Exemplo n.º 1
0
Arquivo: Main.py Projeto: cxysl/mytest
    def __creat_sprites(self):
        #创建背景精灵,创建背景精灵组
        bg_1 = BackGround(bg_img_1,1)
        bg_2 = BackGround(bg_img_2,1)
        bg_2.rect.y = -WINDOW_HEIGHT
        self.bg_ground = pygame.sprite.Group(bg_1,bg_2)
        #创建英雄精灵,创建英雄精灵组
        self.hero = Hero()
        self.hero_group = pygame.sprite.Group(self.hero)
        #创建安全木块精灵组
        self.safetyblock = SafetyBlock()
        self.safetyblock_group = pygame.sprite.Group()
        #创建消失木块精灵组
        self.noneblock = NoneBlock()
        self.noneblock_group = pygame.sprite.Group()
        #创建跳跃木块精灵组
        self.jumpblock = JumpBlock()
        self.junpblock_group = pygame.sprite.Group()

        # 创建掉血木块精灵组
        self.loseblock = LoseBlock()
        self.loseblock_group = pygame.sprite.Group()

        self.prop_1 = Prop_1()
        self.prop_1_group = pygame.sprite.Group()

        self.prop_2 = Prop_2()
        self.prop_2_group = pygame.sprite.Group()

        self.prop_3 = Prop_3()
        self.prop_3_group = pygame.sprite.Group()
Exemplo n.º 2
0
def enter():
    global image, BG_Sound
    open_canvas(600, 800)
    image = load_image('BackGround\\Title.png')
    global BGM
    BGM = load_music('background.mp3')
    BGM.set_volume(64)
    BGM.repeat_play()

    global Stage, Bullet, Mob, User, King, BossShot, Cloud, YellowMonster, MapState, RedMonster, BossAttack
    global SubBullet, SubBullet2

    Bullet = [Attack() for i in range(Bullet_Max)]
    SubBullet = [Attack() for i in range(Bullet_Max)]
    SubBullet2 = [Attack() for i in range(Bullet_Max)]
    Stage = BackGround()
    ##BossShot = [Boss() for i in range(30)]
    Mob = [Monster(i) for i in range(MobLimit)]
    User = Player()
    King = [Boss(i) for i in range(3)]
    Cloud = BackGround()
    YellowMonster = [Monster(i) for i in range(MobLimit)]
    RedMonster = [Monster(i) for i in range(MobLimit)]
    MapState = Map1
    BossAttack = [Boss(i) for i in range(10)]
Exemplo n.º 3
0
def create_world():
    global Stage, Bullet, Mob, User, King

    Bullet_Max = 30
    Bullet = [Attack() for i in range(Bullet_Max)]
    Stage = BackGround()
    Mob = Monster()
    User = Player()
    King = Boss()
Exemplo n.º 4
0
def init_object():
    global background, player, boss
    background = BackGround()
    player = Player()
    boss = None
    NormalEnemy.CreateTime = 0
    MiddleEnemy.CreateTime = 0
    HighEnemy.CreateTime = 0
    Boss.CreateTime = 0
    Boss.Create = False
Exemplo n.º 5
0
def enter():
    global Angel, time
    time = (get_time() // 1)
    open_canvas(300, 300)
    bg = BackGround.BackGround()
    Angel = player.Player()
    tower = Holy.Tower()
    game_world.add_object(bg, game_world.layer_bg)
    game_world.add_object(Angel, game_world.layer_player)
    game_world.add_object(tower, game_world.layer_bg)
    if (Monster.Monster.blood is None):
        Monster.Monster.blood = load_image('./res/blood.png')
        Monster.Monster.bloodnone = load_image('./res/bloodnone.png')
Exemplo n.º 6
0
    def start(self):

        background1 = BackGround(self.screen, 0, 0, 2880,
                                 pygame.image.load("image/back2.png"))
        self.gameObjects.append(background1)

        field = BackGround(self.screen, 0, 288, 2880,
                           pygame.image.load("image/field.png"))
        self.gameObjects.append(field)

        self.player = Player(160, 330, 0, 0)
        self.player.set_animation(
            ImageAnimation(pygame.image.load("image/action0.png"),
                           split_x=6, split_y=1, frame=Player.ACTION0_FRAME, is_turn=False, is_loop=True))

        self.player.action1 = ImageAnimation(
            pygame.image.load("image/action1.png"), split_x=12, split_y=1, frame=Player.ACTION1_FRAME, is_loop=False)

        self.player.action2 = ImageAnimation(
            pygame.image.load("image/action2_1.png"), split_x=13, split_y=1, frame=Player.ACTION2_FRAME, is_loop=False)

        self.player.action3 = ImageAnimation(
            pygame.image.load("image/action3_1.png"), split_x=7, split_y=1, frame=Player.ACTION3_FRAME, is_loop=False)
Exemplo n.º 7
0
def enter():
	global Stage, Bullet, Mob, User, King, BossShot, Cloud, YellowMonster, MapState, RedMonster, BossAttack
	global SubBullet, SubBullet2,load_time
	open_canvas(600, 800,sync=True)
	
	Bullet = [Attack() for i in range(Bullet_Max)]
	SubBullet = [Attack() for i in range(Bullet_Max)]
	SubBullet2 = [Attack() for i in range(Bullet_Max)]
	Stage = BackGround()
	##BossShot = [Boss() for i in range(30)]
	Mob = [Monster(i) for i in range(MobLimit)]
	User = Player()
	King = [Boss(i) for i in range(3)]
	Cloud = BackGround()
	YellowMonster = [Monster(i) for i in range(MobLimit)]
	RedMonster = [Monster(i) for i in range(MobLimit)]
	MapState = Map1
	BossAttack = [Boss(i) for i in range(10)]
	
	global gBGM
	gBGM = load_music('Sound\\logo_background.mp3')
	gBGM.set_volume(64)
	gBGM.repeat_play()
	load_time=0
Exemplo n.º 8
0
def enter():  # 게임 상태 ( 인게임 ) 에 들어올 때 초기화
    global Back_Ground  # 전역변수 선언
    Back_Ground = BackGround.BackGround()  # 생성한 전역변수로 BackGround 객체를 가리킴
    global BGM  # 전역변수 선언
    BGM = load_music('Resources/Musics/DefaultBattle.ogg')  # 생성한 전역변수에 음악 삽입
    BGM.set_volume(50)  # 음량
    BGM.repeat_play()  # 반복 재생
    global My_Castle, Enemy_Castle  # 전역변수 선언
    My_Castle = Castle.MyCastle()  # 생성한 전역변수로 MyCastle 객체를 가리킴
    Enemy_Castle = Castle.EnemyCastle()  # 생성한 전역변수로 EnemyCastle 객체를 가리킴
    global Basic_Cat, Tank_Cat, Axe_Cat, Gross_Cat, Cow_Cat, Bird_Cat, UFO_Cat, Fish_Cat, Lizard_Cat, Titan_Cat  # 전역변수 선언
    Basic_Cat = Cats.BasicCat()  # 생성한 전역변수로 BasicCat 객체를 가리킴
    Tank_Cat = Cats.TankCat()
    Axe_Cat = Cats.AxeCat()  # 생성한 전역변수로 AxeCat 객체를 가리킴
    Gross_Cat = Cats.GrossCat()
    Cow_Cat = Cats.CowCat()
    Bird_Cat = Cats.BirdCat()
    UFO_Cat = Cats.UFOCat()
    Fish_Cat = Cats.FishCat()
    Lizard_Cat = Cats.LizardCat()
    Titan_Cat = Cats.TitanCat()
    global Skele_Dog, Mummy_Dog, Officer_Skeleton, Commander_Skeleton
    Skele_Dog = Enemies.SkeleDog()
    Mummy_Dog = Enemies.MummyDog()
    Officer_Skeleton = Enemies.OfficerSkeleton()
    Commander_Skeleton = Enemies.CommanderSkeleton()
    global Headless_Knight
    Headless_Knight = Enemies.HeadlessKnight()
    global Headless_Knight_Skill
    Headless_Knight_Skill = EnemySkills.HeadlessKnightSkill(None, None)
    global Lizard_Cat_Skill, UFO_Cat_SKill
    Lizard_Cat_Skill = CatSkills.LizardCatSkill(None, None)
    UFO_Cat_SKill = CatSkills.UFOCatSkill(None, None)
    global Number_1, Number_2, Number_3, Number_4, Number_5, Number_6, Number_7, Number_8, Number_9
    global Skill_Button
    Number_1 = Unit_Buttons.ButtonNumber1()
    Number_2 = Unit_Buttons.ButtonNumber2()
    Number_3 = Unit_Buttons.ButtonNumber3()
    Number_4 = Unit_Buttons.ButtonNumber4()
    Number_5 = Unit_Buttons.ButtonNumber5()
    Number_6 = Unit_Buttons.ButtonNumber6()
    Number_7 = Unit_Buttons.ButtonNumber7()
    Number_8 = Unit_Buttons.ButtonNumber8()
    Number_9 = Unit_Buttons.ButtonNumber9()
    Skill_Button = Unit_Buttons.SkillButton()
    Buttons.append(Number_1)
    Buttons.append(Number_2)
    Buttons.append(Number_3)
    Buttons.append(Number_4)
    Buttons.append(Number_5)
    Buttons.append(Number_6)
    Buttons.append(Number_7)
    Buttons.append(Number_8)
    Buttons.append(Number_9)
    Buttons.append(Skill_Button)
    global Laser_Beam
    Laser_Beam = Skills.LaserBeam()
    global TIME_PER_ACTION
    global ACTION_PER_TIME
    TIME_PER_ACTION = 0.5
    ACTION_PER_TIME = 1.0 / TIME_PER_ACTION
    global Frame
    global Frames
    Frame = 0
    Frames = 0
    global Count_Number
    Count_Number = 0
Exemplo n.º 9
0
    buildHeight = data_init[6]['yb']
    radius = data_init[7]['radius']
    gorPos = []
    gorPos.append(goPosx1)
    gorPos.append(goPosy1)
    gorPos.append(goPosx2)
    gorPos.append(goPosy2)
    p1 = "player1"
    p2 = "player2"

    #initialise pygame
    pygame.init()

    winSurface = pygame.display.set_mode((bgd.SCR_WIDTH, bgd.SCR_HEIGHT), 0, 32)
    pygame.display.set_caption('Gorillas.py')
    skylineSurf = bgd.makeCityScape(buildHeight)
    bgd.drawSun(skylineSurf)
    bgd.drawGorilla(skylineSurf, gorPos[0], gorPos[1])
    bgd.drawGorilla(skylineSurf, gorPos[2], gorPos[3])
    bgd.drawText(p1, skylineSurf, 2, 2, bgd.WHITE_COLOR, bgd.SKY_COLOR)
    bgd.drawText(p2, skylineSurf, 538, 2, bgd.WHITE_COLOR, bgd.SKY_COLOR)
    winSurface.blit(skylineSurf, (0, 0))
    pygame.display.update()



    winner = 0
    orient = 1
    while winner == 0:
        # display_msg has the same structure as C++ displayMsg
        display_msg = listener.read()