def add_ground(): """ Add the ground image """ for i in range(1, length, 30): model.items.append(Brick(x=i, y=540)) model.items.append(Brick(x=i, y=570))
def setup_bricks4(): for row in range(0): for column in range(0): brick = Brick( gs, gs.colors[row], column * (gs.brick_width + gs.marginx) + 50 + gs.brick_width, gs.brick_length * 3 + gs.marginy) bricks.add(brick) gs.marginy += gs.brick_length + 5 gs.marginy = gs.marginy_holder for row in range(0): for column in range(0): brick = Brick(gs, gs.colors[row], (screen_rect.centerx), gs.brick_length + gs.marginy) bricks.add(brick) gs.marginy += gs.brick_length + 5 gs.marginy = gs.marginy_holder for row in range(0): for column in range(0): brick = Brick( gs, gs.colors[row], gs.screen_width - column * (gs.brick_width - gs.marginx) - 50 - gs.brick_width, gs.brick_length * 3 + gs.marginy) bricks.add(brick) gs.marginy += gs.brick_length + 5 gs.marginy = gs.marginy_holder
def brickMaker(): global level i = 1 while i != 15 * level + 30: brck = Brick() x = brck.makeBrick(arr, perm) if x == 1: i += 1
def setup_bricks2(): for row in range(8): for column in range(4): brick = Brick(gs, gs.colors[row], column * (gs.brick_width + gs.marginx2) + 40, gs.marginy) bricks.add(brick) gs.marginy += gs.brick_length + 5
def setup_bricks3(): for row in range(6): for column in range(5): brick = Brick(gs, gs.colors[row], column * (gs.brick_width * 2) + 40, gs.marginy2) bricks.add(brick) gs.marginy2 += gs.brick_length * 2 gs.marginy2 = gs.marginy_holder for row in range(5): for column in range(4): brick = Brick( gs, gs.colors[row], column * (gs.brick_width * 2) + 40 + gs.brick_width, gs.marginy2 + gs.brick_length) bricks.add(brick) gs.marginy2 += gs.brick_length * 2 gs.marginy2 = gs.marginy_holder
def brick_coin(cls): '''make brick, coin''' flag = 0 for k in BRICK_LIST: POLY.print_poly(k, k.xps, k.yps) if PERSON.xpos == 18 and PERSON.ypos >= 345 and PERSON.ypos <= 347 and flag == 0: PERSON.sym = 'M' try: sound = open('smb_powerup.wav', 'r') os.system('aplay -q ./smb_powerup.wav&') except: pass BRICK_LIST.append(Brick(14, 345, '*', 3)) flag = 1 # print(PERSON.xpos,PERSON.ypos,k.xps,k.yps) if PERSON.xpos == k.xps + 4 and PERSON.ypos >= k.yps and PERSON.ypos <= k.yps + 2: if k.coin != '*' and k.coin != 0: k.coin -= 1 try: sound = open('smb_coin.wav', 'r') os.system('aplay -q ./smb_coin.wav&') except: pass Manage.coinscollect() Manage.changescore('coin') else: try: sound = open('smb_bump.wav', 'r') os.system('aplay -q ./smb_bump.wav&') except: pass if k.coin == 0: BRICK_LIST.remove(k) try: sound = open('smb_breakblock.wav', 'r') os.system('aplay -q ./smb_breakblock.wav&') except: pass Manage.changescore('brick') for k in COIN_LIST: # k.print_coin(k.x,k.y) POLY.print_poly(k, k.xps, k.yps) if PERSON.xpos == k.xps and PERSON.ypos == k.yps: try: sound = open('smb_coin.wav', 'r') os.system('aplay -q ./smb_coin.wav&') except: pass Manage.coinscollect() COIN_LIST.remove(k) Manage.changescore('coin')
def setup_bricks(): # each row will have 9 bricks for row in range(4): for column in range(0, 9): # create new brick brick = Brick(gs, gs.colors[row], column * (gs.brick_width + gs.marginx) + 12, gs.marginy) bricks.add(brick) # update y marin as next row will be placed down gs.marginy += gs.brick_length + 5
def init_game(): for y, row in enumerate(settings.field): for x, column in enumerate(row): if column == 1: settings.grass.append( Grass(settings.main_surf, settings.field_size, settings.cells_size, (x, y))) elif column == 2: settings.armor.append( Armor(settings.main_surf, settings.field_size, settings.cells_size, (x, y))) elif type(column) is list: for add_nums in column: if add_nums[0] == 0: if add_nums[1] % 2 == 0: ind = 0 else: ind = 3 else: if add_nums[1] % 2 == 0: ind = 2 else: ind = 1 settings.bricks.append( Brick(settings.main_surf, settings.field_size, settings.cells_size, (50 + settings.cells_size * x + add_nums[0] * settings.cells_size // 2, 50 + settings.cells_size * y + add_nums[1] * settings.cells_size // 4), ind)) elif column == 4: settings.fin.append( Fin(settings.main_surf, settings.field_size, settings.cells_size, (x, y))) settings.fin_pos.append([x, y]) elif column == 5: settings.spawns.append([x, y]) elif column == 6: settings.bots_spawn.append([x, y]) elif column == 7: settings.water.append( Water(settings.main_surf, settings.field_size, settings.cells_size, (x, y)))
termios.tcsetattr(fd, termios.TCSAFLUSH, oldterm) fcntl.fcntl(fd, fcntl.F_SETFL, oldflags) return c qflag = 0 level = 1 while level <= 3: t = Terminal() bx = 0 by = 0 planted = False SCORE = 0 flag = 0 arr = [[' ' for i in range(76)] for y in range(38)] wall1 = Wall() arr = wall1.buildwall(arr) # populate the array with the wall. bricks = Brick(t.cyan('/')) arr = bricks.place(arr) # populate the array with the bricks. bomber = Bomberman(t.green('B')) num = randint(3*level, 4*level) enarr = [] var = False for i in range(num): enarr.append(Enemy(t.red('E'))) # enarr is populated with all the enemies. arr = bomber.spawn(arr) # bomberman is spawned. for i in range(0, num): arr = enarr[i].randspawn(arr) # all the enemies are randomly spawned. if level == 1: lives = 3 print t.blue('SCORE :- '), SCORE, t.blue('LIVES :- '), lives, t.blue('LEVEL :- '), level, t.yellow('\t\tBOMBERMAN\n') for i in range(38): print ''.join(arr[i])
def main(): b = Wall(38,76) b.set_wall() array = b.getboard() man = BomberMan(array) enemy = Enemy() enemy.setposition(array,b) bricks = Brick(2,4) bricks.set_bricks(array) bomb = Bomb(2,4,0,False,False) flag = 0 count = 0 while True: cprint("Score is "+ str(bomb.get_score()), 'red', attrs=['bold']) cprint("Number of lives: " + str(man.getlives()),'green',attrs=['bold']) if flag == 4 : bomb.blast(array) if bomb.getdestroy() == True: cprint("YOU HAVE WON :D", 'yellow') cprint("Your final score is " + str(bomb.get_score()), 'green', attrs = ['bold']) sys.exit() if bomb.getdead() == True: man.decrementlives() if(man.getlives() != 0): man.clear_bomberman(array) man.afterdeath() man.initialise_bomberman(array) bomb.setdead(False) else: cprint("GAME OVER! :'(",'red', attrs = ['bold']) sys.exit() flag = 0 elif flag != 0: flag = flag + 1 else: pass b.print_board() b.clearblast() b.set_wall() if count == 1: count = 0 enemyx = enemy.getx() enemyy = enemy.gety() manx = man.getx() many = man.gety() if manx == enemyx and (many == enemyy + 4 or many == enemyy - 4 or many == enemyy): man.decrementlives() if (man.getlives() != 0): man.clear_bomberman(array) man.afterdeath() man.initialise_bomberman(array) else: print("GAME OVER! :'(") sys.exit() elif many == enemyy and (manx == enemyx + 2 or manx == enemyx - 2 or manx == enemyx): #to check whether the enemy is killing the bomberman or not :P man.decrementlives() if (man.getlives() != 0): man.clear_bomberman(array) man.afterdeath() man.initialise_bomberman(array) else: print("GAME OVER! :'(") sys.exit() else: pass enemy.enemy_motion(array) #bomb doing shit :/ inp = click.getchar() if inp == 'b' and flag == 0: flag = flag + 1 bomb.get_bomb_coordinates(array,man) elif inp == 'q': cprint("You have quit!",'red',attrs=['bold']) sys.exit() else: val = man.movement(array,inp) if flag != 0 and val == 1: bomb.set_bomb(array,3-flag)