コード例 #1
0
 def __init__(self, position, spriteSize):
     """initializes a ring zap object"""
     direction = random.randint(1, 10)
     self._movement = {
         pygame.K_LEFT: False,
         pygame.K_RIGHT: False,
         pygame.K_UP: False
     }
     #randomly determines direction of movement
     if direction < 5:
         self._movement[pygame.K_LEFT] = True
         position = Vector2(position.x - spriteSize.x,
                            position.y + spriteSize.y // 2 - 16)
     elif direction < 8:
         self._movement[pygame.K_RIGHT] = True
         position = Vector2(position.x + spriteSize.x,
                            position.y + spriteSize.y // 2 - 16)
     else:
         self._movement[pygame.K_UP] = True
         position = Vector2(position.x + 6, position.y - 6)
     super().__init__("bubble_enemies.png", position, (2, 10))
     #a vector2 of its velocity
     self._originalPosition = position
     self._velocity = Vector2(MAX_VELOCITY, MAX_VELOCITY)
     self._active = True
     self._notActiveCount = 0
     self._zapTimer = 0
     self._zapTime = 0.75
     self._start = True
コード例 #2
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 def getText(self, fileContents):
     """gets the image for each letter in the text given in the layout file"""
     fileStuff = fileContents.split("\n")
     #text,xval,yval,words
     #line 0 starts at A (first letter): ascii 65
     #lint 1 starts at N (13th letter)
     selectionCount = 0
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "text":
             text = info[3].upper()
             #xCenter = (self._worldsize[0] + int(info[1]))/4 - (len(text)//2 * 8)
             if self._filename == "startmenu.txt":
                 xCenter = 10
             else:
                 xCenter = 15
             for i in range(len(text)):
                 if text[i] != " ":
                     if text[i] == "!":
                         self._text.append(Drawable("exclamation.png", Vector2(int(xCenter) + 8 * i, int(info[2])), (0,0)))
                     else:
                         aVal = ord(text[i])
                         numInAlph = aVal - 65
                         offsetY = numInAlph // 13
                         offsetX = numInAlph - 13*offsetY
                         self._text.append(Drawable("font.png", Vector2(int(xCenter) + 8 * i, int(info[2])), (2 + offsetX, 7 + offsetY)))
コード例 #3
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 def __init__(self, filename):
     """intializes an animation"""
     self._filename = filename
     self._background = Drawable(self.getBackground(), Vector2(0, 0),
                                 (0, 0))
     self._frame = Drawable("animation_frame.png", Vector2(0, 0), (0, 0))
     self._worldsize = (400, 400)
     self._text = []
     self._animationTimer = 0
     self._animationTime = 10
     self._ready = False
コード例 #4
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 def __init__(self, filename):
     """intializes a menu"""
     self._filename = filename
     self._background = Drawable(self.getBackground(), Vector2(0,0), (0,0))
     self._accent = Drawable("menu_accent.png", Vector2(0,45), (0,0))
     self._worldsize = (400, 400)
     self._selectionAreas = []
     self._blobs = []
     self._text = []
     self._selectedBlob = None
     self._ready = False
     self._startButton = None
コード例 #5
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 def __init__(self, position, spriteSize):
     """intializes an arrow object"""
     #adjust position correctly before creating it
     position = Vector2(position.x - spriteSize.x // 2, position.y)
     super().__init__("gaston.png", position, (0, 1))
     self._originalPosition = position
     self._velocity = Vector2(MAX_VELOCITY, MAX_VELOCITY)
     self._active = True
     self._notActiveCount = 0
     self._zapTimer = 0
     self._zapTime = 0.8
     self._start = True
コード例 #6
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 def handleDestroy(self):
     """handle the animation of a violent collision"""
     newSpriteSize = Vector2(22, 22)
     self._velocity = Vector2(0, 0)
     self._imageName = "bubble_enemies.png"
     fullImage = pygame.image.load(os.path.join("images",
                                                self._imageName)).convert()
     rect = pygame.Rect(newSpriteSize.x * 4, newSpriteSize.y * 2,
                        newSpriteSize.x, newSpriteSize.y)
     self._image = pygame.Surface((rect.width, rect.height))
     self._image.blit(fullImage, (0, 0), rect)
     self._image.set_colorkey(self._image.get_at((0, 0)))
     self._active = False
コード例 #7
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 def handleEnd(self):
     """handle a casual inactive moment"""
     newSpriteSize = Vector2(22, 22)
     self._velocity = Vector2(0, 0)
     self._imageName = "bubble_enemies.png"
     fullImage = pygame.image.load(os.path.join("images",
                                                self._imageName)).convert()
     rect = pygame.Rect(newSpriteSize.x * 5, newSpriteSize.y * 2,
                        newSpriteSize.x, newSpriteSize.y)
     self._image = pygame.Surface((rect.width, rect.height))
     self._image.blit(fullImage, (0, 0), rect)
     self._image.set_colorkey(self._image.get_at((0, 0)))
     self._active = False
コード例 #8
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 def getOtherBlobs(self, fileContents):
     """determines if this is a level that has other blobs in it that don't move"""
     fileStuff = fileContents.split("\n")
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "otherblobs":
             self._otherblobs.append(
                 Blob(Vector2(int(info[2]),
                              int(info[3]) - CHAR_SPRITE_SIZE.y - 50),
                      color=info[1]))
     if len(self._otherblobs) != 0:
         self._otherblobsCollideRect = pygame.Rect(300, 234, 100, 66)
         self._block = Drawable("block.png", Vector2(300, 250), (0, 0))
         self._spot = Drawable("ground.png", Vector2(250, 300), (0, 0))
コード例 #9
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 def getBlobSelectionAreas(self, fileContents):
     """loads in the selection areas for choosing a blob to play with on a menu"""
     SELECTION_SIZE = Vector2(112, 112)
     BLOB_SIZE = Vector2(64, 64)
     fileStuff = fileContents.split("\n")
     selectionCount = 0
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "selection":
             if self._filename == "blobmenu.txt":
                 self._selectionAreas.append(Drawable("blob_selection.png", Vector2(int(info[1]), int(info[2])), (selectionCount,0)))
                 blobXpos = int(info[1]) + SELECTION_SIZE.x//2 - BLOB_SIZE.x//2
                 blobYpos = int(info[2]) + SELECTION_SIZE.y//2  - BLOB_SIZE.y//2 - 14
                 self._blobs.append(Drawable("menu_blobs.png", Vector2(blobXpos, blobYpos), (selectionCount + 1,0)))
                 selectionCount += 1
コード例 #10
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ファイル: blob.py プロジェクト: northbanger/smash_the_ceiling
 def __init__(self, position, color="pink"):
     """initializes a blob object"""
     self._color = color
     #determines which blob image to grab based on the color
     if color == "pink":
         self._offset = (0,0)
     elif color == "blue":
         self._offset = (1,0)
     elif color == "green":
         self._offset = (2,0)
     elif color == "orange":
         self._offset = (3,0)
     super().__init__("blobs.png", position, self._offset)
     #a vector2 of its velocity
     self._velocity = Vector2(0,0)
     self._maxVelocity = MAX_VELOCITY
     self._acceleration = ACCELERATION
     self._movement = {pygame.K_UP: False, pygame.K_DOWN: False, pygame.K_LEFT: False, pygame.K_RIGHT: False}
     self._jumpTimer = 0
     self._jumpTime = STANDARD_JUMP
     self._vSpeed = 100
     self._jSpeed = 80
     self._zaps = []
     self._alive = True
     self._forcefield = False
     self._forcefieldTime = 5
     self._forcefieldTimer = 0
     self._higher = False
     self._highTime = 10
     self._highTimer = 0
     self._endLevel = False
コード例 #11
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 def adjustMousePos(cls, mousePos):
     """adjusts the mouse position on screen to coordinates within the wider world"""
     adjustedPos = [
         mousePos[0] + Drawable.WINDOW_OFFSET[0],
         mousePos[1] + Drawable.WINDOW_OFFSET[1]
     ]
     return Vector2(adjustedPos[0], adjustedPos[1])
コード例 #12
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 def plantFlowers(self):
     """plants flowers randomly for decoration"""
     flowerSize = 16
     for xPos in range(0, 2400, 20):
         randomNumber = random.randint(10, 13)
         self._decorations.append(
             Drawable("nuts_and_milk.png",
                      Vector2(xPos, self._worldsize[1] - 100 - flowerSize),
                      (randomNumber, 8)))
コード例 #13
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 def getStartButton(self, fileContents):
     """creates a start button with the given position"""
     fileStuff = fileContents.split("\n")
     #selection,xval,yval
     selectionCount = 0
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "start":
             xPos = (self._worldsize[0] - int(info[1]))//2 - 64//2
             self._startButton = Drawable("startbutton.png", Vector2(xPos, int(info[2])), (0,0))
コード例 #14
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ファイル: blob.py プロジェクト: northbanger/smash_the_ceiling
    def handleEvent(self, event):
      """manage state based on key presses"""
      #arrow keys to move and spacebar to spawn a zap
      if event.type == pygame.KEYDOWN:
         if event.key == pygame.K_LEFT:
            self._movement[pygame.K_LEFT] = True
            self._FSM.manageState("left")
         elif event.key == pygame.K_RIGHT:
            self._movement[pygame.K_RIGHT] = True
            self._FSM.manageState("right")
            # Check for jumping keypress
         elif event.key == pygame.K_UP:
            self._movement[pygame.K_UP] = True
            self._FSM.manageState("jump")
            self.updateVisual()
         elif event.key == pygame.K_SPACE:
            if self._FSM.isFacing("left"):
                zap = BlobZap(Vector2(self._position.x - SPRITE_SIZE.x, self._position.y + SPRITE_SIZE.y//2 - 6))
            else:
                zap = BlobZap(Vector2(self._position.x + SPRITE_SIZE.x, self._position.y + SPRITE_SIZE.y//2 - 6))
            self._zaps.append(zap)
            SoundManager.getInstance().playSound("heart.ogg")
            zap.handleEvent(self._FSM.isFacing("left"))

      elif event.type == pygame.KEYUP:
         if event.key in [pygame.K_LEFT, pygame.K_RIGHT]:
            if event.key == pygame.K_LEFT:
                self._movement[pygame.K_LEFT] = False
            if event.key == pygame.K_RIGHT:
                self._movement[pygame.K_RIGHT] = False
            self._FSM.manageState("stopMoving")
        # check for release of jumping keypress
         elif event.key == pygame.K_UP:
            self._movement[pygame.K_UP] = False
            self._FSM.manageState("fall")
         elif event.key == pygame.K_DOWN:
            self._movement[pygame.K_DOWN] = False
            if self._position.y + 32 >= 300:
                self._FSM.manageState("collideGround")
            else:
                self._FSM.manageState("collidePlatform")
            self.updateVisual()
コード例 #15
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 def loadLevel(self):
     """controls the loading of the level"""
     file = open(os.path.join("resources", "levels", self._filename))
     fileContents = file.read()
     file.close()
     self.getWorldSize(fileContents)
     self._ground = Drawable(self.getGround(),
                             Vector2(0, self._worldsize[1] - 100), (0, 0))
     if self._filename != "level6.txt":
         self._blob = Blob(Vector2(
             0, self._worldsize[1] - 100 - CHAR_SPRITE_SIZE.y),
                           color=self._blob._color)
     self.plantFlowers()
     self.getPlatforms(fileContents)
     self.getOtherBlobs(fileContents)
     self.getActiveBlobs()
     self.getPowerUps(fileContents)
     self.getTraps(fileContents)
     self.getEnemies(fileContents)
     self.getWorldSize(fileContents)
コード例 #16
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 def getPowerUps(self, fileContents):
     """parses the level layout file for the powerups and saves them to a dictionary"""
     fileStuff = fileContents.split("\n")
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "powerup":
             if info[1] == "floppy":
                 self._powerups["floppy"].append(
                     Floppy(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
             elif info[1] == "sign":
                 self._powerups["sign"].append(
                     Sign(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
             elif info[1] == "vote":
                 self._powerups["vote"].append(
                     Vote(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
コード例 #17
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 def __init__(self, position):
     """initializes a blob zap"""
     super().__init__("nuts_and_milk.png", position, (11, 1))
     #a vector2 of its velocity
     self._originalPosition = position
     self._velocity = Vector2(MAX_VELOCITY, 0)
     self._active = True
     self._notActiveCount = 0
     self._zapTimer = 0
     self._zapTime = 0.75
     self._movement = {pygame.K_LEFT: False, pygame.K_RIGHT: True}
     self._start = True
コード例 #18
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 def getTraps(self, fileContents):
     """parses the level layout file for the traps and saves them to a dictionary"""
     fileStuff = fileContents.split("\n")
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "trap":
             if info[1] == "bra":
                 self._traps[info[1]].append(
                     Bra(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
             elif info[1] == "ring":
                 self._traps[info[1]].append(
                     Ring(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
             elif info[1] == "pan":
                 self._traps[info[1]].append(
                     Pan(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
コード例 #19
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 def __init__(self, position, worldHeight):
     """initializes an elevator object"""
     self._position = position
     self._parts = {"back": [], "front": [], "doors": [], "top": []}
     totalHeight = worldHeight - (50 + MAIN_SPRITE_SIZE.x)
     for i in range(0, totalHeight, MAIN_SPRITE_SIZE.y):
         self._parts["back"].append(
             Drawable("elevator_back.png", Vector2(self._position.x, i),
                      (0, 0)))
     for j in range(0, totalHeight - 60, MAIN_SPRITE_SIZE.y):
         self._parts["front"].append(
             Drawable("elevator_front.png", Vector2(self._position.x, j),
                      (0, 0)))
     for k in range(totalHeight - 60, totalHeight, MAIN_SPRITE_SIZE.y):
         self._parts["doors"].append(
             Drawable("elevator_doors.png", Vector2(self._position.x, k),
                      (0, 0)))
     self._parts["top"].append(
         Drawable("elevator_top.png",
                  Vector2(self._position.x, totalHeight - 60), (0, 0)))
     self._ranInto = False
コード例 #20
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 def __init__(self, position, final=False):
     """initializes ceiling object"""
     super().__init__("ceiling.png", position, (0, 0))
     self._hp = {"left": 0, "right": 0}
     self._final = final
     self._hitby = {
         "pink": False,
         "blue": False,
         "green": False,
         "orange": False
     }
     self._velocity = Vector2(0, 0)
コード例 #21
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 def update(self, worldInfo, ticks):
     """updates the boss animation and the positions of its spawns"""
     super().update(ticks, True)
     for blob in self._spawns:
         blob.update(worldInfo, ticks)
     self._spawnTimer += ticks
     if self._spawnTimer > self._spawnTime:
         spawn = Spawn(
             Vector2(self._position.x, self._position.y + 32 + 25 - 9),
             SPRITE_SIZE)
         self._spawns.append(spawn)
         self._spawnTimer = 0
コード例 #22
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 def getActiveBlobs(self):
     """determines if this is a level that the player can switch their controls between"""
     if self._filename == "level6.txt":
         self._activeBlobs.append(
             Blob(Vector2(25, 100 - CHAR_SPRITE_SIZE.y), color="pink"))
         self._activeBlobs.append(
             Blob(Vector2(25,
                          self._worldsize[1] - 100 - CHAR_SPRITE_SIZE.y),
                  color="blue"))
         self._activeBlobs.append(
             Blob(Vector2(200,
                          self._worldsize[1] - 100 - CHAR_SPRITE_SIZE.y),
                  color="green"))
         self._activeBlobs.append(
             Blob(Vector2(300,
                          self._worldsize[1] - 100 - CHAR_SPRITE_SIZE.y),
                  color="orange"))
         self._blob = self._activeBlobs[0]
         self._downbar = Drawable("downbar.png",
                                  Vector2(0, self._worldsize[1] - 28),
                                  (0, 0))
         for i in range(4):
             self._downbarSelections.append(
                 Drawable("downbarselection.png",
                          Vector2(i * 28, self._worldsize[1] - 28), (0, 0)))
コード例 #23
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 def __init__(self, filename):
     """intializes a level"""
     self._filename = filename
     self._background = Drawable(self.getBackground(), Vector2(0, 0),
                                 (0, 0))
     self._ground = Drawable(self.getGround(), Vector2(0, 300), (0, 0))
     self._blob = Blob(Vector2(0, 300 - CHAR_SPRITE_SIZE.y))
     self._decorations = []
     self._platforms = []
     self._traps = {"bra": [], "pan": [], "ring": []}
     self._enemies = {"devil": [], "gaston": [], "boss": []}
     self._powerups = {"floppy": [], "sign": [], "vote": []}
     self._worldsize = (2400, 400)
     self._elevator = elevator = Elevator(
         Vector2(self._worldsize[0] - 50, 300), self._worldsize[1])
     if self._filename == "level3.txt":
         self._ceiling = Ceiling(Vector2(0, 0), final=False)
     elif self._filename == "level6.txt":
         self._ceiling = Ceiling(Vector2(0, 0), final=True)
     else:
         self._ceiling = None
     self._deathCycle = 0
     self._keydown = {1: False, 2: False, 3: False}
     self._otherblobs = []
     self._otherblobsCollideRect = None
     self._block = None
     self._spot = None
     self._activeBlobs = []
     self._downbar = None
     self._downbarSelections = []
     self._selectCount = 0
     self._samePlat = 0
コード例 #24
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 def getEnemies(self, fileContents):
     """parses the level layout file for the enemies and saves them to a dictionary"""
     fileStuff = fileContents.split("\n")
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "enemy":
             if info[1] == "devil":
                 self._enemies[info[1]].append(
                     Devil(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y),
                         int(info[4])))
             elif info[1] == "gaston":
                 self._enemies[info[1]].append(
                     Gaston(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y)))
             elif info[1] == "boss":
                 self._enemies[info[1]].append(
                     Boss(
                         Vector2(int(info[2]),
                                 int(info[3]) - CHAR_SPRITE_SIZE.y - 25)))
コード例 #25
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 def __init__(self, position, spriteSize):
     """initializes a spawn object"""
     position = Vector2(position.x - spriteSize.x // 2, position.y)
     randomColor = random.randint(0, 12)
     #randomizes the colors of the spawns
     if randomColor < 3:
         self._offsetX = 0
     elif randomColor < 6:
         self._offsetX = 1
     elif randomColor < 9:
         self._offsetX = 2
     else:
         self._offsetX = 3
     super().__init__("blob_spawns.png", position, (self._offsetX, 0))
     #a vector2 of its velocity
     self._originalPosition = position
     self._velocity = Vector2(MAX_VELOCITY, MAX_VELOCITY)
     self._active = True
     self._notActiveCount = 0
     self._zapTimer = 0
     self._zapTime = 0.8
     self._start = True
     self._opposite = False
コード例 #26
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 def updateOffset(cls, trackingObject, screenSize, worldSize):
     """updates the WINDOW_OFFSET class variable"""
     offset = Vector2(
         min(
             max(
                 0,
                 trackingObject.getX() + (trackingObject.getWidth() // 2) -
                 (screenSize[0] // 2)), worldSize[0] - screenSize[0]),
         min(
             max(
                 0,
                 trackingObject.getY() + (trackingObject.getHeight() // 2) -
                 (screenSize[1] // 2)), worldSize[1] - screenSize[1]))
     # update the WINDOW_OFFSET class variable
     Drawable.WINDOW_OFFSET = offset
コード例 #27
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 def __init__(self, position, patrolUnit):
     """initializes a devil object"""
     super().__init__("dizzy_devil.png", position, (0, 1))
     #a vector2 of its velocity
     self._velocity = Vector2(MAX_VELOCITY, 0)
     self._startPosition = position
     self._maxVelocity = MAX_VELOCITY
     self._acceleration = ACCELERATION
     self._patrolLength = patrolUnit * 50 - SPRITE_SIZE.x
     self._vSpeed = 100
     self._waitTime = 0.75
     self._waitTimer = 0
     self._right = True
     self._patrolRect = pygame.Rect(self._position.x, self._position.y,
                                    self._patrolLength, SPRITE_SIZE.y)
     self._hp = 50
コード例 #28
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 def getPlatforms(self, fileContents):
     """returns the appropriate platform tile image"""
     if self._filename == "level1.txt":
         platformImage = "platform.png"
     elif self._filename == "level2.txt":
         platformImage = "platform2.png"
     elif self._filename == "level3.txt" or self._filename == "level6.txt":
         platformImage = "platform3.png"
     elif self._filename == "level4.txt" or self._filename == "level5.txt":
         platformImage = "platform4.png"
     fileStuff = fileContents.split("\n")
     for line in fileStuff:
         info = line.split(",")
         if info[0] == "platform":
             for i in range(int(info[3])):
                 self._platforms.append(
                     Drawable(platformImage,
                              Vector2(int(info[1]) + 50 * i, int(info[2])),
                              (0, 0)))
コード例 #29
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 def updateVisual(self):
     """updates the cracks in the ceiling and if it is broken or not based on the hitpoints"""
     if (self._hp["left"] > 2 or self._hp["right"] > 2):
         if self._hp["left"] > 2 and self._hp["right"] < 2:
             self._imageName = "ceiling3.png"
         elif self._hp["right"] > 2 and self._hp["left"] < 2:
             self._imageName = "ceiling4.png"
         elif self._hp["left"] + self._hp["right"] < 8:
             self._imageName = "ceiling5.png"
         elif self._hp["left"] + self._hp["right"] < 12 and self._final:
             self._imageName = "ceiling6.png"
         elif self._hp["left"] + self._hp["right"] <= 16 and self._final:
             self._imageName = "ceiling7.png"
         elif self._hp["left"] + self._hp["right"] > 17 and self._final:
             self._imageName = "broken.png"
             self._velocity = Vector2(0, 100)
     else:
         self._imageName = "ceiling.png"
     self._image = FRAMES.getFrame(self._imageName, (0, 0))
コード例 #30
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    def __init__(self, position):
        super().__init__("", position)
        self._width = 30
        self._height = 30
        self._image = pygame.Surface((self._width,self._height))
        self._image.fill((255,255,255,255))
        pygame.draw.circle(self._image, (0,0,0), (15,15), 15)
        self._image.set_colorkey(self._image.get_at((0,0)))

        self._velocity = Vector2(0,0)
        self._maxVelocity = 150
        self._movement = {pygame.K_LEFT:False,
                          pygame.K_RIGHT:False,
                          pygame.K_UP:False,
                          pygame.K_DOWN:False}

        self._keys = []

        states = ["standing","jumping","falling","walking"]
        transitions = [Rule("standing","jump","jumping"),
                       Rule("jumping","fall","falling"),
                       Rule("falling","stop","standing"),
                       Rule("standing","walk","walking"),
                       Rule("walking","stop","standing"),
                       Rule("walking","jump","jumping"),
                       Rule("walking","fall","falling"),
                       Rule("standing","fall","falling")]
        self._fsm = FSM("standing", states, transitions)

        self._onGround = False

        self._jumpTime = 0.5
        self._jumpTimer = 0

        self._jumpCount = 0

        self._gravity = 2
        self._friction = 0.3
        self._jumpPower = 125

        self._shrunk = False