def __init__(self): super(Player_2, self).__init__() self.skin = skeleton.BitmapSkin(animation.my_walk_skeleton.skeleton, animation.my_walk_skin.skin) self.add(self.skin) self.skin.position = 500, 100 self.position = 500, 100 self.life = 100 img = pyglet.image.load(address + "\dot.png") self.spr = cocos.sprite.Sprite(img, opacity=0) # hide the dot self.spr.position = 500, 100 self.spr.velocity = (0, 0) self.spr.do(Mover_2()) self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png") self.add(self.spr) self.add(self.life_bar) self.status = 3 # 1:walk left 2:walk right 3:stop 4:attack self.change = False self.block = False # True means the character is having a continuous movement self.near_attack = False self.count = 0 self.up = False self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 65, 136) # 136不够 fp_1 = open((address_2 + "/animation/MOOOOVE.anim"), "rb+") self.walk = cPickle.load(fp_1) fp_2 = open((address_2 + "/animation/attack.anim"), "rb+") self.attack = cPickle.load(fp_2)
def __init__(self): super( TestLayer, self ).__init__() x,y = director.get_window_size() self.skin = skeleton.BitmapSkin(sample_skeleton.skeleton, sample_skin.skin) self.add( self.skin ) x, y = director.get_window_size() self.skin.position = x//2, y//2
def getAnim(dirName): boneName = os.path.join(dirName, 'human_bone.py') skinName = os.path.join(dirName, 'human_skin.py') animName = os.path.join(dirName, 'sample.anim') sk = imp.load_source('skeleton', boneName).skeleton skin = imp.load_source('skin', skinName).skin anim = pickle.load(open(animName, 'rb')) skin = skeleton.BitmapSkin(sk, skin) return skin, anim
def __init__(self): super(TestLayer, self).__init__() x, y = director.get_window_size() self.skin = skeleton.BitmapSkin(human_bone.skeleton, human_skin.skin) self.add(self.skin) x, y = director.get_window_size() self.skin.position = x / 2, y / 2 anim = pickle.load(open("sample.anim", 'rb')) self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
def __init__(self): super(TestLayer, self).__init__() x, y = director.get_window_size() self.skin = skeleton.BitmapSkin(sample_skeleton.skeleton, sample_skin.skin) self.add(self.skin) x, y = director.get_window_size() self.skin.position = x // 2, y // 2 anim = pickle.load(open("SAMPLE.anim", "rb")) self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
def __init__(self): super(Player_1, self).__init__() self.skin = skeleton.BitmapSkin(animation.model2_skeleton.skeleton, animation.model2_skin.skin) self.add(self.skin, 1) # self.width,self.height = 0,0 #可能有bug self.position = 100, 100 self.skin.position = 100, 100 self.life = 100 self.protect = False img = pyglet.image.load(address + "\dot.png") self.spr = cocos.sprite.Sprite(img, opacity=0) self.spr.position = 100, 100 self.spr.velocity = (0, 0) self.mover = Mover_1() self.spr.do(self.mover) self.add(self.spr) self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png") self.add(self.life_bar) self.fi = Fire() # ParticleSystem self.fi.auto_remove_on_finish = True self.fi.position = (100, 50) self.status = 1 # 1:stop 2:walk 3:保持态 4:attack 5:leg_attack 6 :跳跃 self.change = False self.bullet_move = False self.count = 0 self.beheat = False self.up = False self.down = False fp_1 = open((address_2 + "/animation/MOOOOVE1.anim"), "rb+") self.walk = cPickle.load(fp_1) fp_2 = open((address_2 + "/animation/gun_shot.anim"), "rb+") self.attack = cPickle.load(fp_2) fp_3 = open((address_2 + "/animation/my_frozen.anim"), "rb+") self.frozen = cPickle.load(fp_3) fp_4 = open((address_2 + "/animation/leg_attack.anim"), "rb+") self.leg_attack = cPickle.load(fp_4) fp_5 = open((address_2 + "/animation/jump.anim"), "rb+") self.jump = cPickle.load(fp_5) mixer.init() music.load((address_2 + r"/sound/bgm.mp3").encode()) music.play() music.set_volume(0.4) self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 80, 136) self.fire() self.bullet.cshape = cm.AARectShape(eu.Vector2(*self.bullet.position), self.bullet.width / 2, self.bullet.height / 2)
def __init__(self): super(Mr_cai, self).__init__() x, y = director.get_window_size() self.skin = skeleton.BitmapSkin(animation.model1_skeleton.skeleton, animation.model1_skin.skin) self.add(self.skin) x, y = director.get_window_size() self.skin.position = 300, 150 fp0 = open((address_2 + "/animation/Mr_cai.anim"), "rb+") anim = cPickle.load(fp0) self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
def __init__(self): super(TestLayer, self).__init__() x, y = director.get_window_size() # create a ColorSkin for our skeleton self.skin = skeleton.BitmapSkin(root_bone.skeleton, root_skin.skin) # add the skin to the scene self.add(self.skin) x, y = director.get_window_size() self.skin.position = x / 2, y / 2
def __init__(self): super(Moving_man, self).__init__() x, y = director.get_window_size() self.skin = skeleton.BitmapSkin(my_sample_skeleton.skeleton, my_sample_skin.skin) self.add(self.skin) x, y = director.get_window_size() self.skin.position = x / 2, y / 2 fp = open(r"D:/MyCode/MyPython/BUPT_TowerDefence/my_SAMPLE.anim", "rb+") # fp = open(r"D:/CSHE/BUPT_TowerDefence/my_SAMPLE.anim","rb+") anim = cPickle.load(fp) self.skin.do(cocos.actions.Repeat(skeleton.Animate(anim)))
def __init__(self, skele, skin, walk, attack, frozen, num, speed, x, y, sound): super(Enemy_1, self).__init__() self.x = x self.y = y self.sound = sound self.skin = skeleton.BitmapSkin(skele, skin) self.add(self.skin) self.num = num global block_1 block.append(False) img = pyglet.image.load(address + "\dot.png") self.spr = cocos.sprite.Sprite(img, opacity=0) # hide the dot self.spr.velocity = (0, 0) self.speed = speed self.private() #私有函数 是它独有的部分 self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png") self.add(self.spr) self.add(self.life_bar) self.status = 1 # 1:walk left 2:walk right 3:保持态 4:attack 5:beheat self.Attack = False #表示判定开始攻击这一瞬间 self.auto_attack = False #表示处于攻击这一整个状态 包括僵直 self.count = 0 self.beheat = False self.damage = 100 #默认总属性值为300 self.life = 100 self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 65, 136) # 136不够 fp_1 = open((address_2 + walk), "rb+") self.walk = cPickle.load(fp_1) fp_2 = open((address_2 + attack), "rb+") self.attack = cPickle.load(fp_2) fp_3 = open((address_2 + frozen), "rb+") self.frozen = cPickle.load(fp_3)