コード例 #1
0
    def __init__(self):
        super(GameLayer, self).__init__()
        self.hero = Hero()
        self.add(self.hero,z = 1)
        self.bullet_batch = batch.BatchNode()
        self.enemy_batch = batch.BatchNode()
        self.add(self.bullet_batch,z = 1)
        self.add(self.enemy_batch,z = 1)

        # 保存容器
        self.bullet_resuable = []
        self.enemy_resuable = []
        # 子弹和敌机的碰撞
        # 检测区域
        self.enemy_bullet_collision = collision.CollisionManagerGrid(0,config.WINDOS_WIDTH,0,config.WINDOS_HEIGHT,110,110)
        self.enemy_hero_collosion = collision.CollisionManagerGrid(0,config.WINDOS_WIDTH,0,config.WINDOS_HEIGHT,self.hero.width*1.25,self.hero.height*1.25)
        # 在屏幕上的敌机
        self.active_enemies = []
        self.active_bullets = []

        self.codes = Codes_text()
        self.add(self.codes)

        # 每一帧的事件调度

        self.schedule_interval(self.fire_bullet,0.1)
        self.schedule_interval(self.enemy_update,0.3)
        self.schedule(self.run_schedule)
コード例 #2
0
    def __init__(self):
        win_width, win_height = config.WIN_WIDTH, config.WIN_HEIGHT
        super(GameLayer, self).__init__()

        self.bg1 = sprite.Sprite('imgs/bg.png')
        self.bg1.image_anchor = 0, 0
        self.bg1.position = 0, 0

        self.bg2 = sprite.Sprite('imgs/bg.png')
        self.bg2.image_anchor = 0, 0
        self.bg2.position = 0, win_height

        # 添加背景
        self.add(self.bg1)
        self.add(self.bg2)

        # 添加自己的飞机
        self.hero = Hero()
        self.add(self.hero, z=1000)

        # 敌机
        self.enemy_batch = batch.BatchNode()
        self.add(self.enemy_batch)
        self.resuable_small_enemy_set = set()
        self.active_small_enemy_set = set()
        self.all_small_enemy_set = set()

        # 积分榜
        self.score_board = ScoreBoard()
        self.add(self.score_board)

        # 碰撞检测
        self.enemy_collision = collision_model.CollisionManagerGrid(
            0, config.WIN_WIDTH, 0, config.WIN_HEIGHT, 110, 110)
        self.enemy_bullet_collisoin = collision_model.CollisionManagerGrid(
            0, config.WIN_WIDTH, 0, config.WIN_HEIGHT - 50, 10, 10)

        # 消息调度
        self.schedule(self.run)
        self.schedule_interval(self.update_enemy, 0.2)
コード例 #3
0
from dungeons import *
from roles import Hero

if __name__ == "__main__":

    hero = Hero(name="Bron",
                title="Dragonslayer",
                health=100,
                mana=100,
                mana_regeneration_rate=5)

    levels = [
        "dungeons/level1.txt", "dungeons/level2.txt", "dungeons/level3.txt"
    ]
    treasures = [
        'treasures/level1_treasures.json', 'treasures/level2_treasures.json',
        'treasures/level3_treasures.json'
    ]
    enemies = [
        'enemies/level1_enemies.json', 'enemies/level2_enemies.json',
        'enemies/level3_enemies.json'
    ]

    for index in range(len(levels)):
        level = Dungeon(levels[index], treasures[index], enemies[index], hero)
        level.spawn()
        level.move_hero()
コード例 #4
0
class GameLayer(layer.Layer):
    is_event_handler = True
    def __init__(self):
        super(GameLayer, self).__init__()
        self.hero = Hero()
        self.add(self.hero,z = 1)
        self.bullet_batch = batch.BatchNode()
        self.enemy_batch = batch.BatchNode()
        self.add(self.bullet_batch,z = 1)
        self.add(self.enemy_batch,z = 1)

        # 保存容器
        self.bullet_resuable = []
        self.enemy_resuable = []
        # 子弹和敌机的碰撞
        # 检测区域
        self.enemy_bullet_collision = collision.CollisionManagerGrid(0,config.WINDOS_WIDTH,0,config.WINDOS_HEIGHT,110,110)
        self.enemy_hero_collosion = collision.CollisionManagerGrid(0,config.WINDOS_WIDTH,0,config.WINDOS_HEIGHT,self.hero.width*1.25,self.hero.height*1.25)
        # 在屏幕上的敌机
        self.active_enemies = []
        self.active_bullets = []

        self.codes = Codes_text()
        self.add(self.codes)

        # 每一帧的事件调度

        self.schedule_interval(self.fire_bullet,0.1)
        self.schedule_interval(self.enemy_update,0.3)
        self.schedule(self.run_schedule)

    def run_schedule(self,dt):
        self.enemy_bullet_collision.clear()
        self.enemy_hero_collosion.clear()
        for enemy in self.active_enemies:
            self.enemy_bullet_collision.add(enemy)
            self.enemy_hero_collosion.add(enemy)
        for bullet in self.active_bullets:
            self.enemy_bullet_collision.add(bullet)
        resu = self.enemy_hero_collosion.objs_colliding(self.hero)

        result = self.enemy_bullet_collision.iter_all_collisions()
        for one,two in result:
            if type(one) == type(two):
                continue
            one.explode()
            two.explode()
            self.codes.add_score(100)
        if len(resu) >0:
            self.hero.explode()


    def on_bullet_resuable(self,bullet):
        self.bullet_resuable.append(bullet)
        try:
            self.active_bullets.remove(bullet)
        except:
            pass

    def on_enter(self):
        super(GameLayer, self).on_enter()
        feiji_event.push_handlers(self)


    def on_exit(self):
        super(GameLayer, self).on_exit()
        feiji_event.remove_handlers(self)

    def fire_bullet(self,dt):
        bullet = None
        if len(self.bullet_resuable)<=0:
            bullet = Bullet()
            self.bullet_batch.add(bullet)
            self.active_bullets.append(bullet)
        else:
            bullet = self.bullet_resuable.pop()
            self.active_bullets.append(bullet)
        # bullet.bullet_sound.play()
        hero_x,hero_y = self.hero.position
        bullet.reset_status(hero_x,hero_y,self.hero.height)

    def enemy_update(self,dt):
        enemy = None
        if len(self.enemy_resuable)<=0:
            enemy = Enemy()
            self.enemy_batch.add(enemy)
            self.active_enemies.append(enemy)
        else:
            enemy = self.enemy_resuable.pop()
            self.active_enemies.append(enemy)
            # print(enemy)

        enemy.reset_status()

    def on_enemy_resuable(self,enemy):
        self.enemy_resuable.append(enemy)
        try:
            self.active_enemies.remove(enemy)
        except:
            pass

    def on_game_over(self):
        self.unschedule(self.enemy_update)
        self.unschedule(self.fire_bullet)
        director.director.replace(GameOverScene(self.codes.get_score()))


    def on_mouse_drag(self,x,y,*args,**kwargs):
        self.hero.update_position(x,y)

    def on_game_pause(self):
        self.pause_scheduler()

        for x in self.active_bullets:
            x.pause_scheduler()

        for x in self.active_enemies:
            x.pause_scheduler()

    def on_game_resume(self):
        self.resume_scheduler()
        for x in self.active_enemies:
            x.resume_scheduler()
        for x in self.active_bullets:
            x.resume_scheduler()
コード例 #5
0
class GameLayer(layer.Layer):
    """
    游戏层
    """
    is_event_handler = True

    def __init__(self):
        win_width, win_height = config.WIN_WIDTH, config.WIN_HEIGHT
        super(GameLayer, self).__init__()

        self.bg1 = sprite.Sprite('imgs/bg.png')
        self.bg1.image_anchor = 0, 0
        self.bg1.position = 0, 0

        self.bg2 = sprite.Sprite('imgs/bg.png')
        self.bg2.image_anchor = 0, 0
        self.bg2.position = 0, win_height

        # 添加背景
        self.add(self.bg1)
        self.add(self.bg2)

        # 添加自己的飞机
        self.hero = Hero()
        self.add(self.hero, z=1000)

        # 敌机
        self.enemy_batch = batch.BatchNode()
        self.add(self.enemy_batch)
        self.resuable_small_enemy_set = set()
        self.active_small_enemy_set = set()
        self.all_small_enemy_set = set()

        # 积分榜
        self.score_board = ScoreBoard()
        self.add(self.score_board)

        # 碰撞检测
        self.enemy_collision = collision_model.CollisionManagerGrid(
            0, config.WIN_WIDTH, 0, config.WIN_HEIGHT, 110, 110)
        self.enemy_bullet_collisoin = collision_model.CollisionManagerGrid(
            0, config.WIN_WIDTH, 0, config.WIN_HEIGHT - 50, 10, 10)

        # 消息调度
        self.schedule(self.run)
        self.schedule_interval(self.update_enemy, 0.2)

    def run(self, dt):
        """
        每帧都会执行的方法
        """

        # 1. 更新背景图片的位置
        _, bg1_y = self.bg1.position
        bg1_y -= 1

        height = config.WIN_HEIGHT

        if bg1_y <= -height:
            bg1_y = 0

        self.bg1.set_position(0, bg1_y)
        self.bg2.set_position(0, bg1_y + height)

        # 2. 检测有没有敌机碰到自己的飞机
        self.enemy_collision.clear()
        for x in self.all_small_enemy_set:
            self.enemy_collision.add(x)
        result = self.enemy_collision.objs_colliding(self.hero)
        # 如果检测到死亡
        if result:
            self.hero.alive = False
            # 停止敌飞机
            self.stop_enemy()

            # 发送游戏结束事件
            def game_over(dt):
                fj_event_dispatcher.dispatch_event('on_game_over')

            self.schedule_interval(game_over, 2.5)

        # 3. 检测子弹和敌机是否碰撞
        self.enemy_bullet_collisoin.clear()
        for x in self.hero.active_bullets:
            self.enemy_bullet_collisoin.add(x)
        for x in self.active_small_enemy_set:
            self.enemy_bullet_collisoin.add(x)
        result = self.enemy_bullet_collisoin.iter_all_collisions()
        for one, two in result:
            if type(one) == type(two):
                continue
            else:
                one.explode()
                two.explode()
                # 加100分
                Hero.score += 100
                # 更新分数
                self.score_board.add_score(100)

    def stop_enemy(self):
        self.unschedule(self.update_enemy)

    def update_enemy(self, dt):
        """
        更新敌机
        """
        small_enemy = None
        if len(self.resuable_small_enemy_set) == 0:
            small_enemy = EnemySmall()
            # self.enemy_collision.add(small_enemy)
            self.all_small_enemy_set.add(small_enemy)
            self.enemy_batch.add(small_enemy, z=999)
        else:
            small_enemy = self.resuable_small_enemy_set.pop()
            print('重用了敌机:', id(small_enemy))

        small_enemy.reset_state()
        self.active_small_enemy_set.add(small_enemy)

    def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
        # 更新飞机的位置
        self.hero.update_position(x, y)

    def on_small_enemy_reuseable(self, enemy):
        # enemy.reset_position()
        self.resuable_small_enemy_set.add(enemy)
        try:
            self.active_small_enemy_set.remove(enemy)
        except:
            pass

    def on_enter(self):
        super(GameLayer, self).on_enter()
        fj_event_dispatcher.push_handlers(self)

    def on_exit(self):
        super(GameLayer, self).on_exit()
        fj_event_dispatcher.remove_handlers(self)
        self.scheduled_calls = []
        self.scheduled_interval_calls = []
コード例 #6
0
def play():
    # define the Hero.
    user_input = input("Now tell us your choice please ('Fisib','Musbit','Drog'): ")
    you = Hero(user_input)
    print(you)
    print("""
    --------------------------------------------------------------
    You need more time to adapt to your newly gained powers...
    But, there is NO TIME!!!
    Alien is approaching Nyuh Kuning, the heart of Codingnomads...
    --------------------------------------------------------------
    """)

    # define the Alien
    user_input = input("Rumor says, the alien is called: ")
    alien = Alien(user_input)
    print(alien)

    find_weakness = False
    sidekick_here = False
    while int(alien.iq / 5) + int(alien.energy) > int(you.power) and find_weakness is False:
        print("""
            --------------------------------------------------------------
            Now, Alien is here!!!!!
            You have to do something. What are you going to choose?
            1. Attack
            2. Run away
            3. Find some help
            --------------------------------------------------------------
            """)
        user_input = input("Enter your choice (1 for Attack, 2 for Run, 3 for help) ")
        if user_input == "1":
            you.power /= max(rd.choice([.05, 0.1, 0.5, 1, 1.2, 1.5, 2, 2.5, 3, 4, 5]),0)
            alien.energy = max(alien.energy+rd.randint(-5, 10), 0)
            if sidekick_here is True:
                sidekick_effect(alien, helper)
                print("With the help of your sidekick...")
                print(sidekick_effect(alien, helper))
                print(f"You, on the other hand, have power of {int(you.power)}. ")
            else:
                # display the status of you and your enemy
                print(f"Alien has an IQ of {int(alien.iq)} and energy level of {int(alien.energy)} "
                      f"which means a power level of {alien.power}, "
                      f"while you have power of {int(you.power)}.")
            if int(alien.iq / 5) + int(alien.energy) > int(you.power) >= int(alien.energy):
                print(f"You are kicking his ass! but the Alien is very smart with an IQ of {int(alien.iq)} "
                      f"and power of {alien.power} now.")
            elif int(you.power) < int(alien.energy):
                print("Ohhhh, Noooooooooooooo\nYou are not his match right now! Sorry...You can try again though.")
                continue

        elif user_input == "2":
            alien.energy += 2
            print("Alien is getting stronger by the minute!")
            if rd.randint(1, 4) == 4:
                you.power = max(you.power * 2, + 10)
                print("However, you have rested and re-gained some power!")
        elif user_input == "3":
            alien.energy += 1
            print("Alien is getting stronger by the day!")
            # sidekick or weakness
            print("""
            --------------------------------------------------------------
            On your way to your friends in the Holy Spirited Monkey Forest, 
            You saved a dying spy. With his last breath, he told you that 
                           "The alien has ONE WEAKNESS."
            
            Now you have to decide whether you want to:
                  "go find a sidekick" Or "find the weakness alone"
            --------------------------------------------------------------
            """)
            user_input = input("Please enter your choice (1 for sidekick, 2 for weakness): ")
            if user_input == "1":
                name = input("Please enter the name of your sidekick: ")
                func = input("Please enter the ability of your sidekick: ")
                helper = Sidekick(name, func)
                print(helper)
                sidekick_here = True
                print(f"From now on, you will be accompanied by your friend {name}! Bravo!")
            elif user_input == "2":
                print("Your bravery just gained you a chance to destroy him for good!")
                user_input = input("Please give me a number from 1 to 10: ")
                if alien.weakness == int(user_input):
                    print("Wowowow! You have found the weakness!")
                    find_weakness = True
                elif alien.weakness in [int(user_input)+1, int(user_input)-1]:
                    print("Good job! Although you have not found the weakness of the alien "
                          "but you discovered something else...")
                    print(alien_purpose(alien, int(user_input)))
                else:
                    print("Sorry, maybe you will find it next time!")
            else:
                print("I see you have decided to move on from this opportunity...")
                alien.energy += 1
                print("Alien is getting stronger by the day!")
        elif user_input == "q":
            print("Thank you for trying to help the land of Codingnomads. Hope to see you soon.")
            break
        else:
            print("You are the chosen one! You have to do something! Luckily, "
                  "you have another chance before it's too late!")
    print("Congratulations! You have defeated the alien and saved the land of Codingnomads!")
コード例 #7
0
# -*- coding: utf-8 -*-
'''
Jerry's games
'''
import map
import actor_lines as al
from roles import Hero

# 欢迎词
print(al.welcome)

# 故事背景
print(al.background)

# 创建角色Jerry
Jerry=Hero('Jerry', '男', 9)


Jerry.detail()
Jerry.look(Jerry)