def __init__(self, x, y, color): super(Actor, self).__init__('img/ball.png', color=color) pos = eu.Vector2(x, y) self.position = pos self.cshape = cm.CircleShape(pos, self.width / 2) self.speed = 200
def __init__(self): self.acts = [ get_ani('stand'), get_ani('jmp'), get_ani('atk'), get_ani('jatk') ] self.acts += [get_ani('walk')] super(Ziji, self).__init__(self.acts[0][0], position=(400, 300)) self.type, self.friend = 0, 0 self.ori = self.image self.speed, self.direction = 300, 1 self.ldrt = 1 self.dx, self.dy = 0, 0 self.schedule(self.run) self.cshape = cm.CircleShape(eu.Vector2(self.x, self.y), self.width // 2) self.atking, self.jmping, self.magicing = 0, 0, 0 self.status, self.pt, self.next_sta = 0, 0, 0 self.cds = [0] * 10 self.magic = [0, 0] self.magic[0] = ['saj'] self.magic[1] = ['sdj'] for j in xrange(2): for i in xrange(len(self.magic[j])): self.magic[j][i] = map(lambda x: ord(x), list(self.magic[j][i]))
def __init__(self): super().__init__('sprites/shipspace.png') self.scale = 0.2 self.position = 100, 100 self.velocity = (300, 300) self.cshape = cm.CircleShape(eu.Vector2(*self.position), self.width) self.do(Repeat(MoveTo((900, 400), 2) + MoveTo((900, 700), 2) + MoveTo((900, 100), 1) + RotateBy(360, 1)))
def __init__(self, image, x, y): super(Actor, self).__init__(image) pos = eu.Vector2(x, y) self.position = pos # the cshape will be a private property # with a special getter self._cshape = cm.CircleShape(pos, self.width * 0.5)
def update(self, game): if self.position[1] < 0: game.loosePoint() self.reset() center_x, center_y = self.position self.cshape = cm.CircleShape(eu.Vector2(center_x, center_y), 32)
def set_hitbox(self): if self.hitbox_type == 'CircleShape': self.cshape = cm.CircleShape(eu.Vector2(self.x, self.y), self.hitbox_size) elif self.hitbox_type == 'RectShape': pass
def __init__(self, x, y, color): super(Actor, self).__init__( 'ball.png', color=color ) #Sprite uses this image and color can be defined later #try saving a different png and using it here instead. self.position = pos = eu.Vector2(x, y) #Sets the x,y position self.cshape = cm.CircleShape(pos, self.width / 2)
def __init__(self, x, y): super(Lama, self).__init__( pyglet.image.load_animation("assets/img/lama_jump.gif")) self.position = pos = eu.Vector2(x, y) self.cshape = cm.CircleShape(pos, self.width / 2 - 10) self.speed = 1.0 self.strength = 1.0
def __init__(self, x, y, model): super(PingPong, self).__init__('SoccerBall.png', scale=.4) self.model = model self.postion = x, y center = eu.Vector2(x, y) self.cshape = cm.CircleShape(center, self.width/2) self.init()
def __init__(self, image, position): super(Asteroid, self).__init__(image) self.image = image self.position = position self.velocity = (0, 0) self.cshape = cm.CircleShape(eu.Vector2(self.position), 16) self.type = 'asteroid'
def __init__(self, position, hotkey): super(HotkeyLabel, self).__init__(hotkey.imageOutline) self.hotkeyPos = hotkey.position self.scale = 0.7 self.position = euclid.Vector2(float(position[0]), float(position[1])) self.cshape = collision_model.CircleShape( euclid.Vector2(x=self.position[0], y=self.position[1]), 14)
def __init__(self, x, y, color): super(Actor, self).__init__('img/ball.png', color=color) pos = eu.Vector2(x, y) self.position = pos self.cshape = cm.CircleShape(pos, self.width / 2) # player moves at 100 pixels per second # the pickups don't move at all self.speed = 100
def __init__(self, img, position=(0, 0), scale=1, rotation=0): super(Actor, self).__init__(img, position, scale=scale, rotation=rotation) self.cshape = cm.CircleShape(self.position, self.width * 0.5) self.cshape.center = eu.Vector2(self.position[0], self.position[1]) self.isDead = False
def __init__(self, cx, cy, radius, btype, img, vel=None): super(Player, self).__init__(img) self.scale = (radius * 1.05) * scale_x / (self.image.width / 2.0) self.btype = btype self.cshape = colmod.CircleShape(euc.Vector2(cx, cy), radius) self.update_center(self.cshape.center) if vel is None: vel = euc.Vector2(0.0, 0.0) self.vel = vel
def create_sprite(self, file_name, size): self.sprite = cocos.sprite.Sprite(file_name) self.sprite.position = self.pos.vec self.sprite.scale = size self.sprite.rotation = self.rot self.radius = (self.sprite.height + self.sprite.width) / 4 self.cshape = cm.CircleShape(eu.Vector2(self.pos.x, self.pos.y), self.radius)
def __init__(self, x_pos: float, y_pos: float): """La comida de Quetzalcoatl debe aparecer en una posición aleatoria dentro del escenario. Args: x_pos (float): posición inicial del objeto sobre el escenario en el eje horizontal. y_pos (float): posición inicial del objeto sobre el escenario en el eje vertical. """ super().__init__(image=Resources.get_heart_animation()) self.position = x_pos, y_pos self.cshape = cm.CircleShape(Vector2(x_pos, y_pos), self.width / 2)
def __init__(self): super(Diji, self).__init__('res/pics/zl.png', position=(500, 400)) self.cshape = cm.CircleShape(eu.Vector2(self.x, self.y), self.width // 2) self.type, self.friend = 1, 1 self.do(MoveBy((0, -200), 0.5)) self.schedule(self.run) self.ox = self.x self.harm_s = set() self.life = 100
def __init__(self, cx, cy, radius, btype, img, vel=None): super(Actor, self).__init__(img) # the 1.05 so that visual radius a bit greater than collision radius self.scale = (radius * 1.05) * scale_x / (self.image.width / 2.0) self.btype = btype self.color = self.palette[btype] self.cshape = cm.CircleShape(eu.Vector2(cx, cy), radius) self.update_center(self.cshape.center) if vel is None: vel = eu.Vector2(0.0, 0.0) self.vel = vel
def __init__(self, speed=200, position=None): Sprite.__init__(self, 'img/ball_64x64.png') self.__speed = speed if not position: self.position = self.randomPosition() else: self.position = position center_x, center_y = self.position self.cshape = cm.CircleShape(eu.Vector2(center_x, center_y), 32)
def __init__(self, img, x, y, friend=0, speed=500, harm=1): super(Danmu_goken, self).__init__('res/pics/danmu/' + img + '.png', position=(x, y)) self.type = 3 self.x, self.y, self.friend, self.speed, self.harm = x, y, friend, speed, harm self.img, self.cd, self.t = img, 0, 0 self.schedule(self.run) self.rotation = -135 self.do(RotateTo(45, 0.5)) self.cshape = cm.CircleShape(eu.Vector2(self.x, self.y), self.width // 2)
def __init__(self, position:Vector2, direction): """La posición inical de cada segmento dependerá del tamaño del cuerpo. Args: position (Vector2): Posición inicial del segmento dentro del escenario. speed (Vector2): Velocidad a la que se desplaza el segmento del cuerpo. direction: Dirección en la que se dirige el segmento. """ super().__init__(image = Resources.get_segment_image()) self.position = position self.direction = direction self.cshape = cm.CircleShape(position, self.width * 0.5)
def __init__(self, position, asPosition, color, scale, building=False): super(MiniMapCircle, self).__init__(os.path.join("images", "maps", "minimap_circle.png")) self.color = color self.scale = scale self.position = euclid.Vector2(float(position[0]), float(position[1])) self.asPosition = asPosition # position of AS associated with this circle # self.cshape = aabb_to_aa_rect(self.get_AABB()) self.cshape = collision_model.CircleShape( euclid.Vector2(x=self.position[0], y=self.position[1]), 14) if building: self.building = Sprite(os.path.join( 'images', 'maps', 'minimap_building.png'), position=euclid.Vector2(float(position[0]), float(position[1])))
def __init__(self, img, x, y, drt, friend=1, speed=250, harm=1): super(Danmu_0, self).__init__('res/pics/danmu/' + img + '.png', position=(x, y)) self.cshape = cm.CircleShape(eu.Vector2(self.x, self.y), self.width // 2) self.friend, self.speed, self.harm = friend, speed, harm self.hid = harm_id.next() self.ox = self.x self.type = 2 self.t = 0 self.rotation = -drt drt *= math.pi / 180 self.dx, self.dy = speed * math.cos(drt), speed * math.sin(drt) self.schedule(self.run)
def __init__(self, *args, **kwargs): """same params as Sprite plus kwargs 'rx', 'ry' for collision cshape 'desired_width' """ rx = kwargs.pop('rx', None) ry = kwargs.pop('ry', None) desired_width = kwargs.pop('desired_width', None) super(Actor, self).__init__(*args, **kwargs) if desired_width is None: desired_width = self.image.width desired_width = float(desired_width) self.scale = desired_width / self.width if rx is None: rx = 0.8 * desired_width / 2.0 if ry is None: ry = 0.8 * self.image.height / self.image.width * desired_width / 2.0 #self.cshape = cm.AARectShape(eu.Vector2(0.0, 0.0), rx, ry) self.cshape = cm.CircleShape(eu.Vector2(0.0, 0.0), rx) #, ry)
def __init__(self, cx, cy, radius, btype, img, removable=False): super(Collidable, self).__init__(img) # TODO: Inheritable moving items `velocity=None` self.palette = config.settings['view']['palette'] self.radius = radius # the 1.05 so that visual radius a bit greater than collision radius # FIXME: Both `scale_x` and `scale_y` self.scale = (self.radius * 1.05) * config.scale_x / (self.image.width / 2.0) self.btype = btype self.color = self.palette[btype] self.cshape = cm.CircleShape(eu.Vector2(cx, cy), self.radius) self.update_center(self.cshape.center) self.removable = removable
def update(self, delta): self.vel = self.vel + self.acc * delta self.pos = self.pos + self.vel * delta value, plane = self.is_out() if value: if plane == 'x1': self.pos.x = WIDTH elif plane == 'x2': self.pos.x = 0 elif plane == 'y1': self.pos.y = HEIGHT elif plane == 'y2': self.pos.y = 0 self.cshape = cm.CircleShape(eu.Vector2(self.pos.x, self.pos.y), self.radius) self.sprite.position = self.pos.vec self.sprite.rotation = math.degrees(self.rot)
def __init__(self, image, center_x, center_y, radius): super(CollidableSprite, self).__init__(image) self.cshape = cm.CircleShape(eu.Vector2(center_x, center_y), radius)
def __init__(self, x, y, pic): super(Block, self).__init__(pic) self.position = pos = eu.Vector2(x, y) self.cshape = cm.CircleShape(pos, self.width / 2 - 10)
def update_in_collision_manager(self): collision_manager.remove_tricky(self) self.cshape = cm.CircleShape( eu.Vector2(self.position[0], self.position[1]), 25) collision_manager.add(self)
def __init__(self, image, cx, cy, radius): super(CollidableSprite, self).__init__(image) self.position = (cx, cy) self.cshape = cm.CircleShape(eu.Vector2(cx, cy), 25)