def __init__(self, cam_id=1): self.gun = Gun.Gun() self.camera = Camera.Camera(_id=cam_id, crop_bounds=(200, 1080, 210, 1760), scale_to_height=500) self.camera.calibrate( img_path='C:/Nadav/Repos/paper_dome/camera_calib/')
def __init__(self, player): self.kind = "arm" pygame.sprite.Sprite.__init__(self, self.containers) self.player = player self.gun = Gun("M4A1") self.runRight = pygame.transform.scale( pygame.image.load("rsc/ball/PlayerArm" + self.gun.kind + ".png"), [100, 100]) self.runLeft = pygame.transform.scale( pygame.image.load("rsc/ball/PlayerArmLeft" + self.gun.kind + ".png"), [100, 100]) self.restRight = pygame.transform.scale( pygame.image.load("rsc/ball/PlayerArm" + self.gun.kind + ".png"), [100, 100]) self.restLeft = pygame.transform.scale( pygame.image.load("rsc/ball/PlayerArmLeft" + self.gun.kind + ".png"), [100, 100]) self.baseImage = self.restRight self.image = self.baseImage self.state = "rest right" self.prevState = "rest right" self.side = "right" self.offset = [43, 36] self.rect = self.image.get_rect() self.angle = 0
def __init__(self): self.gun = Gun.Gun(gameDisplay) #creating ten balls for game, we can make it configurable later for i in range(1, self.ball_count): self.balls.append( Ball.RandomBall(gameDisplay, gc.screen_width, gc.screen_height, ""))
def respawn(self, position): self.death += 1 self.respawnTime = 3 self.timeout = time.time() self.health = 100 self.velocity = [0, 0] self.gun = Gun(7, 21) self.position = position self.angle = 0 return self
def __init__(self): """Параметры игры""" self.root = tk.Tk() self.fr = tk.Frame(self.root) self.root.geometry('800x600') self.canv = tk.Canvas(self.root, bg='white') self.canv.pack(fill=tk.BOTH, expand=1) self.t = [None] * 2 self.screen1 = self.canv.create_text(400, 300, text='', font='28') self.g1 = G.Gun(self.canv) self.bullet = 0 self.id_points = self.canv.create_text(30, 30, text=0, font='28') self.canv.bind('<Button-1>', self.g1.fire2_start) self.canv.bind('<ButtonRelease-1>', self.g1.fire2_end) self.canv.bind('<Motion>', self.g1.targetting) self.event = '' self.zzz = 0.03
def __init__(self, name, moteur): #Permet d'appeler la fonction __init__() d'Objet super().__init__(name, moteur) self.engine.player = self self.InitSprite("Assets/Soldier(Holding).png") self.InitRect([moteur.Rlongueur // 2, moteur.Rlargeur // 2], [16, 16]) self.collideRect = pygame.Rect((self.Rect.left, self.Rect.bottom - 2), (16, 2)) #On attribue une arme self.Gun = Gun.Gun(self, self.engine) #Mise en place du système de dash self.isDashing = False self.ableToDash = True self.dashRechargeTime = 5 self.lastDashTime = 0 self.dashFrames = 0 self.t = 1 #Mise en place du système de power self.PowerList = [ "Bullet-Time", "Speed", "Invincible", "Confusion", "Fire-Rate" ] self.Power = "Bullet-Time" self.PowerChoose = 0 self.isPower = False self.ableToPower = True self.powerFrames = 600 #Autres self.SpriteDos = pygame.image.load("Assets/Soldier(Dos).png") self.canFlip = True self.colorShiftDuration = 0 self.mouseDuration = 30 self.playerHp = 5
while new_game.play_game: #obsluga przyciskow for event in pygame.event.get(): if event.type == pygame.QUIT: new_game.play_game = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_s: new_game.Victim.moveLeft() elif event.key == pygame.K_f: new_game.Victim.moveRight() if event.key == pygame.K_e: new_game.Victim.moveUp() elif event.key == pygame.K_d: new_game.Victim.moveDown() if event.key == pygame.K_SPACE: new_game.RailGun = gun.Gun(new_game.Victim, new_game.Obstacles, new_game.Predators) if event.type == pygame.KEYUP: if event.key == pygame.K_s or event.key == pygame.K_f: new_game.Victim.stop(False) if event.key == pygame.K_e or event.key == pygame.K_d: new_game.Victim.stop(True) if event.type == pygame.MOUSEBUTTONDOWN: new_game.RailGun = gun.Gun(new_game.Victim, new_game.Obstacles, new_game.Predators) if new_game.Victim.health < 0 or len(new_game.Predators) == 0: if new_game.Victim.health < 0: func.displayMessage("You're dead! Play again? Y/N?", (display_width, display_height), screen, fontSize=50,
# time.sleep(3) # controller.set_target(0, 40, 20) # time.sleep(3) # controller.set_target(90, 0, 20) # time.sleep(3) # controller.go_to_zero(20) # time.sleep(3) # controller.set_trigger(True) # time.sleep(2) # controller.set_trigger(False) # controller.close() movement = 20 gun = Gun.Gun() gun.go_to_zero(speed=10) time.sleep(2) gun.set_target(0, movement, speed=10) time.sleep(2) gun.set_target(0, -movement, speed=10) time.sleep(3) gun.go_to_zero(speed=10) time.sleep(2) gun.set_target(movement, 0, speed=10) time.sleep(2) gun.set_target(-movement, 0, speed=10) time.sleep(3) gun.go_to_zero(speed=10) time.sleep(2) gun.fire()