예제 #1
0
    def __init__(self, sprite_name, controller, pos):
        BaseObject.__init__(self, sprite_name, pos, SPRITE_MANAGER.instance)

        # assumes an already initialized controller
        # TODO: Create virtual controller - currently we rely on PS3 controller
        self.joystick = controller
        self.land = False
        self.can_shoot = 1
        self.can_move = 1

        self.trajectory = Vector(0, 0)
        self.begun_movement = False  # Could eliminate this by having the player already moving at start...

        # TODO: get rid of this line of code, since we will be using a rect mask for collisions...
        self.radius = self.rect.centerx - self.rect.x

        self.old_hspeed, self.old_vspeed = 0, 0
        self.hspeed, self.vspeed = 0, 0

        self.fire_sound = load_sound("321102__nsstudios__laser1.wav")

        self.health = HEALTH
        self.bullet_group = GroupWithOwner(owner=self.name, group_manager=BULLET_GROUP_MANAGER)
예제 #2
0
    def __init__(self, sprite_name, controller, pos):
        BaseObject.__init__(self, sprite_name, pos, SPRITE_MANAGER.instance)

        # assumes an already initialized controller
        # TODO: Create virtual controller - currently we rely on PS3 controller
        self.joystick = controller
        self.land = False
        self.can_shoot = 1
        self.can_move = 1

        self.trajectory = Vector(0, 0)
        self.begun_movement = False  # Could eliminate this by having the player already moving at start...

        # TODO: get rid of this line of code, since we will be using a rect mask for collisions...
        self.radius = self.rect.centerx - self.rect.x

        self.old_hspeed, self.old_vspeed = 0, 0
        self.hspeed, self.vspeed = 0, 0

        self.fire_sound = load_sound("321102__nsstudios__laser1.wav")

        self.health = HEALTH
        self.bullet_group = GroupWithOwner(owner=self.name,
                                           group_manager=BULLET_GROUP_MANAGER)
예제 #3
0
SCREEN_SIZE = WIDTH, HEIGHT = 1280, 720
TOTAL_LEVEL_SIZE = LEVEL_WIDTH, LEVEL_HEIGHT = 1280 * 2, 720 * 2
HALF_WIDTH = int(WIDTH / 2)
HALF_HEIGHT = int(HEIGHT / 2)

SPRITE_MANAGER = LayeredDirty_Manager()
PLAYER_MANAGER = PlayerManager()
OBJECT_MANAGER = SingletonList()

PLANET_MANAGER = PlanetGroup()
BULLET_MANAGER = BulletGroup()

BULLET_GROUP_MANAGER = []

# SOUNDS
SND_IMPACT = load_sound("impact.wav")
SND_PLAYER_GOT_HIT = load_sound("3049__starpause__k9dhhpulsekick.wav")
SND_DEATH = load_sound("death.wav")

SND_THRUST = load_sound("thrust.wav")
SND_SHOOT = load_sound("shoot.wav")

# SND_BACKGROUND = load_music("com-truise-mind[mp3freex].mp3")
# SND_BACKGROUND = load_music("HOME - Odyssey - 03 Decay.mp3")
BLACK = pygame.Color('black')
GREEN = pygame.Color('green')
BLUE = pygame.Color('blue')
RED = pygame.Color('red')

SCREEN = pygame.display.set_mode(SCREEN_SIZE)
예제 #4
0
SCREEN_SIZE = WIDTH, HEIGHT = 1280, 720
TOTAL_LEVEL_SIZE = LEVEL_WIDTH, LEVEL_HEIGHT = 1280*2, 720*2
HALF_WIDTH = int(WIDTH/2)
HALF_HEIGHT = int(HEIGHT/2)

SPRITE_MANAGER = LayeredDirty_Manager()
PLAYER_MANAGER = PlayerManager()
OBJECT_MANAGER = SingletonList()

PLANET_MANAGER = PlanetGroup()
BULLET_MANAGER = BulletGroup()

BULLET_GROUP_MANAGER = []

# SOUNDS
SND_IMPACT = load_sound("impact.wav")
SND_PLAYER_GOT_HIT = load_sound("3049__starpause__k9dhhpulsekick.wav")
SND_DEATH = load_sound("death.wav")

SND_THRUST = load_sound("thrust.wav")
SND_SHOOT = load_sound("shoot.wav")

# SND_BACKGROUND = load_music("com-truise-mind[mp3freex].mp3")
# SND_BACKGROUND = load_music("HOME - Odyssey - 03 Decay.mp3")
BLACK = pygame.Color('black')
GREEN = pygame.Color('green')
BLUE = pygame.Color('blue')
RED = pygame.Color('red')

SCREEN = pygame.display.set_mode(SCREEN_SIZE)