def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0) global balls balls = [Ball() for i in range(10)] game_world.add_objects(balls, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0) global balls balls = [Ball() for i in range(10)] + [BigBall() for i in range(10)] # 리스트 컴프리헨션 game_world.add_objects(balls, 1) # 게임월드에 집어넣음 add_objects() 함수가 추가됨 리스트에 있는 객체를 모두 게임월드에 집어넣음
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0) global bricks bricks = [Brick(300 + 300 * i, 100 + 50 * i) for i in range(5)] game_world.add_objects(bricks, 1)
def enter(): global hit_sound game_framework.player.stage_init() game_world.add_object(Map('map1.txt'), 0) hit_sound = load_wav('sound_resources\\hit sound.ogg') hit_sound.set_volume(40) for i in range(10): if random.randint(0, 100) < 50: monsters.append(Golem()) else: monsters.append(Ghost()) game_world.add_objects(monsters, 1) pass
def enter(): global rect rect = Rect() game_world.add_object(rect, 1) global background background = Background() game_world.add_object(background, 0) global crying_boss crying_boss = CryingBoss() game_world.add_object(crying_boss, 0) global long_tears long_tears = [LongTear() for i in range(1)] game_world.add_objects(long_tears, 0) global short_tears short_tears = [ShortTear() for j in range(1)] game_world.add_objects(short_tears, 0) global cogwheels cogwheels = [Cogwheel() for k in range(10)] game_world.add_objects(cogwheels, 0) global circles circles = [CircleEnemy() for w in range(15)] game_world.add_objects(circles, 0)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global back back = FixedBackground() back.set_center_object(boy) boy.set_background(back) game_world.add_object(back, 0) global balls balls = [Ball(back) for i in range(100)] game_world.add_objects(balls, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0) # fill here for balls global balls #balls = [Ball() for i in range(10)] balls = [Ball() for i in range(10)] + [BigBall() for i in range(10)] game_world.add_objects(balls, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0) global balls balls = [Ball() for i in range(10)] + [BigBall() for i in range(20)] game_world.add_objects(balls, 1) brick.image = load_image('brick180x40.png')
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global zombie zombie = Zombie() game_world.add_object(zombie, 1) global balls balls = [Ball() for i in range(20)] game_world.add_objects(balls, 1) ground = Ground() game_world.add_object(ground, 0)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) background.set_center_object(boy) boy.set_background(background) global balls balls = [Ball() for i in range(100)] game_world.add_objects(balls, 1)
def enter(): global ground ground = Ground(0) game_world.add_object(ground, 0) global eru eru = Eru() game_world.add_object(eru, 1) global bullets game_world.add_objects(bullets, 1) global dragons dragons = [Dragon(i, eru.stage_level) for i in range(5)] game_world.add_objects(dragons, 1)
def enter(): global background background = BackGround() game_world.add_object(background, 0) global hit_back_ground hit_back_ground = HitBackGround() game_world.add_object(hit_back_ground, 0) global notes notes = [Note() for i in range(10)] game_world.add_objects(notes, 1) global monster_sans monster_sans = Sans() game_world.add_object(monster_sans, 1)
def update(self): self.y -= self.velocity self.x = clamp(50, self.x, 800 - 50) self.y = clamp(30, self.y, 600 - 50) if self.y < 50 or self.y > 600 - 25: final_stage_state.boss_bullet_count += 1 game_world.remove_object(self) final_stage_state.boss_bullet.remove(self) if final_stage_state.boss_bullet_count == 20: if final_stage_state.final_boss.hp > 0: final_stage_state.boss_bullet.clear() final_stage_state.boss_bullet = [ Boss_bullet(i) for i in range(20) ] game_world.add_objects(final_stage_state.boss_bullet, 1) final_stage_state.boss_bullet_count = 0
def enter(): global isaac, background, is_key_pressed, is_attack_key_pressing, bullet_dir, gushers, is_bullet_create global BackGround_Width, BackGround_Height, invincibility_time, shot_term, bullets, door, indoor, monster_count global flies, big_flies, enemy_bullets, is_enemy_bullet_create, needles, rocks game_world.objects = [[], []] BackGround_Width = 1280 BackGround_Height = 960 isaac = Isaac() isaac.x = 200 isaac.y = BackGround_Height // 2 isaac.body_x, isaac.body_y = isaac.x - 5, isaac.y - 50 isaac.velocity_x = main_state.isaac.velocity_x isaac.velocity_y = main_state.isaac.velocity_y isaac.now_health = main_state.hp isaac.body_is_move = False monster_count = 12 background = BackGround() needles = [ Needle(400, 500), Needle(300, 700), Needle(600, 200), Needle(900, 700), Needle(750, 400) ] rocks = [Rock(850, 400), Rock(1000, 600), Rock(400, 300), Rock(600, 600)] door = Door() door.x = door_position[1] entrance_door = Door() entrance_door.x = door_position[0] indoor = InDoor() indoor.x = door_position[1] entrance_indoor = InDoor() entrance_indoor.x = door_position[0] flies = [Fly() for i in range(7)] big_flies = [BigFly() for i in range(5)] game_world.add_object(background, 0) game_world.add_objects(needles, 0) game_world.add_objects(rocks, 0) game_world.add_object(indoor, 1) game_world.add_object(door, 1) game_world.add_object(isaac, 1) game_world.add_object(entrance_door, 1) game_world.add_object(entrance_indoor, 1) game_world.add_objects(flies, 1) game_world.add_objects(big_flies, 1) is_key_pressed = 0 is_attack_key_pressing = 0 bullet_dir = 0 is_bullet_create = False is_enemy_bullet_create = False invincibility_time = 100 shot_term = 0 bullets = [] enemy_bullets = [] pass
def update(): global Monster_Spawn_time, grass if grass.castle_hp <= 0: game_world.clear() game_framework.change_state(pause_state) Monster_Spawn_time += game_framework.frame_time if Monster_Spawn_time >= 2: global monsters, SlimeHp SlimeHp += 5 clamp(0, SlimeHp, 1000) monsters = [ Slime( SlimeHp, random.randint(0, 3), grass, random.randint(int(SlimeHp / 10), clamp(0, int(SlimeHp), 130))) for i in range(int(SlimeHp / 10)) ] game_world.add_objects(monsters, 3) Monster_Spawn_time = 0 print(int(SlimeHp / 10)) for game_object in game_world.all_objects(): game_object.update() bullets = game_world.Return_layer2_obj() monster_corps = game_world.Return_layer3_obj() if len(bullets) != 0: global score for monster in monster_corps: for bullet in bullets: if collide(bullet, monster): for monster in monster_corps: if In_Collide_Range(bullet, monster): monster.In_Collide_Range = True if bullet.data == 'arrow' or bullet.data == 'sector_form_arrow': bullet.data = 'arrow' elif bullet.data == 'fire_arrow' or bullet.data == 'sector_form_fire_arrow': bullet.data = 'fire_arrow' elif bullet.data == 'ice_arrow' or bullet.data == 'sector_form_ice_arrow': bullet.data = 'ice_arrow' monster.Attacked(bullet.data, bullet.move_x, bullet.move_y) score.total_Score += 1 bullet.explosion = True
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global balls balls = [Ball() for i in range(ball_num)] game_world.add_objects(balls, 1) background.set_center_object(boy) #상호참조 boy.set_background(background) for i in range(ball_num): balls[i].set_background(background)
def enter(): global background, score_title, player_life, plane, my_bullet, final_boss, boss_bullet, my_bullet, boss_hp_bar, death_plane_final_boss background = Background() score_title = Score_title() player_life = Player_life() plane = Plane() final_boss = Boss_enemy() boss_hp_bar = Boss_hp_bar() my_bullet = bullet_list boss_bullet = [Boss_bullet(i) for i in range(20)] game_world.add_object(background, 0) game_world.add_object(score_title, 1) game_world.add_object(player_life, 1) game_world.add_object(boss_hp_bar, 1) game_world.add_object(plane, 1) game_world.add_object(final_boss, 1) game_world.add_objects(boss_bullet, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0) #global bird #Birds = [Bird() for i in range(5)] #for bird in Birds: # bird = Bird() # game_world.add_object(bird,2) global balls balls=[Ball() for i in range(10)]+[BigBall() for i in range(10)] game_world.add_objects(balls,1)
def enter(): global Sound2 Sound2 = load_wav('pickup.wav') global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global ba ba = [Ball() for i in range(100)] game_world.add_objects(ba, 1) background.set_center_object(boy) boy.set_background(background)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global balls balls = [FixedBall() for i in range(100)] game_world.add_objects(balls, 1) background.set_center_object(boy) # 백그라운드에 boy를 알려줌 boy.set_background(background) # boy에 백그라운드를 알려줌 for ball in balls: ball.set_background(background)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global zombie zombie = Zombie() game_world.add_object(zombie, 1) global ball for i in range(5): ball.append(BigBall()) for i in range(5): ball.append(SmallBall()) game_world.add_objects(ball, 1) ground = Ground() game_world.add_object(ground, 0)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global balls; balls = [Ball() for i in range(0, 100)]; game_world.add_objects(balls, 1) for ball in balls: ball.set_background(background); # fill here background.set_center_object(boy); boy.set_background(background);
def enter(): global stage2_map, ingame_word, screen_timer, screen_timer_2, cursor, gameover_timer, bgm global bazzi, block, enemy global block_y, block_x screen_timer = 0 screen_timer_2 = 0 stage2_map = load_image('resource/stage2.png') ingame_word = load_image('resource/InGame_Image_Word.png') cursor = load_image('resource/hand_arrow.png') bgm = load_music('sound/piratebgm.mp3') bgm.set_volume(80) bgm.repeat_play() bazzi = Bazzi() bazzi.stage = 3 bazzi.x, bazzi.y = 180, 140 game_world.add_object(bazzi, 3) enemy = Boss() game_world.add_object(enemy, 2) block = [] for i in range(195): if block_x > 610: block_y -= 40 block_x = 39 # no broken1 if i == 82: box_color = 4 box_broken = 1 # no broken2 elif i == 16 or i == 28 or i == 166 or i == 178: box_color = 5 box_broken = 1 else: box_color = 0 box_broken = 0 block.append(Block(block_x, block_y, box_color, box_broken)) block_x += 40.2 game_world.add_objects(block, 0) pass
def enter(): global character, background, tiles, triangle_obstacles, finish_timer background = background_class.BACKGROUND() background.stage = 1 triangle_obstacles = [] tiles = [] character = character_class.CHARACTER() character.GOAL_POINT = 7190 global camera_moving_degree_x, stop, game_speed, map_stop game_speed = 350.0 camera_moving_degree_x = 0 map_stop = False ReadPos() character.tiles, character.obstacles = tiles, triangle_obstacles stop = 0 game_world.add_object(background, 0) game_world.add_object(character, 1) game_world.add_objects(tiles, 1) game_world.add_objects(triangle_obstacles, 1) finish_timer = 0.5
def enter(): global rect rect = Rect() game_world.add_object(rect, 1) global background background = Background() game_world.add_object(background, 0) global beat_up beat_up = BeatAttack_UP() game_world.add_object(beat_up, 1) global beat_down beat_down = BeatAttack_Down() game_world.add_object(beat_down, 1) global smallest_enemies, SmallestEnemy smallest_enemies = [SmallestEnemy() for i in range(15)] game_world.add_objects(smallest_enemies, 0) global small_enemies, SmallEnemy small_enemies = [SmallEnemy() for j in range(10)] game_world.add_objects(small_enemies, 0) global bouncing_enemies bouncing_enemies = [BouncingEnemy() for k in range(5)] game_world.add_objects(bouncing_enemies, 0)
def enter(): global slime slime = Slime() game_world.add_object(slime, 1) global grass grass = Grass() game_world.add_object(grass, 0) global blocks blocks = [BLOCK() for i in range(100)] for i in range(8): blocks[i].pos(check[i]) game_world.add_objects(blocks, 1) global g_blocks g_blocks = [G_BLOCK() for i in range(100)] for i in range(5): g_blocks[i].pos(check2[i]) game_world.add_objects(g_blocks, 1) global b_blocks b_blocks = [B_BLOCK() for i in range(100)] for i in range(5): b_blocks[i].pos(check3[i]) game_world.add_objects(b_blocks, 1) global background background = Background() game_world.add_object(background, 0)
def enter(): global rect rect = Rect() game_world.add_object(rect, 1) global background background = Background() game_world.add_object(background, 0) global moving_boss moving_boss = MovingBoss() game_world.add_object(moving_boss, 0) global up_down_wall up_down_wall = UpDownWall() game_world.add_object(up_down_wall, 1) global left_right_wall left_right_wall = LeftRightWall() game_world.add_object(left_right_wall, 1) global bouncing_enemies bouncing_enemies = [BouncingEnemy() for k in range(5)] game_world.add_objects(bouncing_enemies, 0) global circles circles = [CircleEnemy() for w in range(7)] game_world.add_objects(circles, 0) global smallest_enemies smallest_enemies = [SmallestEnemy() for i in range(15)] game_world.add_objects(smallest_enemies, 0)
def enter(): global background background = Background() game_world.add_object(background, 0) global rect rect = Rect() game_world.add_object(rect, 1) global boss_face boss_face = BossFace() game_world.add_object(boss_face, 0) global smallest_enemies, SmallestEnemy smallest_enemies = [SmallestEnemy() for i in range(25)] game_world.add_objects(smallest_enemies, 0) global small_enemies, SmallEnemy small_enemies = [SmallEnemy() for j in range(10)] game_world.add_objects(small_enemies, 0) pass
def enter(): # global grass # grass = Grass() # #game_world.add_object(grass, 0) global background background = Background() game_world.add_object(background, 0) global boy boy = Boy() game_world.add_object(boy, 1) global balls balls = [Ball() for i in range(100)] for ball in balls: ball.set_background(background) game_world.add_objects(balls, 1) # fill here background.set_center_object(boy) boy.set_background(background)
def update(): global dragons, boss, record, fire_timer, fireball if fire_timer >= 800 - eru.stage_level * 100: fireball = FireBall() game_world.add_object(fireball, 1) fire_timer = 0 else: fire_timer += 1 if len(dragons) <= 0 and eru.stage_level < 4: dragons = [Dragon(i, eru.stage_level) for i in range(5)] game_world.add_objects(dragons, 1) if eru.stage_level == 4 and boss is None: boss = Boss() game_world.add_object(boss, 1) if eru.remain_hp <= 0: record = eru.distance eru.death_sound.play(1) game_framework.change_state(ranking_state) if boss is not None and boss.hp <= 0: boss.ending_timer += 1 if boss.ending_timer == 1: boss.win_sound.play(1) if boss is not None and boss.ending_timer >= 500: boss = None record = eru.distance game_framework.change_state(ranking_state) for game_object in game_world.all_objects(): game_object.update()