passed_time = 0
    left_walking_animation.passed_time = 0
    right_walking_animation.passed_time = 0

    outEntity = entity.Entity(initial_x_position, initial_y_position)

    if is_player:
        outEntity = player.Player(game_world, initial_x_position, initial_y_position)

    outEntity.set_sprites(standing_sprites)
    outEntity.walking_sprites = [front_walking_animation, rear_walking_animation, left_walking_animation,
                                 right_walking_animation]
    return outEntity
コード例 #24
0
ファイル: player.py プロジェクト: macskay/pyrpg
 def start_animiation(self, x=0.0, y=0.0, relative=True, duration=250):
     sprite = self.sprite_group.sprite
     if self.can_walk_to_pos(sprite, x, y):
         logger.debug("Dest: {}".format(
             (sprite.rect.left + x, sprite.rect.top + y)))
         self.previous_pos = sprite.rect.topleft
         a = ani.Animation(sprite.rect,
                           x=int(x),
                           y=int(y),
                           duration=duration,
                           relative=relative)
         a.schedule(self.clear_animations)
         self.update_walking_sprite(x, y)
         self.animation_running = True
         self.animations.add(a)
コード例 #25
0
ファイル: player.py プロジェクト: AsbjornOlling/thruster
    def __init__(self, speedvector, game):
        pg.sprite.Sprite.__init__(self)

        # game objects
        self.gm = game
        self.player = game.p
        self.evm = game.evm
        self.evm.add_listener(self)

        # make vector in opposite direction from player
        self.vector = -1 * speedvector

        # spritegroups
        self.gm.allsprites.add(self)
        self.gm.onscreen.add(self)
        self.gm.pvedamage.add(self)
        self.gm.p.allsprites.add(self)
        self.gm.p.brakeshots.add(self)

        # get angle to positive x-axis
        self.angle_d = self.vector.angle_to(pg.math.Vector2((1, 0)))
        self.angle_r = math.radians(self.angle_d)

        # load animation
        self.animation = ani.Animation("brakeblast.png", 64)
        self.image = self.animation.get_frame_no(0).convert_alpha()

        # find center for new rect by rotating a pre-defined center
        # TODO generalize this magic constant to enable scaling
        center_rightx = self.player.rect.centerx + 50
        center_righty = self.player.rect.centery
        center_right = (center_rightx, center_righty)
        newcenter = utils.rotate_point(self.player.rect.center, center_right,
                                       -1 * self.angle_r)

        # get rect from image
        self.rect = pg.transform.rotate(
            self.image, self.angle_d).get_rect(center=newcenter)

        print(str(self.vector.length()))
        print(self.rect)

        # bool to ensure only dealing damage once
        self.damage_dealt = False
コード例 #26
0
 def _load_frames(self):
     sheet_walk = animation.Sheet(common.load("player/walk.png", True), 4)
     sheet_stand = animation.Sheet(common.load("player/stand.png", True), 1)
     sheet_wait = animation.Sheet(common.load("player/wait.png", True), 2)
     sheet_working = animation.Sheet(common.load("player/working.png", True), 2)
     sheet_ok = animation.Sheet(common.load("player/ok.png", True), 1)
     sheet_stand_moving = animation.Sheet(common.load("player/stand_moving.png", True), 1)
     sheet_walk_moving = animation.Sheet(common.load("player/walk_moving.png", True), 4)
     self.animations = {
             "walk": animation.Animation(sheet_walk, 6, [0, 1, 2, 3]),
             "stand": animation.Animation(sheet_stand, 1, [0]),
             "working": animation.Animation(sheet_working, 6, [0, 1]),
             "ok": animation.Animation(sheet_ok, 1, [0]),
             "wait": animation.Animation(sheet_wait, 10, [0, 1]),
             "stand_moving": animation.Animation(sheet_stand_moving, 1, [0]),
             "walk_moving": animation.Animation(sheet_walk_moving, 6, [0, 1, 2, 3]),
         }
コード例 #27
0
def addStars(stars_coll):
    posY = 0
    #posicion horizontal del paquete depende de los anteriores
    if len(stars_coll.childs) == 0:
        posY = -1
    else:
        posY = stars_coll.childs[-1].position[1] + STAR_POSY

    #se crea un gameObject que vendria siendo el paquete de estrellas y se posiciona
    start_node = gameObject("star_node")
    start_node.transform = tr.translate(0, posY, 0)
    start_node.position[1] = posY
    #cantidad random de estrellas que contendra el paquete
    amountInX = random.randint(STARS_IN_X_MIN, STARS_IN_X_MAX)

    for x in range(amountInX):
        #por cada estrella del paquete se crea una animController con una estrella random, tamaño random y se inicializa
        anim0 = anim.Animation(stars_images[random.randint(0, 15)],
                               random.randint(STAR_MIN_FPS, STAR_MAX_FPS),
                               True, False)
        scale = STAR_MIN_SIZE + random.random() * (STAR_MAX_SIZE -
                                                   STAR_MIN_SIZE)
        anim_Ctl = anim.Anim_Controller({"star": anim0},
                                        [scale, scale * WIDTH / HEIGHT, scale],
                                        0)
        anim_Ctl.Play("star")

        #posicion horizontal random
        startPosX = -1 + (2 / amountInX) * x + random.random() * (2 /
                                                                  amountInX)
        #posicion vertical variando un poco con respecto a la del paquete
        startPosY = (-1 + random.random() * 2) * STAR_DELTA_POSY

        #se crea el gameobject de cada estrella con su animacion
        star_object = gameObject("star")
        star_object.transform = tr.translate(startPosX, startPosY, 0)
        star_object.position = np.array([startPosX, startPosY, 0])
        star_object.childs += [anim_Ctl]
        #se agrega cada estrella al paquete
        start_node.childs += [star_object]
    #se agrega el paquete a la coleccion de estrellas
    stars_coll.childs += [start_node]
コード例 #28
0
ファイル: document.py プロジェクト: Xananax/dopey
    def __init__(self, brushinfo=None, painting_only=False):
        """Initialize

        :param brushinfo: the lib.brush.BrushInfo instance to use
        :param painting_only: only use painting layers

        If painting_only is true, then no tempdir will be created by the
        document when it is initialized or cleared.
        """
        object.__init__(self)
        if not brushinfo:
            brushinfo = brush.BrushInfo()
            brushinfo.load_defaults()
        self._layers = layer.RootLayerStack(self)
        self._layers.layer_content_changed += self._canvas_modified_cb
        self.brush = brush.Brush(brushinfo)
        self.ani = animation.Animation(self)

        self.brush.brushinfo.observers.append(self.brushsettings_changed_cb)
        self.stroke = None
        self.doc_observers = []  #: See `call_doc_observers()`
        self.frame_observers = []
        self.symmetry_observers = []  #: See `set_symmetry_axis()`
        self._symmetry_axis = None
        self.command_stack = command.CommandStack()
        self._painting_only = painting_only
        self._tempdir = None

        # Optional page area and resolution information
        self._frame = [0, 0, 0, 0]
        self._frame_enabled = False
        self._xres = None
        self._yres = None

        # Backgrounds for rendering
        blank_arr = numpy.zeros((N, N, 4), dtype='uint16')
        self._blank_bg_surface = tiledsurface.Background(blank_arr)

        # Compatibility
        self.layers = _LayerStackMapping(self)

        self.clear()
コード例 #29
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def main():

    parser = ArgumentParser(prog='gvanim')
    parser.add_argument(
        'animation',
        nargs='?',
        type=FileType('r'),
        default=stdin,
        help='The file containing animation commands (default: stdin)')
    parser.add_argument('--delay',
                        '-d',
                        default='100',
                        help='The delay (in ticks per second, default: 100)')
    parser.add_argument('basename', help='The basename of the generated file')
    args = parser.parse_args()

    ga = animation.Animation()
    ga.parse(args.animation)
    render.gif(render.render(ga.graphs(), args.basename, 'png'), args.basename,
               args.delay)
コード例 #30
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    def __init__(self, graphics, position, animations, team=1):
        self.position = position
        self.health = 100
        self.maxHealth = 100
        self.speed = 25
        self.targets = []  #walk target
        self.seekTarget = pygame.sprite.Group(
        )  #i've kept these here so that the collision avoidance can check
        self.attackTarget = pygame.sprite.Group(
        )  #whether this unit is just trying to move or whether it's doing
        #something useful - maybe there's a better way
        self.animations = dict()
        for action, anim in animations.iteritems():
            self.animations[action] = animation.Animation(graphics, anim)

        self.currentanimation = self.animations[
            'default']  #set us to the default animation
        mapobject.MapObject.__init__(
            self, self.currentanimation.reset(), position,
            team)  #init the base class with the first frame of the animation
        self.direction = 100