예제 #1
0
 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/')
예제 #2
0
 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
예제 #3
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,
                                ""))
예제 #4
0
 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
예제 #5
0
 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
예제 #6
0
    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
예제 #7
0
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,
예제 #8
0
# 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()