def __init__(self, position): ball_asset = ImageAsset("images/orb-150545_640.png") #pull from repository ball = Sprite(ball_asset, (0, 400)) ball.scale = 0.07 # custom attributes ball.direction = 1 ball.go = True # Sounds pew1_asset = SoundAsset("sounds/pew1.mp3") pew1 = Sound(pew1_asset) pop_asset = SoundAsset("sounds/reappear.mp3") pop = Sound(pop_asset) super().__init__(ball_asset, position)
def __init__(self, app, sun): super().__init__(Bullet.asset, Bullet.collisionasset, (0,0), (0,0), sun) self.visible = False self.firing = False self.time = 0 self.pew = Sound(Bullet.pewasset) self.pew.volume = 10
def __init__(self): super().__init__() self.gameover = False rectangle = RectangleAsset(1000, 1000, thinline, blue) rectangle1 = RectangleAsset(1000, 1000, thinline, white) Sprite(rectangle, (0, 0)) Sprite(rectangle1, (0, 350)) #initial positions Background((0, 0)) Background((512, 0)) Background((1024, 0)) House1((300, 350)) House2((900, 350)) Grinch((1000, 335)) Grinch((100, 335)) Grinch((1500, 335)) self.p1 = Present1((350, 50)) self.Hlist = Heartlist() #sleigh sleigh_asset = ImageAsset("images/santa_sleigh_PNG72.png") sleigh = Sprite(sleigh_asset, (350, 50)) sleigh.scale = 0.3 #music jingle_asset = SoundAsset("sounds/Santa Claus Is Coming To Town.mp3") jingle = Sound(jingle_asset) jingle.volume = 8 jingle.play()
def __init__(self, app, sun, sun2): super().__init__(Bullet.asset, (0, 0), (0, 0), sun, sun2) self.visible = False self.firing = False self.time = 0 self.circularCollisionModel() self.pew = Sound(Bullet.pewasset) self.pew.volume = 10
def __init__(self, asset, position, prop): self.b = 0 self.c = 0 chk = 0 #preparing to check a condition self.ct = 1 #nothing has been clicked on super().__init__(asset, position) self.center = (0.5, 0.5) if prop == True: Draw.listenMouseEvent("mousedown", self.ym_dn) if prop == False: go = Sound(self.noise) go.play()
def __init__(self, position): super().__init__(SpaceShip.spaceship_asset, position) self.x=1 self.y=1 self.v=0.01 self.scale=.5 SpaceGame.listenKeyEvent("keydown", "right arrow", self.rightarrowKey) SpaceGame.listenKeyEvent('keydown', "left arrow", self.leftarrowKey) SpaceGame.listenKeyEvent('keydown', "up arrow", self.uparrowKey) SpaceGame.listenKeyEvent('keydown', "down arrow", self.downarrowKey) self.thrust = 0 self.thrustframe = 1 SpaceGame.listenKeyEvent("keydown", "space", self.thrustOn) SpaceGame.listenKeyEvent("keyup", "space", self.thrustOff) self.fxcenter = self.fycenter = 0.5 self.pew=Sound(SpaceShip.shotasset) self.pew.volume=5
def __init__(self, asset, app, position, velocity, sun): self.bullets = [] for i in range(Ship.bullets): self.bullets.append(Bullet(app, sun)) super().__init__(asset, position, velocity, sun) self.initposition = position self.initvelocity = self.vx, self.vy self.initrotation = self.rotation self.app = app self.mass = 1.0 self.circularCollisionModel() self.imagex = 0 self.reappear = Sound(Ship.reappearasset) self.reappear.volume = 40 self.waitspawn = 0 self.respawnplayed = False healthpos = 'left' if position[0] < app.width / 2 else 'right' self.health = HealthBar(asset, Ship.healthcount, healthpos, app) self.dead = False
def __init__(self, position): super().__init__(ExplosionBig.asset, position) self.image = 0 self.center = (0.5, 0.5) self.boom = Sound(ExplosionBig.boomasset) self.boom.play()
""" from ggame import App, RectangleAsset, ImageAsset, SoundAsset, Sprite, Sound from ggame import LineStyle, Color SCREEN_WIDTH = 640 SCREEN_HEIGHT = 480 green = Color(0x00ff00, 1) black = Color(0, 1) noline = LineStyle(0, black) bg_asset = RectangleAsset(SCREEN_WIDTH, SCREEN_HEIGHT, noline, green) bg = Sprite(bg_asset, (0,0)) # Sounds pew1_asset = SoundAsset("sounds/pew1.mp3") pew1 = Sound(pew1_asset) pop_asset = SoundAsset("sounds/reappear.mp3") pop = Sound(pop_asset) # A ball! This is already in the ggame-tutorials repository ball_asset = ImageAsset("images/orb-150545_640.png") ball = Sprite(ball_asset, (0, 0)) # Original image is too big. Scale it to 1/10 its original size ball.scale = 0.1 ball.y = 200 # custom attributes ball.dir = 1 ball.go = True # Sounds pew1_asset = SoundAsset("sounds/pew1.mp3") pew1 = Sound(pew1_asset) pop_asset = SoundAsset("sounds/reappear.mp3")
from ggame import Sound, SoundAsset e5 = Sound(SoundAsset("sounds/00_part1_entry-5.wav")) e6 = Sound(SoundAsset("sounds/00_part1_entry-6.wav")) e7 = Sound(SoundAsset("sounds/00_part1_entry-7.wav")) e7.play()
SCREEN_WIDTH = 640 SCREEN_HEIGHT = 480 green = Color(0x00ff00, 1) black = Color(0, 1) noline = LineStyle(0, black) bg_asset = RectangleAsset(SCREEN_WIDTH, SCREEN_HEIGHT, noline, green) bg = Sprite(bg_asset, (0,0)) # A ball! This is already in the ggame-tutorials repository ball_asset = ImageAsset("images/dog-png-29.png") ball = Sprite(ball_asset, (0, 0)) # Sounds pew1_asset = SoundAsset("sounds/pew1.mp3") pew1 = Sound(pew1_asset) pop_asset = SoundAsset("sounds/reappear.mp3") pop = Sound(pop_asset) dog1_asset = SoundAsset("sounds/dog-panting-breathing-fast-daniel_simon.mp3") dog = Sound(dog1_asset) bark_asset = SoundAsset("sounds/Dog_woof.mp3") bark = Sound(bark_asset) # Original image is too big. Scale it to 1/10 its original size ball.scale = 0.3 # custom attributes ball.dir = 1 ball.go = True def reverse(b): b.dir *= -1 def step(): if ball.go:
def __init__(self, position): super().__init__(Explosion.image, position) self.image = 0 self.center = (0.5, 0.5) self.boom = Sound(Explosion.sound) self.boom.play()