예제 #1
0
파일: enemy.py 프로젝트: j-a-c/avengers
    def __init__(self, x, y, ai, level=None):
        #general stuff
        self.isFlying = False   #is the player flying?
        self.facingRight = False #player facing right?
        self.peaking = False     #is player at the peak of its jump?
        self.canMove = False
        self.canJump = False
        self.player = None
        self.ai = ai
        #shooting timer
        self.sattack_timer = 0
        #level instance - pass if enemy interacts with level
        self.level = level

        #choose AI to implement
        self.AI_implementations = { NONE:       self.AI_nothing,
                                    FLOOR:      self.AI_floor,
                                    PLATFORM:   self.AI_platform,
                                    JUMP:       self.AI_jump,
                                    HOP:        self.AI_hop,
                                    FLYVERT:    self.AI_flyvert,
                                    FLYHORIZ:   self.AI_flyhoriz,
                                    FLYSWOOP:   self.AI_flyswoop,
                                    FLYATTACK:  self.AI_flyattack,
                                    RPROJ:      self.AI_rproj,
                                    RPROJSTAND: self.AI_rprojstand,
                                    SHY:        self.AI_shy,
                                    CUSTOM:     None}

        Character.__init__(self,x,y)
예제 #2
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    def __init__(self, x, imgFile="npc_sprite.png"):
        Character.__init__(self, imgFile)

        self.images = []  # 0=idle, 1=running#1 , 2=running#2

        for i in range(3):
            image = pygame.Surface([100, 200], pygame.SRCALPHA, 32).convert_alpha()
            image.blit(self.image, (0, 0), (i*100, 0, 100, 200))
            self.images.append(image)

        self.images.append(pygame.transform.flip(self.images[0], True, False))
        self.images.append(pygame.transform.flip(self.images[1], True, False))
        self.images.append(pygame.transform.flip(self.images[2], True, False))

        self.rect = self.images[0].get_rect()
        
        self.rect.x = x
        self.home = x
        self.rect.y = screen_h - 150
        self.time = pygame.time.get_ticks()
        self.state = "idle"  # idle/moving   idle == maksmata
        self.idle_job = [0, 0]  # [job, time when to stop] jobs: 0=right, 1=left, 2=wait
        self.x_speed = 0
        self.move_to = self.home


        self.frame_counter = 0
예제 #3
0
파일: player.py 프로젝트: derrida/shmuppy
 def __init__(self, scene):
     size = (16,16)
     color = (255,0,0)
     name = "Player 1"
     speed = 2
     hp = 20
     Character.__init__(self, scene, size, color, name, speed, hp)
예제 #4
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    def __init__(self):
        Character.__init__(self)
        self.state = 'normal'
        self.health = 10
        self.wealth = 1

        self.health_max = 10
예제 #5
0
파일: enemy.py 프로젝트: j-a-c/avengers
    def __init__(self, x, y, ai, level=None):
        #general stuff
        self.isFlying = False  #is the player flying?
        self.facingRight = False  #player facing right?
        self.peaking = False  #is player at the peak of its jump?
        self.canMove = False
        self.canJump = False
        self.player = None
        self.ai = ai
        #shooting timer
        self.sattack_timer = 0
        #level instance - pass if enemy interacts with level
        self.level = level

        #choose AI to implement
        self.AI_implementations = {
            NONE: self.AI_nothing,
            FLOOR: self.AI_floor,
            PLATFORM: self.AI_platform,
            JUMP: self.AI_jump,
            HOP: self.AI_hop,
            FLYVERT: self.AI_flyvert,
            FLYHORIZ: self.AI_flyhoriz,
            FLYSWOOP: self.AI_flyswoop,
            FLYATTACK: self.AI_flyattack,
            RPROJ: self.AI_rproj,
            RPROJSTAND: self.AI_rprojstand,
            SHY: self.AI_shy,
            CUSTOM: None
        }

        Character.__init__(self, x, y)
예제 #6
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    def __init__(self):
        Character.__init__(self)

        self.lives = 10

        self.__coordinates = {}
        self.__display = []
        self.__centre = 18
        self.__ice_ball_number = 0

        for i in range(13, 24):
            self.__coordinates[i] = []

            for j in range(columns - 38, columns - 5):
                self.__coordinates[i].append(j)

        with open('boss.txt', 'r') as f:
            pic = f.readlines()

            for i in pic:
                self.__display.append(list(i))
                # print(len(list(i)))

        self.__game_over_display = []

        with open('win.txt', 'r') as f:
            pic = f.readlines()

            for i in pic:
                # print(i)
                self.__game_over_display.append(list(i))
예제 #7
0
 def __init__(self, identifier, image, name, max_health, defense, accuracy,
              agility, attack, speed, is_dead, position, item, starting_xp,
              death_xp):
     Character.__init__(self, identifier, image, name, max_health, defense,
                        accuracy, agility, attack, speed, is_dead, position,
                        item, starting_xp, death_xp)
     pygame.sprite.Sprite.__init__(self)
예제 #8
0
 def __init__(self, name, health, strength, weapon, armor):
     Character.__init__(self)
     self.name = name
     self.health = health
     self.strength = strength
     self.weapon = weapon
     self.armor = armor
예제 #9
0
    def __init__(self):
        Character.__init__(self)
        Keylistener.__init__(self)
        
        #TODO: These values are just for testing. 
        self.rect.x = 320
        self.rect.y = 320
        #
        
        self.walk_speed = 256;
        
        self.key_inputs = {'up': False, 
                           'right': False,
                           'down': False, 
                           'left': False,  
                           'atk': False}
        
        self.knife = weapons.Knife()
        
        self.lock_face = False
        self.swinging = False
        self.holding = False
        self.invulnerable = False
    
        self.anim_timer = 0
        self.hit_invuln_duration = 1024
        self.invuln_flash_frequency = 32

        self.take_damage_listeners = []
예제 #10
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 def __init__(self, i, j, name, floor):
     Character.__init__(self, i, j, name, floor)
     values = ele_lib.LIB[name]
     self._attack = values.attack
     self._defense = values.defense
     self._hp = values.hp
     self._gold = values.gold
예제 #11
0
	def __init__(self, world_map, path, shoottime):
		Character.__init__(self, world_map, world_map.group, world_map.enemies_group)
		self.path = path
		self.x = 0
		self.y = 0
		self.shoottime = shoottime
		self.frame_counter = 0
예제 #12
0
    def __init__(self,lives=None):
        Character.__init__(self,'Din',lives)
        self.__shield_active = 1
        self.__shield_tl = 2 # Shield time left after shield started
        self.__shield_ta = 0 # Time since spawn/last time shield used if shield_ta>
        # Sprite details
        self.__sprite = ["","","","",""]
        self.__sprite[0] = '           T"-.,_             \n           l:    ~{--._       \n          I:    .`     "c     \n .--.     l    /.-~"-.  |     \nY /~("-, I___ )Y .--r_Y |     \n\\_ "./~_~]__=~"j \\__L__[|     \n \\~" \\T T.__~<--r.__./  |___  \n  {--}]_L_,.) )( ( /\\___lc--\' \n Y /~("___\\ /^--^-`   \'--`    \n \\` " / \\7~"                  \n  [--]\\\\ \\\\                   \n  L :| Xo >\\                  \n /o |`  \\  \\\\                 \n [  I    \\ .\\\\                \n | :l     \\]/ \\               \n I_|`       \\\\.Y              \n]: L         Z_I              \nl]n[        7-."\\             \n\\\\ I         \\ \\ Y            \n \\"]\\         \\ ]|            \n  \\.\\\\         \\:L            \n   \\ \\\\  _      7_[           \n    \\_K^"_"=-,  _             \n    ].-"~ "~-.[] [            '
        self.__sprite[1] = '           T"-.,_             \n           l:    ~{--._       \n          I:    .`     "c     \n .--.     l    /.-~"-.  |     \nY /~("-, I___ )Y .--r_Y |     \n\\_ "./~_~]__=~"j \\__L__[|     \n \\~" \\T T.__~<--r.__./  |___  \n  {--}]_L_,.) )( ( /\\___lc--\' \n Y /~("___\\ /^--^-`   \'--`    \n \\` " / \\7~"                  \n  [--]\\\\ \\\\                   \n  L :|:|                      \n /o |` |`                     \n [  I   I                     \n | :l  :l                     \n  I_|` |`                     \n]: L  : L                     \nl]n[   n[                     \n\\\\ I \\\\ I                     \n \\"]\\ "]\\                     \n  \\.\\\\ \\\\                     \n   \\ \\\\ \\_                    \n    \\_K^"_"=-,  _  _          \n    ].-"~ "~-.[] [] [         '
        self.__sprite[2] = '           T"-.,_             \n           l:    ~{--._       \n          I:    .`     "c     \n .--.     l    \\.-~"-.  |     \nY \\~("-, I___ )Y .--r_Y |     \n/_ ".\\~_~]__=~"j /__L__[|     \n /~" /T T.__~<--r.__.\\  |___  \n  {--}]_L_,.) )( ( \\/___lc--\' \n Y \\~("___/ \\^--^-`   \'--`    \n /` " \\ /7~"                  \n  // //[--]                   \n   Xo >/ :|                   \n   /  //o |`                  \n    / .// I                   \n     /]\\ /l                   \n      //.Y                    \n        Z_I                   \n        |l7-."/               \n        |/ / / Y              \n        /  / ]|    _          \n        |/.//:L/_K^"_"=-,  _  \n        |_   ].-"~ "~-.[] [   \n        /_K^"_"=-,  _         \n        ].-"~ "~-.[] [        '
        self.__sprite[3] = '           T"-.,_             \n           l:    ~{--._       \n          I:    .`     "c     \n .--.     l    /.-~"-.  |     \nY /~("-, I___ )Y .--r_Y |     \n\\_ "./~_~]__=~"j \\__L__[|     \n \\~" \\T T.__~<--r.__./  |___  \n  {--}]_L_,.) )( ( /\\___lc--\' \n Y /~("___\\ /^--^-`   \'--`    \n \\` " / \\7~"                  \n  [--]\\\\ \\\\                   \n  L :|:|                      \n /o |` |`                     \n [  I   I                     \n | :l  :l                     \n  I_|` |`                     \n]: L  : L                     \nl]n[   n[                     \n\\\\ I \\\\ I                     \n \\"]\\ "]\\                     \n  \\.\\\\ \\\\                     \n   \\ \\\\ \\_                    \n    \\_K^"_"=-,  _  _          \n    ].-"~ "~-.[] [] [         '
        self.__sprite_width = max([ len(x) for x in self.__sprite[0].split('\n')])
        self.__sprite_height = len(self.__sprite[0].split('\n'))
        self.__sprite[4] = [ [  ' ' for j in range(self.__sprite_width) ] for i in range(self.__sprite_height)]
        temp = [ '' for i in range(self.__sprite_height)]
        for i in range(len(self.__sprite[4])):
            temp[i] = ''.join(self.__sprite[4][i])
        self.__sprite[4] = '\n'.join(temp)
        
        self.__acc = -9.8
        self.__xacc = 0
        self.__xvel = 0
        self.__ground = 10
        self.__ceil = 70
        self.__ypos = self.__ground+self.__sprite_height
        self.__xpos = self._xpos # Inheritance
        self.__update_time = 0.1
        self.__current_sprite = 0
        self.__vel = 0
        self.__end = 0
        self.__score = 0

        self.__prev = (self.__xpos,self.__ypos)
    def __init__(self, x, y, Vx, Vy, properties=('slime', -1, -1)):
        # Properties should be a tuple of the form (STRING mobName, INT leftLimit,
        # INT rightLimit) where leftLimit and rightLimit can be -1 to remove the limit
        self.mobType = properties[0]
        self.limit = [properties[1], properties[2]]

        # Call base class implementation
        Character.__init__(self, x, y, Vx, Vy)

        # Load images
        self.slimeDL = pygame.image.load(
            'enemies\\slime\\slimeGreen_squashed.png').convert_alpha()
        self.slimeDR = pygame.image.load(
            'enemies\\slime\\slimeGreen_squashedR.png').convert_alpha()
        self.slimeL = pygame.image.load(
            'enemies\\slime\\slimeGreen_walk.png').convert_alpha()
        self.slimeR = pygame.image.load(
            'enemies\\slime\\slimeGreen_walkR.png').convert_alpha()
        self.flyDL = pygame.image.load(
            'enemies\\fly\\fly_dead.png').convert_alpha()
        self.flyDR = pygame.image.load(
            'enemies\\fly\\fly_dead_r.png').convert_alpha()
        self.flyL = pygame.image.load(
            'enemies\\fly\\fly_fly.png').convert_alpha()
        self.flyR = pygame.image.load(
            'enemies\\fly\\fly_fly_r.png').convert_alpha()
        self.fishDL = pygame.image.load(
            'enemies\\other\\fishDead.png').convert_alpha()
        self.fishDR = pygame.image.load(
            'enemies\\other\\fishDead_r.png').convert_alpha()
        self.fishL1 = pygame.image.load(
            'enemies\\other\\fishSwim1.png').convert_alpha()
        self.fishL2 = pygame.image.load(
            'enemies\\other\\fishSwim2.png').convert_alpha()
        self.fishR1 = pygame.image.load(
            'enemies\\other\\fishSwim1R.png').convert_alpha()
        self.fishR2 = pygame.image.load(
            'enemies\\other\\fishSwim2R.png').convert_alpha()
        self.snailL1 = pygame.image.load(
            'enemies\\other\\snailWalk1.png').convert_alpha()
        self.snailL2 = pygame.image.load(
            'enemies\\other\\snailWalk2.png').convert_alpha()
        self.snailR1 = pygame.image.load(
            'enemies\\other\\snailWalk1R.png').convert_alpha()
        self.snailR2 = pygame.image.load(
            'enemies\\other\\snailWalk2R.png').convert_alpha()
        self.snailDL = pygame.image.load(
            'enemies\\other\\snailShell.png').convert_alpha()
        self.snailDR = pygame.image.load(
            'enemies\\other\\snailShellR.png').convert_alpha()

        # Other control variables
        self.originalHeight = y
        self.alive = True
        self.health = 1
        self.gravity = 1
        self.runSpeed = abs(self.Vx)
        self.currentStep = 0
        self.takenAction = False
예제 #14
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 def __init__(self, position):
     Character.__init__(self, 15, 2, 3, 4, {
         "ataque magico": 3,
         "golpe": 2,
         "patada": 1
     })
     self.position = Point(position.x, position.y + 1)
     Renderable.__init__(self, deepcopy(WIZARD_IMAGE), self.position)
예제 #15
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    def __init__(self):
        Character.__init__(self, 'Vampire', 50)
        # Attacks
        self.attacks.append(ATTACKS['Bite'])

        # Weaknesses
        self.weakness.append(ATTACKS['Stake'])
        self.weakness.append(ATTACKS['Fire'])
예제 #16
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 def __init__(self, health, mana, damage, mana_cost):
     Character.__init__(
         self,
         health=health,
         mana=mana
     )
     self.damage = damage
     self.mana_cost = mana_cost
예제 #17
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 def __init__(self, name="Scary Monster", other=None):
     """ Initialize an enemy. Level is based on player's level. """
     Character.__init__(self, name)
     self.level = self.init_level(other)
     self.exp_reward = self.init_exp_reward()
     self.max_health = self.init_health()
     self.current_health = self.max_health
     self.damage = self.init_damage()
예제 #18
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	def __init__(self, x, y):

		self.health = Survivor.START_HEALTH
		self.current = 0 # 0 -> pistol, 1 -> shotgun, 2 -> automatic
		self.direction = Direction.WEST
		self.img = pygame.image.load('images/survivor/survivor_w.png')

		Character.__init__(self, x, y)
예제 #19
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    def __init__(self):
        Character.__init__(self, 'Werewolf', 150)
        # Attacks
        self.attacks.append(ATTACKS['Bite'])
        self.attacks.append(ATTACKS['Tear'])

        # Weaknesses
        self.weakness.append(ATTACKS['Fire'])
예제 #20
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    def __init__(self, x, y):

        self.direction = Direction.WEST
        self.health = Zombie.START_HEALTH
        self.img = Zombie.ORIGINAL_ZOMBIE_IMAGE

        Character.__init__(self, x, y)
        Zombie.list_.append(self)
예제 #21
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 def __init__(self, position):
     Character.__init__(self, 10, 2, 3, 5, {
         "flecha": 3,
         "golpe": 2,
         "patada": 1
     })
     self.position = Point(position.x, position.y + 1)
     Renderable.__init__(self, deepcopy(ARCHER_IMAGE), self.position)
예제 #22
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 def __init__(self, world, image):
     Character.__init__(self, world, 100, 100, 32, 32)
     self.world = world
     self.display_text = ""
     self.image = image
     self.text = pygame.font.SysFont("None",
                                     20).render("hello there", True,
                                                common.red)
예제 #23
0
파일: linder.py 프로젝트: bpittman/pydnd
    def __init__(self):
        Character.__init__(self)
        self.setAbilities(str=13, con=12, dex=24, int=11, wis=15, cha=22)

        self.setSkills(
            acrobatics=True, athletics=True, bluff=True, perception=True, stealth=True, streetwise=True, thievery=True
        )

        # racial bonuses
        self.skill["diplomacy"].miscBonus = 2
        self.skill["insight"].miscBonus = 2

        # Devastating Critical feat
        self.extraCrit = "1d10"

        # jet black stone bonus
        self.skill["stealth"].miscBonus = 4

        self.proficiency["dagger"] = 3 + 1  # proficient + rogue class bonus
        self.proficiency["handCrossbow"] = 2
        self.setLvl(17)

        # at-wills
        self.setPower(slyFlourish=SlyFlourish(), acrobaticStrike=AcrobaticStrike())

        # encounters
        self.setPower(
            shadowJaunt=ShadowJaunt(),
            fadingStrike=FadingStrike(),
            jumpingBladeAssault=JumpingBladeAssault(),
            escapeArtistsGambit=EscapeArtistsGambit(),
            cleverMove=CleverMove(),
            sneakInTheAttack=SneakInTheAttack(),
            rockyIVPunch=RockyIVPunch(),
            criticalOpportunity=CriticalOpportunity(),
            tumblingDodge=TumblingDodge(),
            combatTumbleset=CombatTumbleset(),
            tornadoStrike=TornadoStrike(),
            oathOfEnmity=OathOfEnmity(),
        )

        # dailies
        self.setPower(
            slayingStrike=SlayingStrike(),
            aerialAssault=AerialAssault(),
            trickStrike=TrickStrike(),
            badIdeaFriend=BadIdeaFriend(),
        )

        self.setWeapon(
            misericorde=Misericorde(),
            poisonedCrossbow=PoisonedCrossbow(),
            cloakedDagger=CloakedDagger(),
            unarmed=Unarmed(),
        )

        self.setEquip(main="misericorde")
예제 #24
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 def __init__(self, health, mana, damage):
     Character.__init__(
         self,
         health=health,
         mana=mana,
         weapon=None,
         spell=None
     )
     self.damage = damage
    def __init__(self, x, y, Vx=0, Vy=0, whichChar=1):
        Character.__init__(self, x, y, Vx, Vy, whichChar)

        # HUD images
        self.whichChar = whichChar
        self.heartEmpty = pygame.image.load(
            'hud' + os.sep + 'hud_heartEmpty.png').convert_alpha()
        self.heartHalf = pygame.image.load(
            'hud' + os.sep + 'hud_heartHalf.png').convert_alpha()
        self.heartFull = pygame.image.load(
            'hud' + os.sep + 'hud_heartFull.png').convert_alpha()
        self.heartWidth = pygame.Surface.get_width(self.heartFull)
        self.heartHeight = pygame.Surface.get_height(self.heartFull)
        self.coin = pygame.image.load('hud' + os.sep +
                                      'hud_coins.png').convert_alpha()
        self.coinWidth = pygame.Surface.get_width(self.coin)
        self.coinsMultiplier = pygame.image.load('hud' + os.sep +
                                                 'hud_x.png').convert_alpha()
        self.hudNumber = []
        for i in range(0, 10):
            numberImage = pygame.image.load('hud' + os.sep + 'hud_' + str(i) +
                                            '.png').convert_alpha()
            self.hudNumber.append(numberImage)
        self.hudTextWidth = pygame.Surface.get_width(self.hudNumber[0])
        self.playerCoins = []
        for i in range(0, 3):
            playerCoinImage = pygame.image.load('hud' + os.sep + 'hud_p' +
                                                str(self.whichChar) +
                                                '.png').convert_alpha()
            self.playerCoins.append(playerCoinImage)
        self.key = pygame.image.load('hud' + os.sep +
                                     'hud_keyBlue.png').convert_alpha()
        self.noKey = pygame.image.load(
            'hud' + os.sep + 'hud_keyBlue_disabled.png').convert_alpha()

        # HUD variables
        self.spacing = 10
        self.coins = 0
        self.playerCoinCoords = (self.spacing, self.spacing)
        self.healthStart = (pygame.Surface.get_width(self.playerCoins[0]) +
                            2 * self.spacing, 10)
        self.healthInterval = self.spacing + self.heartWidth

        # Other variables
        if whichChar == 1:
            self.jumpSpeed = 35
            self.runSpeed = 8.5
            self.lives = 9
        else:
            self.jumpSpeed = 36
            self.runSpeed = 9.0
            self.lives = 4
        self.worldShiftCoefficient = 1.5
        self.cpuControlled = False
        self.longestPlatform = None
        self.respawnPoint = None
        self.keys = pygame.key.get_pressed()  # Keyboard key state
예제 #26
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 def __init__(self, name, title, health, mana, regeneration_rate):
     Character.__init__(
         self,
         health=health,
         mana=mana,
     )
     self.name = name
     self.title = title
     self.regeneration_rate = regeneration_rate
예제 #27
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 def __init__(self, settings, screen, grid_pts):
     Character.__init__(self, settings, screen, grid_pts)
     self.settings = settings
     self.name = "fruit"
     self.set_start_position()
     self.lifespan = 5
     self.timer = 0
     self.destroy = False
     self.points = 100
     self.image = self.settings.get_image(8, 2, 32, 32)
예제 #28
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   def load(name, center=None, walkDelay=settings.fps):
      jsonData = load_character_data(name)

      self = DumbBattleNPC()

      Character.__init__(self, center, jsonData['spritename'])
      DumbNPC.__init__(self, walkDelay)
      BattleCharacter.__init__(self, jsonData)

      return self
예제 #29
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 def __init__(self):
     Character.__init__(self)
     self.image = load_image(MOB, True)
     self.rect = self.image.get_rect()
     self.rect.x = random.randrange(-200, SCREEN_WIDTH + 200)
     self.rect.y = random.randrange(-100, -40)
     self.pos = vec(self.rect.x, self.rect.y)
     self.radius = 18
     self.speed = vec(0, random.randrange(1, 4))
     self.damage = 25
예제 #30
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 def __init__(self):
     Character.__init__(self)
     self.pos = rect.Pos(0.5, 0.5)  # Multiplied by screen width.
     self.radius = 0.02  # Multiplied by screen width.
     self.velocity = 0.15  # Screen widths per second.
     self.running_time = None
     self.hand_offset = rect.Pos(0.6, 0.41)  # Multiplied by the radius.
     self.gun = pistol.Pistol()
     self.max_health = 100
     self.health = self.max_health
예제 #31
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파일: priest.py 프로젝트: Jamakazie/dnd
	def __init__(self, level, race, name='no name'):
		Character.__init__(self,level, race, name)
		self.cclass = "Priest"
		self.stats()
		self.hp(8)
		self.base_attack_bonus(.75)
		self.base_saves()
		self.equipment()
		self.skills()
		self.totaltohit = int((max(self.stats.strength, self.stats.dexterity) - 10 ) / 2) + int(self.level * .75)
예제 #32
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파일: rogue.py 프로젝트: Jamakazie/dnd
	def __init__(self, level, race, name='no name'):
		Character.__init__(self,level, race, name)
		self.cclass = "Rogue"
		self.stats()
		self.base_attack_bonus(.75)
		self.hp(6)
		self.base_saves()
		self.equipment()
		self.skills()
		self.totaltohit = int(self.stats.dexterity) + int(.75 * self.level)
예제 #33
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파일: mage.py 프로젝트: Jamakazie/dnd
	def __init__(self, level, race, name='no name'):
		Character.__init__(self,level, race, name)
		self.cclass = "Mage"
		self.stats()
		self.hp(4)
		self.base_attack_bonus(.5)
		self.base_saves()
		self.equipment()
		self.skills()
		self.totaltohit = self.base_attack_bonus
예제 #34
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    def __init__(self, name):
        Character.__init__(self, name, 100)

        # Player starts with these attacks
        self.attacks.append(ATTACKS['Sword'])
        self.attacks.append(ATTACKS['Fire'])
        self.attacks.append(ATTACKS['Stake'])

        # Only the player has strength and magick
        self.strength = 100
        self.magick = 100
예제 #35
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    def __init__(self):
        Character.__init__(self, 'Zombie', 50)
        # Attacks
        self.attacks.append(ATTACKS['Bite'])
        self.attacks.append(ATTACKS['Tear'])
        self.attacks.append(ATTACKS['Moan'])
        self.attacks.append(ATTACKS['Bludgeon'])

        # Weaknesses
        self.weakness.append(ATTACKS['Sword'])
        self.weakness.append(ATTACKS['Fire'])
예제 #36
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파일: fighter.py 프로젝트: Jamakazie/dnd
	def __init__(self, level, race, name='no name'):
		Character.__init__(self,level, race, name)
		self.cclass = "Fighter"
		self.stats()
		self.hp(10)
		self.base_attack_bonus(1.0)
		self.base_saves()
		self.skills()
		self.ac = 10 + int((self.stats.dexterity - 10) / 2 )
		self.equipment()
		self.totaltohit += int(1.0 * self.level) + int((self.stats.strength - 10) / 2)
예제 #37
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    def __init__(self, x, y, images, direction='Left'):
        Character.__init__(self, x, y, direction)
        self.score = Pacman.no_score
        self.life_score = Pacman.no_score
        self.lives = Pacman.three_lives
        self.level = Pacman.level_one

        self.last_direction, self.next_direction = 'Left', None
        self.is_respawning = False
        self.direction_image(images)

        self.invulnerable_ticks = Pacman.ticks
예제 #38
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 def __init__(self, name, title, health, mana, mana_regeneration_rate):
     Character.__init__(
         self,
         health=health,
         mana=mana,
         weapon=None,
         spell=None
     )
     self.name = name
     self.title = title
     self.mana_regeneration_rate = mana_regeneration_rate
     self.checkpoint_position = (0, 0)
     print("You created a new hero", self)
예제 #39
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 def __init__(self, image_path, node, speed, mediator):
     Character.__init__(self, mediator)
     self.size = (25, 25)
     image_aux = pygame.image.load(image_path)
     image_aux = pygame.transform.scale(image_aux, self.size)
     self.image = image_aux
     self.rect = self.image.get_rect()
     start_position_x = node[0] * mediator.game_screen.pxl_x + 1
     start_position_y = node[1] * mediator.game_screen.pxl_y + 1
     self.start_position = (start_position_x, start_position_y)
     self.rect.x = start_position_x
     self.rect.y = start_position_y
     self.speed = speed
예제 #40
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    def __init__(self, x, y):

        # set the image and direction for the rotation/initial
        self.direction = 'e'
        self.img = Zombie.survivor_img[randint(0, 2)]
        self.original_img = self.img
        self.speed = 4

        # set the currently heath when create a new zombie
        self.health = Zombie.health

        # create the character, and position, from inheritante
        Character.__init__(self, x, y)
        Zombie.List.append(self)
예제 #41
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    def __init__(self, position):
        """Initialize player by extending class Character, adding an inventory.

        :param position: Player position
        """

        Character.__init__(self, position)
        self.inventory = pygame.sprite.Group()
        self.image = pygame.image.load("sprites/mcgyver.png")
        self.rect = self.image.get_rect()
        self.x_pos = position[1] * 32
        self.y_pos = position[0] * 32
        # Speed at which player moves.
        self.speed = 3
예제 #42
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파일: gravis.py 프로젝트: bpittman/pydnd
   def __init__(self):
      Character.__init__(self)
      self.setAbilities(str=12, con=10, dex=10, int=12, wis=18, cha=17)

      self.setSkills(heal=True, insight=True, arcana=True, history=True,
                     religion=True)

      #background trait
      self.skill['insight'].miscBonus = 2

      #combat medic feat bonus
      self.skill['heal'].miscBonus = 2

      #armor penalties
      self.skill['acrobatics'].miscBonus = -1
      self.skill['athletics'].miscBonus = -1
      self.skill['endurance'].miscBonus = -1
      self.skill['stealth'].miscBonus = -1
      self.skill['thievery'].miscBonus = -1

      #proficiencies (only bothering with relevant ones)
      self.proficiency['staff'] = 2
      self.proficiency['mace'] = 2
      self.proficiency['implement'] = 1 #implement expertise feat
      self.setLvl(5)

      #at-wills
      self.setPower(lanceOfFaith=LanceOfFaith(),
                    sacredFlame=SacredFlame(),
                    astralSeal=AstralSeal())

      #encounters
      self.setPower(shieldBearer=ShieldBearer(),
                    channelDivinityTurnUndead=ChannelDivinityTurnUndead(),
                    channelDivinityDivineFortune=ChannelDivinityDivineFortune(),
                    healingWord=HealingWord(),
                    hymnOfResurgence=HymnOfResurgence(),
                    radiantSmite=RadiantSmite())

      #dailies
      self.setPower(astralCondemnation=AstralCondemnation(),
                    shieldOfFaith=ShieldOfFaith(),
                    spiritualWeapon=SpiritualWeapon())

      self.setWeapon(mace=Mace(),
                     orbOfLight=OrbOfLight())

      self.setEquip(main='mace',
                    implement='orbOfLight')
예제 #43
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    def __init__(self, lives, mediator):
        Character.__init__(self, mediator)
        self.size = (int(mediator.game_screen.pxl_x - 1),
                     int(mediator.game_screen.pxl_y))

        for i in range(1, 4):
            image_aux = pygame.image.load('images/Walk(' + str(i) + ').png')
            image_aux = pygame.transform.scale(image_aux, self.size)
            self.images.append(image_aux)
            self.image = self.images[0]
            self.rect = self.image.get_rect()

        self.rect.x = int(self.mediator.game_screen.pxl_x) + 1
        self.rect.y = int(self.mediator.game_screen.pxl_y) + 1
        self.lives = lives
예제 #44
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    def __init__(self, x, y, enemy_type, images, direction=None):
        ''' Initializes an Enemy class that inherits from the Character Class. The enemy class
            is one of the two classes that has movement involved, and different attributes to
            represent the state. The enemy_type is given by argument, and there are 4 different enemy
            types because each enemy is unique. '''
        Character.__init__(self, x, y, direction)
        self.enemy_type = enemy_type
        self.invulnerable = True
        self.slowed_down = False
        self.determine_image(enemy_type, images)
        self.pickup_memory = None

        if enemy_type == Enemy.inky or enemy_type == Enemy.clyde:  # Only Inky and Clyde require these Attributes
            self.movement_turns = 15
            self.last_choice = None
예제 #45
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    def __init__(self, x_coord, imgFile):
        Character.__init__(self, imgFile)
        self.rect.x = x_coord
        self.speed = 5
        self.move_direction = 0
        self.health = 100
        self.gold = 0
        self.level = 1

        self.images = []  # 0=idle, 1=running#1 , 2=running#2

        for i in range(3):
            image = pygame.Surface([100, 200], pygame.SRCALPHA, 32).convert_alpha()
            image.blit(self.image, (0, 0), (i*100, 0, 100, 200))
            self.images.append(image)

        self.images.append(pygame.transform.flip(self.images[0], True, False))
        self.images.append(pygame.transform.flip(self.images[1], True, False))
        self.images.append(pygame.transform.flip(self.images[2], True, False))

        self.flipped_img = pygame.transform.flip(self.image, True, False)

        self.max_stamina = 6
        self.stamina = self.max_stamina
        self.sprint = False
        self.sprint_capable = True

        self.show_instructions = 0
        self.menu = []

        self.whole_menu = {
            1: ('NPC', {
                1: ('Get Money', ''),
                2: ('Pay to work for you', '')
            }),
            2: ('Build', {
                1: ('Bank', 'structure_list.append(bank.bank(self.rect.x + Camera.current_screen_x_pos))'),
                2: ('Farm', 'structure_list.append(farm.Farm(self.rect.x + Camera.current_screen_x_pos))'),
                3: ('Stonewall', 'structure_list.append(stonewall.stonewall(self.rect.x + Camera.current_screen_x_pos))'),
                4: ('Townhall', 'structure_list.append(townhall.townhall(self.rect.x + Camera.current_screen_x_pos))'),
            }),
            3: ('Upgrade', {})
        }

        self.frame_counter = 0
예제 #46
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    def __init__(self, x, imgFile="archer_sprite.png"):
        Character.__init__(self, imgFile=imgFile)

        self.images = []  # 0=idle, 1=running#1 , 2=running#2

        for i in range(3):
            image = pygame.Surface([100, 200], pygame.SRCALPHA, 32).convert_alpha()
            image.blit(self.image, (0, 0), (i*100, 0, 100, 200))
            self.images.append(image)

        self.images.append(pygame.transform.flip(self.images[0], True, False))
        self.images.append(pygame.transform.flip(self.images[1], True, False))
        self.images.append(pygame.transform.flip(self.images[2], True, False))

        self.rect = self.images[0].get_rect()

        self.arrowspeed = 0
        
        self.image_dir = "right"
        self.rect.x = x
        self.rect.y = 450
        self.idle_job = [0, 0] #[job, time when to stop] jobs: 0=right, 1=left, 2=wait
예제 #47
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    def __init__(self, b2World, eventMgr, pos):
        Character.__init__(self)
        
        self.em = eventMgr
        eventMgr.register(self)
        
        self.keys = [False] * 5
        self.pickups = []
        self.pickups.append(Pickup("no_hurry", 200))
        
        self.animation_frames = map(pygame.image.load, ["media/nja2_lf1.png", "media/nja2_lf2.png", "media/nja2_rt1.png", "media/nja2_rt2.png", "media/nja2_fr1.png"])
        self.frame_count = 2
        self.image = self.animation_frames[0]
        self.animation_step = 0
        self.frame_interval = 10
        self.frame = 0
        self.font = pygame.font.Font(None, 20)
        
        self.going_left = False
        self.going_right = False
        self.upsidedown = False
        self.midair = True        
        self.can_double_jump = True
        self.time_since_jump = 0
        
        self.rect = self.image.get_rect()
        self.rect.topleft = pos
        self.rect.width = 32
        self.rect.height = 32

        self.xspeed = 400
        self.jumping_power = 200
        self.default_jumping_power = 200

        self.score = 0.0
        self.max_height = 0
        self.trampoline_height = 250

        self.createBody(b2World, self.rect.width, self.rect.height )
예제 #48
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	def __init__(self, world_map, energy, side):
		self.side = side
		self.energy = energy
		Character.__init__(self, world_map, world_map.group, world_map.enemies_group)
예제 #49
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	def __init__(self, world_map, number, frames):
		self.spikes = [None]*number
		self.frame_count = 0
		self.frames = frames
		self.number = number
		Character.__init__(self, world_map, world_map.group)
예제 #50
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 def __init__(self, league, name, health, brawl, shoot, dodge, might, finesse, cunning, *abilities):
     Character.__init__(self, league, name, health, brawl, shoot, dodge, might, finesse, cunning, abilities)
예제 #51
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 def __init__(self, life_points, enemy_counter):
     Character.__init__(self, "Skeleton", life_points, enemy_counter)
예제 #52
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 def __init__(self, world_map):
     Character.__init__(self, world_map, world_map.group, world_map.special_items_group)
예제 #53
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 def __init__(self, weapons = None):
     for weapon in weapons:
         weapon.owner = self
     Character.__init__(self, "Ray", STR = 12, DEX = 9, SOR = 6, weapons = weapons)
     return
예제 #54
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파일: player.py 프로젝트: j-a-c/avengers
 def __init__(self,x,y,level):
     Character.__init__(self,x,y)
     self.facingRight = True
     self.level = level
예제 #55
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 def __init__(self):
     Character.__init__(self)
     self.image = pygame.image.load("media/character.png")
     self.rect = self.image.get_rect()
예제 #56
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파일: enemy.py 프로젝트: derrida/shmuppy
 def __init__(self, scene, size, color, name, speed, hp):
     Character.__init__(self, scene, size, color, name, speed, hp)
     self.rect.move_ip([ size[0] * randint(0, self.scene.room.num_tiles[0]),
         size[1] * randint(0, self.scene.room.num_tiles[1]) ])
예제 #57
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 def __init__(self, lifePoints, attackPoints, enemy_counter):
     Character.__init__(self, "Warrior", lifePoints, attackPoints)
     self.enemy_counter = enemy_counter
예제 #58
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파일: npc.py 프로젝트: ajventer/mirthless
 def __init__(self, data, level=1):
     Character.__init__(self, data)
     #Scale up the NPC to match the player level
     self.put('combat/level-hitdice', level)
     self.roll_hit_dice()
     self.weapons
예제 #59
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파일: tman.py 프로젝트: ceronman/twsitemall
	def __init__(self, world_map, *groups):
		Character.__init__(self, world_map, *groups)
예제 #60
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 def __init__(self, *args, **kwargs):
      Character.__init__(self, *args, **kwargs)