コード例 #1
0
ファイル: Jimmy Pixel.py プロジェクト: WildZed/JimmyPixel
    def createPlayer(self):
        viewPort = self.viewPort
        images = self.images
        # How big the player starts off.
        playerStartPos = Point(viewPort.halfWidth, viewPort.halfHeight)

        # Sets up the movement style of the player.
        # playerBounds = gd.RectangleBoundary( Rectangle( Point( 0, 220 ), Point( 900, 550 ) ) )
        playerBounds = gd.CollisionBoundary()
        moveStyle = gd.KeyMovementStyle(boundaryStyle=playerBounds)
        moveStyle.setMoveRate(MOVERATE)
        moveStyle.setBounceRates(BOUNCERATE, BOUNCEHEIGHT)
        leftImages = go.ImageAnimation(
            [images.Jimmy_Pixel_RightL, images.Jimmy_Pixel_Right_WalkL])
        rightImages = go.ImageAnimation(
            [images.Jimmy_Pixel_RightR, images.Jimmy_Pixel_Right_WalkR])
        playerImages = go.ImageCollection(left=leftImages, right=rightImages)
        collisionSpec = go.CollisionSpecification(width=0.38, left=0.32)

        return go.Player(playerStartPos,
                         moveStyle,
                         size=JIMSIZE,
                         ratio=1.0,
                         image=playerImages,
                         name='Jimmy Pixel',
                         collisionSpecification=collisionSpec)
コード例 #2
0
def build_level(level_path):
    with open(level_path) as file:
        level = file.read()

    x = mg.PADDING
    y = mg.PADDING
    neutral_group = pygame.sprite.Group([])
    enemy_group = pygame.sprite.Group([])
    player_group = pygame.sprite.Group([])
    plate_group = pygame.sprite.Group([])
    bush_group = pygame.sprite.Group([])
    base_group = pygame.sprite.Group([])
    water_group = pygame.sprite.Group([])
    for ch in level:
        if ch == "X":
            neutral_group.add(go.NormalBricksBlock(x, y, 1))
            neutral_group.add(go.NormalBricksBlock(x + 25, y, 1))
            neutral_group.add(go.NormalBricksBlock(x, y + 25, 1))
            neutral_group.add(go.NormalBricksBlock(x + 25, y + 25, 1))
        elif ch == 'U':
            neutral_group.add(go.WhiteBricksBlock(x, y, 300))
        elif ch == "S":
            neutral_group.add(go.NormalBricksBlock(x + 25, y + 25, 1))
            base_group.add(go.Base(x + 50, y + 50))
            neutral_group.add(go.NormalBricksBlock(x + 50, y + 25, 1))
            neutral_group.add(go.NormalBricksBlock(x + 75, y + 25, 1))
            neutral_group.add(go.NormalBricksBlock(x + 100, y + 25, 1))
            neutral_group.add(go.NormalBricksBlock(x + 25, y + 50, 1))
            neutral_group.add(go.NormalBricksBlock(x + 25, y + 75, 1))
            neutral_group.add(go.NormalBricksBlock(x + 100, y + 50, 1))
            neutral_group.add(go.NormalBricksBlock(x + 100, y + 75, 1))

        elif ch == "B":
            bush_group.add(go.Bush(x, y))
            bush_group.add(go.Bush(x + 25, y))
            bush_group.add(go.Bush(x, y + 25))
            bush_group.add(go.Bush(x + 25, y + 25))
        elif ch == "E":
            enemy_group.add(go.Enemy(x, y, 2, 150, 0.1, 400))
        elif ch == "L":
            plate_group.add(go.Plate(x, y))
        elif ch == "W":
            water_group.add(go.Water(x, y))
        elif ch == "P":
            player_group.add(pygame.sprite.Group([go.Player(x, y, 5, 200, 1)]))
        if (x + mg.BLOCK_SIZE) > mg.FIELD_WIDTH + mg.PADDING:
            x = mg.PADDING
            y += mg.BLOCK_SIZE
        else:
            x += mg.BLOCK_SIZE

            # groups: 0-player 1-neutral, 2-enemy, 3-bullets, 4-boom 5-bushes , 6-plates, 7-base,
            # 8-gui, 9-spawner 10 - water 12-items
    return [player_group, neutral_group, enemy_group, pygame.sprite.Group([]),
            pygame.sprite.Group([]), bush_group, plate_group, base_group, pygame.sprite.Group([go.Frame()]),
            pygame.sprite.Group([]), water_group, pygame.sprite.Group([]), pygame.sprite.Group([])]
コード例 #3
0
ファイル: main.py プロジェクト: PierreRCM/Pygame-proj
    def __init__(self):

        self.client = client.Client()
        self.screen = wm.Screen()
        self.player = go.Player()
        self.map = wm.Map({"Players": pg.sprite.Group(self.player), "Bullets": pg.sprite.Group()})
        self.camera = wm.Camera(self.screen.resolution, self.map.image.get_size())
        self.input = pg.key.get_pressed()
        self.gameOn = True
        self.clock = pg.time.Clock()
        self.dt = 0
コード例 #4
0
    def createPlayer(self):
        viewPort = self.viewPort
        images = self.images
        # How big the player starts off.
        playerStartPos = Point(viewPort.halfWidth, viewPort.halfHeight)

        # Sets up the movement style of the player.
        # playerBounds = game_dynamics.RectangleBoundary( Rectangle( Point( 0, 220 ), Point( 900, 550 ) ) )
        playerBounds = game_dynamics.CollisionBoundary()
        moveStyle = game_dynamics.KeyMovementStyle(boundaryStyle=playerBounds)
        moveStyle.setMoveRate(MOVERATE)
        moveStyle.setBounceRates(BOUNCERATE, BOUNCEHEIGHT)
        playerImages = go.ImageCollection(left=images.manL, right=images.manR)

        return go.Player(playerStartPos,
                         moveStyle,
                         size=MANSIZE,
                         ratio=1.0,
                         image=playerImages)
コード例 #5
0
ファイル: main.py プロジェクト: PierreRCM/Pygame-proj
from pygame.locals import *
import window_manager as wm
import game_objects as go
import object_interaction_manager as oim
import files_manager as fm
# we can imagine that each short cut key have a string corresping to the action he want to do, so in action you may change those bind
pg.init()
pg.display.init()
print(pg.display.Info())
size_window = (800, 600)
screen = pg.display.set_mode(size_window)
clock = pg.time.Clock()
gameOn = True
pg.key.set_repeat(10, 10)

player = go.Player()
groupe_actif = pg.sprite.Group(player)
groupe_list = [groupe_actif.copy()]
map = wm.Map(groupe_list, groupe_actif)
camera = wm.Camera(size_window, map.image.get_size())

map.render(screen, camera.rect)
pg.display.update()

while gameOn:

    dt = clock.tick(50) / 1000

    player.set_attr("tick", dt)
    camera.set_attr("tick", dt)
コード例 #6
0
import pygame
pygame.init()
import random
from settings import *
import game_objects
import time

level = game_objects.Level(140)
# healthbar = game_objects.Healthbar(15, 100, 20)
player = game_objects.Player(level, None)
bullet = game_objects.Bullet(player)
# obstacle = game_objects.Obstacle(player, x=500, y=300)

speed = player.speed
game_exit = False
jump = False
create_bullet = False

wallpaper = pygame.image.load('background.png')

while not game_exit:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game_exit = True

        if event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()

            # healthbar.damage(1)
            create_bullet = True
コード例 #7
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 def change_add(self, change):
     values = change.get("values")
     if change.get("type") == "Player":
         temp = game_objects.Player(connection=self.serv_conn,
                                    parent_game=self,
                                    id=values.get("id"),
                                    name=values.get("name"),
                                    time=values.get("time"),
                                    expensivium=values.get("expensivium"),
                                    money=values.get("money"))
         self.ai.players.append(temp)
     if change.get("type") == "RobotType":
         temp = game_objects.RobotType(connection=self.serv_conn,
                                       parent_game=self,
                                       id=values.get("id"),
                                       max_health=values.get("max_health"),
                                       range=values.get("range"),
                                       splash=values.get("splash"),
                                       damage=values.get("damage"),
                                       movement=values.get("movement"),
                                       attacks=values.get("attacks"))
         self.ai.robotTypes.append(temp)
     if change.get("type") == "Robot":
         temp = game_objects.Robot(connection=self.serv_conn,
                                   parent_game=self,
                                   id=values.get("id"),
                                   x=values.get("x"),
                                   y=values.get("y"),
                                   owner=values.get("owner"),
                                   type=values.get("type"),
                                   health=values.get("health"),
                                   moves_left=values.get("moves_left"),
                                   attack_left=values.get("attack_left"),
                                   max_health=values.get("max_health"),
                                   range=values.get("range"),
                                   splash=values.get("splash"),
                                   damage=values.get("damage"),
                                   movement=values.get("movement"),
                                   attacks=values.get("attacks"))
         self.ai.robots.append(temp)
     if change.get("type") == "Factory":
         temp = game_objects.Factory(connection=self.serv_conn,
                                     parent_game=self,
                                     id=values.get("id"),
                                     x=values.get("x"),
                                     y=values.get("y"),
                                     owner=values.get("owner"))
         self.ai.factorys.append(temp)
     if change.get("type") == "Mine":
         temp = game_objects.Mine(connection=self.serv_conn,
                                  parent_game=self,
                                  id=values.get("id"),
                                  x=values.get("x"),
                                  y=values.get("y"),
                                  owner=values.get("owner"))
         self.ai.mines.append(temp)
     if change.get("type") == "Tile":
         temp = game_objects.Tile(connection=self.serv_conn,
                                  parent_game=self,
                                  id=values.get("id"),
                                  x=values.get("x"),
                                  y=values.get("y"),
                                  wall=values.get("wall"))
         self.ai.tiles.append(temp)
     return True
コード例 #8
0
game_field = gamefield.GameField()
game_field.music.play()


class ObjectsRepository:
    trees = []
    bricks = []
    boxes = []
    box_targets = []
    player = (0, 0)
    level = 0


ob = ObjectsRepository()
gamefield.load_level("1", ob, batch)
player = game_objects.Player(None, ob.player)
# TODO: избавиться от лишних объектов
trees = ob.trees
bricks = ob.bricks
boxes = ob.boxes
box_targets = ob.box_targets

window = pyglet.window.Window(width=(CELL_SIZE * 10),
                              height=(CELL_SIZE * 10),
                              caption="Gecko Soko")
window.set_mouse_visible(True)

fps_display = pyglet.window.FPSDisplay(window)
fps_display.label.y = 0

label = pyglet.text.Label('[{0}, {1}]'.format(player.row, player.column),
コード例 #9
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import pygame
pygame.init()
import random
from settings import *
import game_objects
import time

level = game_objects.Level(140)
healthbar = game_objects.Healthbar(100, 200, 40)
player = game_objects.Player(level, healthbar)
bullet = game_objects.Bullet(player)
# obstacle = game_objects.Obstacle(player, x=500, y=300)

speed = player.speed
game_exit = False
jump = False
create_bullet = False

# wallpaper = pygame.image.load('background.png')

while not game_exit:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            game_exit = True

        if event.type == pygame.MOUSEBUTTONDOWN:
            mouse_x, mouse_y = pygame.mouse.get_pos()

            # healthbar.damage(1)
            create_bullet = True