def __init__(self, parent, pos=(0, 0), vel=(0, 0), screenBoundaries=None): boulderPath = pathJoin(('images', 'boulder.png')) boulderImage = self.imageCache.getImage(boulderPath, colorkey='alpha', mask=True) GameObject.__init__(self, boulderImage, parent, pos, vel) self.minXPos = screenBoundaries[0] + self.rect.width / 2 self.maxXPos = screenBoundaries[2] - self.rect.width / 2 if self.position[0] < self.minXPos: self.moveTo((self.minXPos, self.position[1])) elif self.position[0] > self.maxXPos: self.moveTo((self.maxXPos, self.position[1])) self.moveTo( (self.position[0], self.position[1] - self.rect.height / 2)) self.mask = self.imageCache.getMask(boulderPath) if screenBoundaries == None: raise Exception('Boulders must have screen boundaries') self.boundaries = screenBoundaries self.acceleration = (0, .001) self.damage = 5 #Damage done to ship when it hits self.value = 5 #How many points the boulder is worth
def __init__(self,gameScene,x,y): GameObject.__init__(self,gameScene,x,y,16,16) self.direction = "right" self.img = "stationary" #Flag indicating if the player is in mid air self.jumping = True #The number of renders until the animation is updated self.animationTick = TICKS_BETWEEN_ANIM_FRAMES #The current frame of the animation self.animationFrame = 0 #x and y speeds self.xspeed = 0.0 self.yspeed = 0.0 #The accurate x and y locations self.x = x self.y = y #Colours self.colour = (255,0,0) #active colour self.rColour1 = (0,255,0) #reserve colour 1 self.rColour2 = (0,0,255) #reserve colour 2
def __init__(self, gameScene, x, y): GameObject.__init__(self, gameScene, x, y, 16, 16) self.direction = "right" self.img = "stationary" #Flag indicating if the player is in mid air self.jumping = True #The number of renders until the animation is updated self.animationTick = TICKS_BETWEEN_ANIM_FRAMES #The current frame of the animation self.animationFrame = 0 #x and y speeds self.xspeed = 0.0 self.yspeed = 0.0 #The accurate x and y locations self.x = x self.y = y #Colours self.colour = (255, 0, 0) #active colour self.rColour1 = (0, 255, 0) #reserve colour 1 self.rColour2 = (0, 0, 255) #reserve colour 2
def __init__(self, location, angle): GameObject.__init__(self, './images/laser.png', location, angle, 10) self.time = 60
def __init__(self, world, parent, color, pos, dir, radius, density, posParent=None): GameObject.__init__(self, world) self.node = parent.attachNewNode("") if posParent == None: self.node.setPos(*pos) else: self.node.setPos(posParent, *pos) self.node.setColor(*color) self.node.setScale(radius) self.node.lookAt(self.node, *dir) self.parent = parent self.color = color self.scale = radius self.model = loader.loadModel("models/smiley.egg") self.model.reparentTo(self.node) self.mass = OdeMass() self.mass.setSphere(density, radius) self.body = OdeBody(world.world) self.body.setMass(self.mass) self.body.setPosition(self.node.getPos()) self.body.setQuaternion(self.node.getQuat()) self.body.setData(self) self.geom = OdeSphereGeom(world.space, radius) self.geom.setBody(self.body) world.space.setSurfaceType(self.geom, world.surfaces["sphere"])
def __init__(self, x1, y1, x2, y2, length): GameObject.__init__(self, 0, 0) self.x1 = x1 self.y1 = y1 self.x2 = x2 self.y2 = y2 self.length = length self.collider = False
def __init__(self, speed, location, image, direction=const.rightDir): self.direction = direction self.speed = speed GameObject.__init__( self, location, image )
def __init__(self, x, y, color, brain): GameObject.__init__(self, x, y, BIRD_RADIUS, BIRD_RADIUS, FALL_VELOCITY) self.color = color self.isFlapping = False self.flappingTime = 0 self.brain = brain self.isAlive = True self.score = 0 self.drawable = True
def __init__(self, name = "Fireball 1", position = (0.0, 20.0, -40.0), \ orientation = (0.0, 180.0, 0.0), scale = 0.1, mass = 20, \ velocity = (0.0, 0.0, 0.0), guid = None, sound = None): GameObject.__init__(self, "Fireball", name, position, orientation, scale, mass, velocity, guid) vertices, vnormals, f, self.vertexCount = \ graphics.loadObj("data/model/Fireball.obj") self.verticesId, self.normalsId = \ graphics.createVBO(self.data.type, vertices, vnormals) self.sound = sound
def __init__(self, type, name, position, orientation, scale, mass, objects, server=False, guid=None): self.objects = objects GameObject.__init__(self, type, name, position, orientation, scale, mass, (0.0, 0.0, 0.0), guid) self.intelligenceThread = None if server: return vertices, vnormals, f, self.vertexCount = graphics.loadObj(self.objPath()) self.verticesId, self.normalsId = graphics.createVBO(self.data.type, vertices, vnormals)
def __init__(self, inputManganer): GameObject.__init__(self, 200, 100) self.width = 24 self.height = 12 self.speed = Vector(3, 0) self.inputManganer = inputManganer self.center = Vector(200, 100) self.check = True self.a = None self.b = None self.mid = self.center.addNew(self.speed.unit().mul(self.width / 2)) self.run = True
def __init__(self, parent, pos=(0,0), vel=(0,0), screenBoundaries=None): shipPath = pathJoin(('images','ship.png')) shipImage = self.imageCache.getImage(shipPath, colorkey='alpha', mask=True) GameObject.__init__(self, shipImage, parent, pos, vel) self.targetPosition = pos self.mask = self.imageCache.getMask(shipPath) self.screenBoundaries = screenBoundaries self.health = 100 self.score = 0 if screenBoundaries != None: self.minXPos = screenBoundaries[0] + self.rect.width/2 self.maxXPos = screenBoundaries[2] - self.rect.width/2
def __init__(self, name = "Player 1", position = (0.0, 20.0, -40.0), \ orientation = (0.0, 180.0, 0.0), scale = 1.0, mass = 100, \ guid = None, sound = None): GameObject.__init__(self, "player1", name, position, orientation, scale, mass, (0.0, 0.0, 0.0), guid) vertices, vnormals, f, self.vertexCount = \ graphics.loadObj("data/model/player1.obj") self.verticesId, self.normalsId = \ graphics.createVBO(self.data.type, vertices, vnormals) self.sound = sound self.can_jump = 0 self.rotated = 0.0
def __init__(self, gameScene, x, y): GameObject.__init__(self, gameScene, x, y, 16, 16) self.direction = "right" self.img = "stationary-right" #flag used to stop movement at the beginning of a life self.inMotion = False #Non-rounded versions of the x and y self.x = x self.y = y #X and Y speeds self.xmov = 0 self.ymov = 0
def __init__(self,gameScene,x,y): GameObject.__init__(self,gameScene,x,y,16,16) self.direction = "right" self.img = "stationary-right" #flag used to stop movement at the beginning of a life self.inMotion = False #Non-rounded versions of the x and y self.x = x self.y = y #X and Y speeds self.xmov = 0 self.ymov = 0
def __init__(self, world, parent, color, pos, dir, size, density, unglueThreshold=None, shatterLimit=None, shatterThreshold=None): GameObject.__init__(self, world) if unglueThreshold == None: unglueThreshold = 20 if shatterLimit == None: shatterLimit = 0 if shatterThreshold == None: shatterThreshold = 30 self.size = size self.density = density self.dir = dir self.parent = parent self.color = color = makeVec4Color(color) self.node = parent.attachNewNode("") self.node.setPos(*pos) self.node.setColorScale(color) self.node.setScale(*size) self.node.lookAt(self.node, *dir) self.model = loader.loadModel("models/box.egg") self.model.reparentTo(self.node) self.model.setScale(2.0) self.model.setPos(-1.0, -1.0, -1.0) self.applyTexture() self.mass = OdeMass() self.mass.setBox(density, Vec3(*size) * 2) self.body = OdeBody(world.world) self.body.setMass(self.mass) self.body.setPosition(self.node.getPos()) self.body.setQuaternion(self.node.getQuat()) self.body.setData(self) self.geom = OdeBoxGeom(world.space, Vec3(*size) * 2.0) self.geom.setBody(self.body) world.space.setSurfaceType(self.geom, world.surfaces["box"]) # Adjust collision bitmasks. self.geom.setCategoryBits(GameObject.bitmaskBox) self.geom.setCollideBits(GameObject.bitmaskAll & ~GameObject.bitmaskTileGlued) # Tile, cement and shatter variables. self.tiles = [] self.cements = [] self.disableCount = 0 self.unglueThreshold = unglueThreshold self.shatterLimit = shatterLimit self.shatterThreshold = shatterThreshold
def __init__(self, parent, pos=(0,0), vel=(0,0), id=0, screenBoundaries = None): fragmentPath = pathJoin(('images','fragments','fragment'+str(id)+'.png')) fragmentImage = self.imageCache.getImage(fragmentPath, colorkey='alpha', mask=False) rect = self.imageCache.getRect(fragmentPath) GameObject.__init__(self, fragmentImage, parent, pos, vel) if screenBoundaries == None: raise Exception('Boulders must have screen boundaries') self.boundaries = (screenBoundaries[0]-rect.width, screenBoundaries[1]-rect.height, screenBoundaries[2]+rect.width, screenBoundaries[3]+rect.height) self.acceleration = (0,0.001)
def __init__(self, parent, pos=(0, 0), vel=(0, 0), screenBoundaries=None): shipPath = pathJoin(('images', 'ship.png')) shipImage = self.imageCache.getImage(shipPath, colorkey='alpha', mask=True) GameObject.__init__(self, shipImage, parent, pos, vel) self.targetPosition = pos self.mask = self.imageCache.getMask(shipPath) self.screenBoundaries = screenBoundaries self.health = 100 self.score = 0 if screenBoundaries != None: self.minXPos = screenBoundaries[0] + self.rect.width / 2 self.maxXPos = screenBoundaries[2] - self.rect.width / 2
def __init__(self, world, parent, color, pos, dir, radius, density, posParent=None): GameObject.__init__(self, world) self.color = makeVec4Color(color) self.scale = radius self.collisionCount = 0 diameter = 2 * radius length = 1.815 * diameter self.node = parent.attachNewNode("") if posParent == None: self.node.setPos(*pos) else: self.node.setPos(posParent, *pos) self.node.setColorScale(self.color) self.node.setTransparency(TransparencyAttrib.MAlpha) self.node.setScale(radius) self.node.lookAt(self.node, *dir) self.node.setHpr(self.node.getHpr() + Vec3(0, 270, 0)) self.model = loader.loadModel("models/bullet.egg") self.model.reparentTo(self.node) self.model.setPos(-0.1, -0.1, 0.15) self.model.setScale(0.4) self.mass = OdeMass() self.mass.setCylinder(density, 3, radius, length) self.body = OdeBody(world.world) self.body.setMass(self.mass) self.body.setPosition(self.node.getPos()) self.body.setQuaternion(self.node.getQuat()) self.body.setData(self) self.body.setGravityMode(False) self.geom = OdeCylinderGeom(world.space, radius, length) self.geom.setBody(self.body) world.space.setSurfaceType(self.geom, world.surfaces["bullet"]) # Adjust collision bitmasks. self.geom.setCategoryBits(GameObject.bitmaskBullet) self.geom.setCollideBits(GameObject.bitmaskAll & ~GameObject.bitmaskCharacter) # Keep the bullet hidden for a split second so it doesn't appear too close to the camera. self.node.hide() taskMgr.doMethodLater(0.1, self.showTask, 'show-bullet')
def __init__(self, parent, pos=(0,0), vel=(0,0), screenBoundaries = None): boulderPath = pathJoin(('images','boulder.png')) boulderImage = self.imageCache.getImage(boulderPath, colorkey='alpha', mask=True) GameObject.__init__(self, boulderImage, parent, pos, vel) self.minXPos = screenBoundaries[0] + self.rect.width/2 self.maxXPos = screenBoundaries[2] - self.rect.width/2 if self.position[0] < self.minXPos: self.moveTo((self.minXPos, self.position[1])) elif self.position[0] > self.maxXPos: self.moveTo((self.maxXPos, self.position[1])) self.moveTo((self.position[0],self.position[1]-self.rect.height/2)) self.mask = self.imageCache.getMask(boulderPath) if screenBoundaries == None: raise Exception('Boulders must have screen boundaries') self.boundaries = screenBoundaries self.acceleration = (0,.001) self.damage = 5 #Damage done to ship when it hits self.value = 5 #How many points the boulder is worth
def __init__(self, parent, pos=(0, 0), vel=(0, 0), id=0, screenBoundaries=None): fragmentPath = pathJoin( ('images', 'fragments', 'fragment' + str(id) + '.png')) fragmentImage = self.imageCache.getImage(fragmentPath, colorkey='alpha', mask=False) rect = self.imageCache.getRect(fragmentPath) GameObject.__init__(self, fragmentImage, parent, pos, vel) if screenBoundaries == None: raise Exception('Boulders must have screen boundaries') self.boundaries = (screenBoundaries[0] - rect.width, screenBoundaries[1] - rect.height, screenBoundaries[2] + rect.width, screenBoundaries[3] + rect.height) self.acceleration = (0, 0.001)
def __init__(self, x, y, path): GameObject.__init__(self, x, y) self.box_collider = BoxCollider(5, 5)
def __init__(self): GameObject.__init__( self, Location(self.getRandomLocation(), self.getRandomLocation()), './images/food-image.png' )
def __init__(self): ''' target: 'player' lub 'enemy'. Określa z czym rakieta koliduje ''' GameObject.__init__(self) self.__target = None # W co powinna trafić. Możliwe wartości to: 'player' i 'enemy' self.__damage = 2 # Obrażenia zadawane przez rakietę
def __init__(self, location, image): GameObject.__init__(self, location, image)
def __init__(self, width, height): GameObject.__init__(self, 0, 0) self.width = width self.height = height
def __init__(self): GameObject.__init__(self)
def __init__(self,gameScene,x,y,colour): GameObject.__init__(self,gameScene,x,y,16,16,colour)
def __init__(self, x, y, w, h, color): GameObject.__init__(self, x, y, w, h) self.color = color
def __init__(self,gameScene,x,y): GameObject.__init__(self,gameScene,x,y,16,16)
def __init__(self, location, angle, speed, level): GameObject.__init__(self, './images/asteroid.png', location, angle, speed) self.level = level self.health = level
def __init__(self): GameObject.__init__(self, 400, 320) self.renderer = ImageRenderer( "/Users/apple/Desktop/ai:mlPr/carDrive/mapImages/map.png")
def __init__(self, x, y, id): GameObject.__init__(self, x, y, GRAPH_NODE_RADIUS, GRAPH_NODE_RADIUS) self.color = GRAPH_NODE_COLOR self.id = id
def __init__(self): GameObject.__init__(self, './images/player.png', Location(screenX / 2, screenY / 2), Angle(0), 0) self.lives = 3 self.health = 3
def __init__(self, gameScene, x, y): GameObject.__init__(self, gameScene, x, y, 16, 16)
def __init__(self, position, animationFrames, animationFrameRate=3): GameObject.__init__(self, position, animationFrames, animationFrameRate)
def __init__(self): t = choice(pData) GameObject.__init__(self, t.x, t.y) self.box_collider = BoxCollider(20, 20) self.renderer = ImageRenderer("/Users/apple/Desktop/ai:mlPr/carDrive/assets/images/point.png")