コード例 #1
0
def collision_trigger_and_player():
    
    for object in map.trigger_layer.objects:

        object_rect = map.to_object_rect(object)
        player_rect = finn.to_rect()

        if object.name == 'Warp-A':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                portalB = map.to_trigger('Warp-B')
                portalB_rect = map.to_object_rect(portalB)
                effects.add_effect(warp_effect.WarpEffect(portalB_rect[0], portalB_rect[1]))
                finn.x, finn.y = portalB_rect[0], portalB_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Home':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                global game_play, game_clear
                game_play = False
                game_clear = True
                background_music.stop()
                game_clear_music.repeat_play()
コード例 #2
0
ファイル: map_data.py プロジェクト: onuvy6/2DGP_Project
    def is_tile_on_object(self,x,y):
        
        tile_x = self.mapoffsetx + ( ((y+1) % 2) * self.tilewidth // 2 ) + (x * self.tilewidth) - (self.tilewidth // 2)
        tile_y = self.mapoffsety + ( y * (self.tileheight // 2))

        tile_rect = (
            tile_x,
            tile_y - (self.tileheight // 4),
            tile_x + self.tilewidth,
            tile_y + (self.tileheight // 2)
            )

        for object in self.collision_layer.objects:
            object_rect = self.to_object_rect(object)
            
            if collision.rect_in_rect(*(object_rect+tile_rect)):
                return True
        
        for object in self.trigger_layer.objects:
            object_rect = self.to_object_rect(object)
            if collision.rect_in_rect(*(object_rect+tile_rect)):   
                return True

        return False
コード例 #3
0
ファイル: tutorial_state.py プロジェクト: onuvy6/2DGP_Project
def collision_trigger_and_player():

    global tutorial_str
    global cubchooes, cubchoo_respone_start

    for object in map.trigger_layer.objects:

        object_rect = map.to_object_rect(object)
        player_rect = finn.to_rect()

        if object.name == 'Warp-A':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                portalB = map.to_trigger('Warp-B')
                portalB_rect = map.to_object_rect(portalB)
                effects.add_effect(warp_effect.WarpEffect(portalB_rect[0], portalB_rect[1]))
                finn.x, finn.y = portalB_rect[0], portalB_rect[1]

                warp_effect.WarpEffect.sound.play()

        if object.name == 'Warp-C':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                portalD = map.to_trigger('Warp-D')
                portalD_rect = map.to_object_rect(portalD)
                effects.add_effect(warp_effect.WarpEffect(portalD_rect[0], portalD_rect[1]))
                finn.x, finn.y = portalD_rect[0], portalD_rect[1]

                warp_effect.WarpEffect.sound.play()

                cubchoo_respone_start = False
                cubchooes.clear()
                global terrorlight_respone_start
                terrorlight_respone_start = True

                tutorial_str = '거의 다 왔어!'


        elif object.name == 'Home':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                global game_play, game_clear
                game_play = False
                game_clear = True
                background_music.stop()
                game_clear_music.repeat_play()


        elif object.name == 'Tutorial-0':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = "방향키로 날 움직여봐!"


        elif object.name == 'Tutorial-1':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '이제부터 블록이 점점 사라질꺼야!'


        elif object.name == 'Tutorial-2':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '지형물이 있는 블록은 사라지지 않아!'


        elif object.name == 'Tutorial-2-1':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '지형물을 잘 이용하면 좋을거 같애!'


        elif object.name == 'Tutorial-3':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '회색 블록까지 가보자!'


        elif object.name == 'Tutorial-4':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '회색 블록에 가면 순간이동해!'


        elif object.name == 'Tutorial-5':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '몬스터다! 부딪히지않게 조심해!'
                cubchoo_respone_start = True


        elif object.name == 'Tutorial-6':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '몬스터를 만나면, 방향키로 연타해서 밀어버리자!'


        elif object.name == 'Tutorial-7':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '날아다니는 몬스터를 피해서 지나가자!'

        elif object.name == 'Tutorial-8':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                tutorial_str = '얼른 집으로 가자!'
コード例 #4
0
def collision_trigger_and_player():
    
    for object in map.trigger_layer.objects:

        object_rect = map.to_object_rect(object)
        player_rect = finn.to_rect()

        if object.name == 'Warp-A':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-B')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Warp-C':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-D')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Warp-E':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-F')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Warp-G':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-I')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Warp-J':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-K')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Warp-L':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-F')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Warp-M':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                effects.add_effect(warp_effect.WarpEffect(finn.x, finn.y))
                        
                warp = map.to_trigger('Warp-N')
                warp_rect = map.to_object_rect(warp)
                effects.add_effect(warp_effect.WarpEffect(warp_rect[0], warp_rect[1]))
                finn.x, finn.y = warp_rect[0], warp_rect[1]

                warp_effect.WarpEffect.sound.play()

        elif object.name == 'Home':
            if collision.rect_in_rect(*(player_rect + object_rect)):
                global game_play, game_clear
                game_play = False
                game_clear = True
                background_music.stop()
                game_clear_music.repeat_play()