def create_touch_buttons(self, button_width):
        ## Create rectangles that will detect direction
        self.left = pg.image.load("img/left.png").convert_alpha()
        self.left = pg.transform.scale(self.left, (button_width, button_width))

        self.right = pg.image.load("img/right.png").convert_alpha()
        self.right = pg.transform.scale(self.right,
                                        (button_width, button_width))

        self.power = pg.image.load("img/power.png").convert_alpha()
        self.power = pg.transform.scale(self.power,
                                        (button_width, button_width))

        self.shot = pg.image.load("img/shot.png").convert_alpha()
        self.shot = pg.transform.scale(self.shot, (button_width, button_width))

        self.left_rect = pg.Rect(0, self.size[1] - button_width, button_width,
                                 button_width)
        self.right_rect = pg.Rect(button_width, self.size[1] - button_width,
                                  button_width, button_width)

        self.shot_rect = pg.Rect(self.size[0] - button_width,
                                 self.size[1] - button_width, button_width,
                                 button_width)
        self.power_rect = pg.Rect(self.size[0] - button_width * 2,
                                  self.size[1] - button_width, button_width,
                                  button_width)
예제 #2
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	def __init__(self, x, y, size, win):
		self.width = size/2
		self.win = win
		self.gap = pygame.Rect(x+self.width, y, self.width, size)
		self.upper_pipe = pygame.Rect(x, 0, self.width, y)
		self.lower_pipe = pygame.Rect(x, y+size, self.width, win.get_height()-y+size)
		self.movement_speed = 13.5
		self.passed = False
 def kill(self):
     current_center = self.coordinates.center
     # Change animation to DEAD
     self.rect = pygame.Rect((self.coordinates.x, self.coordinates.y),
                             ENEMY_CONFIG['ENEMIES']['DEAD']['SIZE'])
     # Center image
     self.coordinates.center = current_center
     # Delete enemy from physical map
     self.rect = pygame.Rect((self.coordinates.x, self.coordinates.y),
                             (0, 0))
예제 #4
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 def __init__(self, x, y, width, height, color, on_click, args=None):
     self.width = width
     self.height = height
     self.color = color
     self.args = args
     self.on_click = on_click
     self.rect = pygame.Rect(x, y, width, height)
예제 #5
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 def __init__(self, x, y, s, color, health):
     self.s = s
     self.color = color
     self.rect = pygame.Rect(x, y, s, s)
     self.health = health
     self.inithealth = health
     self.font = pygame.font.SysFont("DejaVuSans", self.s * 0.2)
예제 #6
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    def __init__(self,
                 size,
                 offset,
                 border=1,
                 border_color='#FFFFFF',
                 color='#111111',
                 protected=False):
        super().__init__()
        self.protected = protected
        self.is_active = False

        self.text = ''
        self.font = pygame.font.Font('./fonts/space_invaders.ttf', 24)
        self.text_label = self.font.render(self.text, 1, (255, 255, 255))

        self.border = border
        self.bottom_image = pygame.Surface(size)
        self.bottom_image.fill(pygame.Color(border_color))

        width, height = size
        self.top_image = pygame.Surface(
            (width - 2 * border, height - 2 * border))
        self.top_image.fill(pygame.Color(color))

        self.rect = pygame.Rect(*offset, *size)
예제 #7
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    def __init__(self, image_path, position, visible):
        """Initialise les attributs visuels et d'observation"""
        pygame.sprite.DirtySprite.__init__(self)
        Observer.__init__(self)
        # monochromatic surface instead of images may be allowed later
        self.image = load_image(image_path)
        self.rect = pygame.Rect(position, self.image.get_size())
        # self.mask = pygame.mask.from_surface(self.image)  # currently not used, good thing because pygame_sdl2 does not support it yet
        self.visible = visible  # TODO: should affect detection

        self.subject_list = []
    def __init__(self, size, offset, color=None):
        super().__init__()
        self.health = None

        # If color exists - create Surface
        if color is not None:
            self.image = pygame.Surface(size)
            self.image.fill(pygame.Color(color))
        else:
            self.image = None

        self.rect = pygame.Rect(*offset, *size)
 def __init__(self, i, j):
     self.i = i
     self.j = j
     self._name = '–'
     self._neighbors = 0
     self._mine = False  # cell is mine      :- boolean
     self._state = False  # cell is revealed  :- boolean
     self.flagged = False  # cell is flagged
     self.xPos = PADDING + (SEPARATION + TILE_DIMENSION) * i
     self.yPos = PADDING + (SEPARATION + TILE_DIMENSION) * j
     self.rect = pygame_sdl2.Rect(self.xPos, self.yPos, TILE_DIMENSION,
                                  TILE_DIMENSION)
     self.font = pygame_sdl2.font.SysFont("Arial", 20)
예제 #10
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 def __init__(self, win, x, y, width, height, color):
     self.x, self.y = x, y
     self.win = win
     self.width = width
     self.height = height
     self.color = color
     self.rect = pygame.Rect(x, y, width, height)
     self.facing = "D"
     self.speed = 30
     self.isShooting = False
     self.moveU = False
     self.moveD = False
     self.moveL = False
     self.moveR = False
예제 #11
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    def load_sprites(self):
        # Snake
        self.snake_sprites = pygame.sprite.RenderPlain((self.snake))

        # Pellets, boosters
        self.pellet_sprites = pygame.sprite.Group()
        self.booster_sprites = pygame.sprite.Group()

        for i in range(len(self.grid)):
            for j in range(len(self.grid[i])):
                r = pygame.Rect(j * GRID_SPACING, i * GRID_SPACING,
                                GRID_SPACING, GRID_SPACING)
                if self.grid[i][j] == 'P':
                    self.pellet_sprites.add(Pellet(r))
                elif self.grid[i][j] == 'B':
                    self.booster_sprites.add(Booster(r))
예제 #12
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 def __init__(self, x, y, s, vel, facing, dmg):
     self.s = s
     self.vel = vel
     self.dmg = dmg
     self.rect = pygame.Rect(x, y, s, s)
     self.color = (0, 0, 0)
     moveX, moveY = 0, 0
     if facing == "U":
         self.moveX = 0
         self.moveY = -1
     if facing == "D":
         self.moveX = 0
         self.moveY = 1
     if facing == "L":
         self.moveX = -1
         self.moveY = 0
     if facing == "R":
         self.moveX = 1
         self.moveY = 0
예제 #13
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import pygame_sdl2 as pygame
from random import randint
pygame.init()
winx, winy = 1080, 1920
win = pygame.display.set_mode((winx, winy))
font = pygame.font.SysFont("DejaVuSans", 128)
font2 = pygame.font.SysFont("DejaVuSans", 64)
bird = pygame.Rect(winx/4, winy/2, 128, 128)
clock = pygame.time.Clock()
WHITE = (255,255,255)
GREEN = (0,200,0)
text = font.render("Clicc to start", 0, WHITE)


started = False
hit = False
velocity = 7.5
jump_count = 10
jump = False	
score = 0


class pipe(object):
	def __init__(self, x, y, size, win):
		self.width = size/2
		self.win = win
		self.gap = pygame.Rect(x+self.width, y, self.width, size)
		self.upper_pipe = pygame.Rect(x, 0, self.width, y)
		self.lower_pipe = pygame.Rect(x, y+size, self.width, win.get_height()-y+size)
		self.movement_speed = 13.5
		self.passed = False