def init_sprites(self, role_name, sources): role_images = sources['player'][role_name] role_pos = [cfg.SCREEN_WIDTH * 0.15, cfg.INIT_HEIGHT / 2] role = character.player(role_images, role_pos) floor_first_pos = [0, cfg.INIT_HEIGHT] # floor image is a single block use relative variable in configuration file draw different combination of floor floor_imgae = sources['map']['floor'] imgae_width = floor_imgae.get_width() floor_sprites = pygame.sprite.Group() x = 0 y = cfg.INIT_HEIGHT for width_level, height_level, gap_level in cfg.FLOOR_LIST: y = cfg.INIT_HEIGHT + height_level * cfg.FLOOR_GAP_HEIGHT # instantiate a floor floor = map.Floor(floor_imgae, (x, y), width_level) # calculate the gap between two blocks x += imgae_width * width_level + gap_level * cfg.FLOOR_GAP_WIDTH floor_sprites.add(floor) BG = sources['background']['running_background'] mountains = [] fogs = [] mountains += [sources['background']['mountain1']] mountains += [sources['background']['mountain2']] mountains += [sources['background']['mountain3']] mountains += [sources['background']['mountain4']] fogs += [sources['background']['fog1']] fogs += [sources['background']['fog2']] fogs += [sources['background']['fog3']] return role, floor_sprites, BG, mountains, fogs
def new_game(self): self.hero = character.player(HERO_NAME) # New game_scene with default settings new_game = game_scene.game_scene(self.scene_manager, self, DEFAULT_MAP, MAP_ENTRANCE) # Fade transition fade = fade_transition.fade_transition(self.scene_manager, FADE_TIME, FADE_COLOUR) self.scene_manager.change(new_game, fade)
def __init__(self): super(GameScene, self).__init__() self.score = 0 self.grid = scene.grid(50, 50, 32, 32, 8) self.velita = character.player(self.grid) # Jugador Principal self.ghosts = [] for x in range(5): self.ghosts.append(character.Enemy(self.grid)) self.players = self.ghosts[:] self.players.append(self.velita) # self.cartica = cards.deck(21) self.font = pygame.font.Font(None, 20) self.GUI = GUI.pantalla(self.velita, screen, self.grid) random.shuffle(self.players) self.turns = Manage.TurnManager(self.players, self.grid) self.alpha = 0
def set_y_limit(self, y1, y2): self.y_limit[0] = y1 self.y_limit[1] = y2 cam = camera() #-- GENERATE PLAYER ------------------------------------------------------------------------------# import character as ch player_bstat = ch.basic_stat(acc=3, jump_power=10, max_speed=10, max_hp=100, max_mp=100) player_phstat = ch.physics_stat(width=20, height=20, air_drag=0.2) player = ch.player("1P", (500, 400), player_bstat, player_phstat) #-- GENERATE MAPS ------------------------------------------------------------------------------# import map maps = {} # MAP: TEST MAP maps['test_map'] = map.map(player, (40, 24)) map_now.map_setting(map_temp, {'start': (50, 300)}) test_map.background_setting(pygame.image.load("img/background.png")) test_map.start(player, test_map.spawn_list['start']) test_map.add_block( entity.eventblock( test_map, (5, 5), entity.PLAYER_COLLIDE, lambda: test_map.player.harms.append(attack.damage(5, False)))) test_map.add_block(
#Window Size (winX, winY) = (1200, 800) #Create the window with aboce specs screen = pygame.display.set_mode((winX, winY)) #clock used for fps clock = pygame.time.Clock() #initialzing the Objects scoreB = ScoreBoard(20, 20, 40) score = 0 scoreB.setScore(score) bg = SpaceBackground(screen, 1, 0) p1 = player(300, 410, 64, 64) running = True runGame = False def beginGame(): global runGame runGame = True def quitGame(): global running running = False