Exemplo n.º 1
0
 def getShot(self, shot_name):
     return Shot(self.directory, shot_name)
Exemplo n.º 2
0
 def tir(self, missilesShooter):
         self.compteurTir += 1
         if self.compteurTir%30 == 0:
             missilesShooter.add(Shot.shotShooterEnnemy(self.rect.left,self.rect.top+20))
Exemplo n.º 3
0
 def updateShotList(self):
     self.shot_list = []
     for shot_name in listdir(self.directory + "/05_shot/"):
         if re.match(r"s[0-9][0-9]p[0-9][0-9]", shot_name):
             shot = Shot(self.directory, shot_name)
             self.shot_list.append((shot.getShotNb(), shot.getShotName()))
Exemplo n.º 4
0
    def set(self, project):
        self.project = project

        if self.project.getShotList():
            self.project_stats_path = self.project.getDirectory(
            ) + "/project_stats.spi"

            if not path.isfile(self.project_stats_path):
                open(self.project_stats_path, "a").close()

            with open(self.project_stats_path, "r") as f:
                str_stats = f.read()
            f.close()

            stats_label = Label(self,
                                text="STATISTICS",
                                bg=self.theme.main_color,
                                fg=self.theme.text_color,
                                height=1,
                                justify=CENTER,
                                font="Helvetica 11 bold")
            stats_label.pack(expand=True, fill=BOTH, pady=10)

            general_stats_area = Frame(self, bg=self.theme.second_color, bd=0)
            general_stats_area.pack(expand=True, fill=BOTH)

            ## HEADER ##
            separator1_area = Frame(self,
                                    bg=self.theme.separator_color,
                                    height=2,
                                    bd=0)
            separator1_area.pack(expand=True, fill=BOTH)

            self.stats_shots_header_area = Frame(self,
                                                 bg=self.theme.main_color,
                                                 bd=0)
            self.stats_shots_header_area.pack(expand=True, fill=BOTH)

            self.stats_shots_header_area.columnconfigure(0, weight=1)
            self.stats_shots_header_area.columnconfigure(1, weight=1)
            self.stats_shots_header_area.columnconfigure(2, weight=1)
            self.stats_shots_header_area.columnconfigure(3, weight=1)
            self.stats_shots_header_area.columnconfigure(4, weight=1)
            self.stats_shots_header_area.columnconfigure(5, weight=1)

            shot_header_label = Label(self.stats_shots_header_area,
                                      text="shot",
                                      bg=self.theme.main_color,
                                      fg=self.theme.text_color)
            shot_header_label.grid(row=0, column=0, pady=5, padx=10)

            shot_frame_range_header_label = Label(self.stats_shots_header_area,
                                                  text="frame range",
                                                  bg=self.theme.main_color,
                                                  fg=self.theme.text_color)
            shot_frame_range_header_label.grid(row=0,
                                               column=1,
                                               pady=5,
                                               padx=10)

            shot_frame_range_header_label = Label(self.stats_shots_header_area,
                                                  text="animation",
                                                  bg=self.theme.main_color,
                                                  fg=self.theme.text_color)
            shot_frame_range_header_label.grid(row=0,
                                               column=2,
                                               pady=5,
                                               padx=10)

            shot_frame_range_header_label = Label(self.stats_shots_header_area,
                                                  text="lighting",
                                                  bg=self.theme.main_color,
                                                  fg=self.theme.text_color)
            shot_frame_range_header_label.grid(row=0,
                                               column=3,
                                               pady=5,
                                               padx=10)

            shot_frame_range_header_label = Label(self.stats_shots_header_area,
                                                  text="rendering",
                                                  bg=self.theme.main_color,
                                                  fg=self.theme.text_color)
            shot_frame_range_header_label.grid(row=0,
                                               column=4,
                                               pady=5,
                                               padx=10)

            shot_frame_range_header_label = Label(self.stats_shots_header_area,
                                                  text="compositing",
                                                  bg=self.theme.main_color,
                                                  fg=self.theme.text_color)
            shot_frame_range_header_label.grid(row=0,
                                               column=5,
                                               pady=5,
                                               padx=10)

            separator2_area = Frame(self,
                                    bg=self.theme.separator_color,
                                    height=2,
                                    bd=0)
            separator2_area.pack(expand=True, fill=BOTH)

            stats_shots_area = Frame(self, bg=self.theme.main_color, bd=0)
            stats_shots_area.pack(expand=True, fill=BOTH)

            ## SHOTS STATS ##
            i = 0
            done_shots = 0
            animations_states = {"To do": 0, "WIP": 0, "Done": 0}
            lightings_states = {"To do": 0, "WIP": 0, "Done": 0}
            renderings_states = {"To do": 0, "WIP": 0, "Done": 0}
            compositings_states = {"To do": 0, "WIP": 0, "Done": 0}

            self.shot_label_list = []
            self.shot_text_list = []
            self.shot_frame_range_label_list = []
            self.shot_frame_range_text_list = []

            self.animation_menu_list = {}
            self.lighting_menu_list = {}
            self.rendering_menu_list = {}
            self.compositing_menu_list = {}

            self.vars_shot_animation = {}
            self.vars_shot_lighting = {}
            self.vars_shot_rendering = {}
            self.vars_shot_compositing = {}

            self.stats_dict = {}

            for shot in self.project.getShotList():
                cur_shot = Shot(self.project.getDirectory(), shot[1])

                if i % 2 == 0:
                    shot_line = Frame(self,
                                      bg=self.theme.stat_list_color1,
                                      bd=0)
                    shot_line.pack(expand=True, fill=BOTH)
                else:
                    shot_line = Frame(self,
                                      bg=self.theme.stat_list_color2,
                                      bd=0)
                    shot_line.pack(expand=True, fill=BOTH)

                shot_line.columnconfigure(0, weight=1)
                shot_line.columnconfigure(1, weight=1)
                shot_line.columnconfigure(2, weight=1)
                shot_line.columnconfigure(3, weight=1)
                shot_line.columnconfigure(4, weight=1)
                shot_line.columnconfigure(5, weight=1)

                shot_text = StringVar()
                self.shot_text_list.append(shot_text)
                self.shot_text_list[i].set(shot[1])
                shot_label = Label(shot_line,
                                   textvariable=self.shot_text_list[i],
                                   bg=shot_line.cget("bg"),
                                   fg=self.theme.text_color)
                shot_label.grid(row=shot[0], column=0, pady=5, padx=10)
                self.shot_label_list.append(shot_label)

                shot_frame_range_text = StringVar()
                self.shot_frame_range_text_list.append(shot_frame_range_text)
                self.shot_frame_range_text_list[i].set(
                    cur_shot.getFrameRange())
                shot_frame_range_label = Label(
                    shot_line,
                    textvariable=self.shot_frame_range_text_list[i],
                    bg=shot_line.cget("bg"),
                    fg=self.theme.text_color)
                shot_frame_range_label.grid(row=shot[0],
                                            column=1,
                                            pady=5,
                                            padx=10)
                self.shot_frame_range_label_list.append(shot_frame_range_label)

                self.vars_shot_animation[shot[1]] = StringVar()
                self.vars_shot_lighting[shot[1]] = StringVar()
                self.vars_shot_rendering[shot[1]] = StringVar()
                self.vars_shot_compositing[shot[1]] = StringVar()
                if str_stats:
                    self.stats_dict = json.loads(str_stats)
                    if self.stats_dict[shot[1]]:
                        self.vars_shot_animation[shot[1]].set(
                            self.stats_dict[shot[1]][0])
                        if self.stats_dict[shot[1]][0]:
                            animations_states[self.stats_dict[shot[1]][0]] += 1

                        self.vars_shot_lighting[shot[1]].set(
                            self.stats_dict[shot[1]][1])
                        if self.stats_dict[shot[1]][1]:
                            lightings_states[self.stats_dict[shot[1]][1]] += 1

                        self.vars_shot_rendering[shot[1]].set(
                            self.stats_dict[shot[1]][2])
                        if self.stats_dict[shot[1]][2]:
                            renderings_states[self.stats_dict[shot[1]][2]] += 1

                        self.vars_shot_compositing[shot[1]].set(
                            self.stats_dict[shot[1]][3])
                        if self.stats_dict[shot[1]][3]:
                            compositings_states[self.stats_dict[shot[1]]
                                                [3]] += 1
                    else:
                        self.vars_shot_animation[shot[1]].set("To do")
                        self.vars_shot_lighting[shot[1]].set("To do")
                        self.vars_shot_rendering[shot[1]].set("To do")
                        self.vars_shot_compositing[shot[1]].set("To do")

                else:
                    self.vars_shot_animation[shot[1]].set("To do")
                    self.vars_shot_lighting[shot[1]].set("To do")
                    self.vars_shot_rendering[shot[1]].set("To do")
                    self.vars_shot_compositing[shot[1]].set("To do")

                animation_menu = OptionMenu(shot_line,
                                            self.vars_shot_animation[shot[1]],
                                            "To do",
                                            "WIP",
                                            "Done",
                                            command=self.statisticsMenuCommand)
                animation_menu.config(
                    bg=self.theme.button_color2,
                    activebackground=self.theme.over_button_color2,
                    activeforeground=self.theme.text_color,
                    bd=0,
                    width=8,
                    highlightthickness=0)
                animation_menu.grid(row=shot[0], column=2, pady=5, padx=10)
                self.animation_menu_list[shot[1]] = animation_menu

                lighting_menu = OptionMenu(shot_line,
                                           self.vars_shot_lighting[shot[1]],
                                           "To do",
                                           "WIP",
                                           "Done",
                                           command=self.statisticsMenuCommand)
                lighting_menu.config(
                    bg=self.theme.button_color2,
                    activebackground=self.theme.over_button_color2,
                    activeforeground=self.theme.text_color,
                    bd=0,
                    width=8,
                    highlightthickness=0)
                lighting_menu.grid(row=shot[0], column=3, pady=5, padx=10)
                self.lighting_menu_list[shot[1]] = lighting_menu

                rendering_menu = OptionMenu(shot_line,
                                            self.vars_shot_rendering[shot[1]],
                                            "To do",
                                            "WIP",
                                            "Done",
                                            command=self.statisticsMenuCommand)
                rendering_menu.config(
                    bg=self.theme.button_color2,
                    activebackground=self.theme.over_button_color2,
                    activeforeground=self.theme.text_color,
                    bd=0,
                    width=8,
                    highlightthickness=0)
                rendering_menu.grid(row=shot[0], column=4, pady=5, padx=10)
                self.rendering_menu_list[shot[1]] = rendering_menu

                compositing_menu = OptionMenu(
                    shot_line,
                    self.vars_shot_compositing[shot[1]],
                    "To do",
                    "WIP",
                    "Done",
                    command=self.statisticsMenuCommand)
                compositing_menu.config(
                    bg=self.theme.button_color2,
                    activebackground=self.theme.over_button_color2,
                    activeforeground=self.theme.text_color,
                    bd=0,
                    width=8,
                    highlightthickness=0)
                compositing_menu.grid(row=shot[0], column=5, pady=5, padx=10)
                self.compositing_menu_list[shot[1]] = compositing_menu

                if cur_shot.isDone():
                    done_shots += 1

                i += 1

            ## GENERAL STATS ##
            number_of_shots_label = Label(
                general_stats_area,
                text=str(len(self.project.getShotList())) + " SHOTS",
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            number_of_shots_label.grid(row=0, column=0, pady=5, padx=10)

            self.done_shots_text = StringVar()
            self.done_shots_text.set(
                str(done_shots) + " done shot (" +
                str(round(done_shots / len(self.project.getShotList()) *
                          100)) + "%)")
            number_of_done_shots_label = Label(
                general_stats_area,
                textvariable=self.done_shots_text,
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            number_of_done_shots_label.grid(row=1, column=0, pady=5, padx=10)

            general_to_do_label = Label(general_stats_area,
                                        text="TO DO",
                                        bg=self.theme.second_color,
                                        fg=self.theme.text_color,
                                        height=1,
                                        justify=CENTER,
                                        font="Helvetica 9 bold")
            general_to_do_label.grid(row=2, column=1, pady=5, padx=10)

            general_wip_label = Label(general_stats_area,
                                      text="WIP",
                                      bg=self.theme.second_color,
                                      fg=self.theme.text_color,
                                      height=1,
                                      justify=CENTER,
                                      font="Helvetica 9 bold")
            general_wip_label.grid(row=2, column=2, pady=5, padx=10)

            general_done_label = Label(general_stats_area,
                                       text="DONE",
                                       bg=self.theme.second_color,
                                       fg=self.theme.text_color,
                                       height=1,
                                       justify=CENTER,
                                       font="Helvetica 9 bold")
            general_done_label.grid(row=2, column=3, pady=5, padx=10)

            #ANIMATION#
            general_animation_label = Label(general_stats_area,
                                            text="ANIMATION",
                                            bg=self.theme.second_color,
                                            fg=self.theme.text_color,
                                            height=1,
                                            justify=CENTER,
                                            font="Helvetica 9 bold")
            general_animation_label.grid(row=3, column=0, pady=5, padx=10)

            self.animation_to_do_text = StringVar()
            self.animation_to_do_text.set(
                str(
                    round(animations_states["To do"] /
                          len(self.project.getShotList()) * 100)) + "%")
            animation_to_do_label = Label(
                general_stats_area,
                textvariable=self.animation_to_do_text,
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            animation_to_do_label.grid(row=3, column=1, pady=5, padx=10)

            self.animation_wip_text = StringVar()
            self.animation_wip_text.set(
                str(
                    round(animations_states["WIP"] /
                          len(self.project.getShotList()) * 100)) + "%")
            animation_wip_label = Label(general_stats_area,
                                        textvariable=self.animation_wip_text,
                                        bg=self.theme.second_color,
                                        fg=self.theme.text_color,
                                        height=1,
                                        justify=CENTER,
                                        font="Helvetica 9 bold")
            animation_wip_label.grid(row=3, column=2, pady=5, padx=10)

            self.animation_done_text = StringVar()
            self.animation_done_text.set(
                str(
                    round(animations_states["Done"] /
                          len(self.project.getShotList()) * 100)) + "%")
            animation_done_label = Label(general_stats_area,
                                         textvariable=self.animation_done_text,
                                         bg=self.theme.second_color,
                                         fg=self.theme.text_color,
                                         height=1,
                                         justify=CENTER,
                                         font="Helvetica 9 bold")
            animation_done_label.grid(row=3, column=3, pady=5, padx=10)

            #LIGHTING#
            general_lighting_label = Label(general_stats_area,
                                           text="LIGHTING",
                                           bg=self.theme.second_color,
                                           fg=self.theme.text_color,
                                           height=1,
                                           justify=CENTER,
                                           font="Helvetica 9 bold")
            general_lighting_label.grid(row=4, column=0, pady=5, padx=10)

            self.lighting_to_do_text = StringVar()
            self.lighting_to_do_text.set(
                str(
                    round(lightings_states["To do"] /
                          len(self.project.getShotList()) * 100)) + "%")
            lighting_to_do_label = Label(general_stats_area,
                                         textvariable=self.lighting_to_do_text,
                                         bg=self.theme.second_color,
                                         fg=self.theme.text_color,
                                         height=1,
                                         justify=CENTER,
                                         font="Helvetica 9 bold")
            lighting_to_do_label.grid(row=4, column=1, pady=5, padx=10)

            self.lighting_wip_text = StringVar()
            self.lighting_wip_text.set(
                str(
                    round(lightings_states["WIP"] /
                          len(self.project.getShotList()) * 100)) + "%")
            lighting_wip_label = Label(general_stats_area,
                                       textvariable=self.lighting_wip_text,
                                       bg=self.theme.second_color,
                                       fg=self.theme.text_color,
                                       height=1,
                                       justify=CENTER,
                                       font="Helvetica 9 bold")
            lighting_wip_label.grid(row=4, column=2, pady=5, padx=10)

            self.lighting_done_text = StringVar()
            self.lighting_done_text.set(
                str(
                    round(lightings_states["Done"] /
                          len(self.project.getShotList()) * 100)) + "%")
            lighting_done_label = Label(general_stats_area,
                                        textvariable=self.lighting_done_text,
                                        bg=self.theme.second_color,
                                        fg=self.theme.text_color,
                                        height=1,
                                        justify=CENTER,
                                        font="Helvetica 9 bold")
            lighting_done_label.grid(row=4, column=3, pady=5, padx=10)

            #RENDERING#
            general_rendering_label = Label(general_stats_area,
                                            text="RENDERING",
                                            bg=self.theme.second_color,
                                            fg=self.theme.text_color,
                                            height=1,
                                            justify=CENTER,
                                            font="Helvetica 9 bold")
            general_rendering_label.grid(row=5, column=0, pady=5, padx=10)

            self.rendering_to_do_text = StringVar()
            self.rendering_to_do_text.set(
                str(
                    round(renderings_states["To do"] /
                          len(self.project.getShotList()) * 100)) + "%")
            rendering_to_do_label = Label(
                general_stats_area,
                textvariable=self.rendering_to_do_text,
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            rendering_to_do_label.grid(row=5, column=1, pady=5, padx=10)

            self.rendering_wip_text = StringVar()
            self.rendering_wip_text.set(
                str(
                    round(renderings_states["WIP"] /
                          len(self.project.getShotList()) * 100)) + "%")
            rendering_wip_label = Label(general_stats_area,
                                        textvariable=self.rendering_wip_text,
                                        bg=self.theme.second_color,
                                        fg=self.theme.text_color,
                                        height=1,
                                        justify=CENTER,
                                        font="Helvetica 9 bold")
            rendering_wip_label.grid(row=5, column=2, pady=5, padx=10)

            self.rendering_done_text = StringVar()
            self.rendering_done_text.set(
                str(
                    round(renderings_states["Done"] /
                          len(self.project.getShotList()) * 100)) + "%")
            rendering_done_label = Label(general_stats_area,
                                         textvariable=self.rendering_done_text,
                                         bg=self.theme.second_color,
                                         fg=self.theme.text_color,
                                         height=1,
                                         justify=CENTER,
                                         font="Helvetica 9 bold")
            rendering_done_label.grid(row=5, column=3, pady=5, padx=10)

            #COMPOSITING#
            general_compositing_label = Label(general_stats_area,
                                              text="COMPOSITING",
                                              bg=self.theme.second_color,
                                              fg=self.theme.text_color,
                                              height=1,
                                              justify=CENTER,
                                              font="Helvetica 9 bold")
            general_compositing_label.grid(row=6, column=0, pady=5, padx=10)

            self.compositing_to_do_text = StringVar()
            self.compositing_to_do_text.set(
                str(
                    round(compositings_states["To do"] /
                          len(self.project.getShotList()) * 100)) + "%")
            compositing_to_do_label = Label(
                general_stats_area,
                textvariable=self.compositing_to_do_text,
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            compositing_to_do_label.grid(row=6, column=1, pady=5, padx=10)

            self.compositing_wip_text = StringVar()
            self.compositing_wip_text.set(
                str(
                    round(compositings_states["WIP"] /
                          len(self.project.getShotList()) * 100)) + "%")
            compositing_wip_label = Label(
                general_stats_area,
                textvariable=self.compositing_wip_text,
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            compositing_wip_label.grid(row=6, column=2, pady=5, padx=10)

            self.compositing_done_text = StringVar()
            self.compositing_done_text.set(
                str(
                    round(compositings_states["Done"] /
                          len(self.project.getShotList()) * 100)) + "%")
            compositing_done_label = Label(
                general_stats_area,
                textvariable=self.compositing_done_text,
                bg=self.theme.second_color,
                fg=self.theme.text_color,
                height=1,
                justify=CENTER,
                font="Helvetica 9 bold")
            compositing_done_label.grid(row=6, column=3, pady=5, padx=10)
Exemplo n.º 5
0
    def tir(self, missiles):
        self.inCharge = False
        # Basic Weapon Lvl 1
        if self.versionCanon == 1:
            nbShoot = (self.charge / self.chaleurMissile) + 1
            for m in range(nbShoot):
                if self.chaleur + self.chaleurMissile < (self.chaleurMax):
                    monMissile = Shot.shotShip(
                        self.versionCanon,
                        self.rect.left + 40,
                        self.rect.top - (nbShoot * 30) + (60 * m) + 40,
                        self.isBonusAmmo,
                    )
                    missiles.add(monMissile)
                    sound = pygame.mixer.Sound("sounds/rocket.wav")
                    if self.player.soundOn:
                        sound.play()
                    if self.chaleur + self.chaleurMissile < self.chaleurMax:
                        self.chaleur += self.chaleurMissile
                    else:
                        self.chaleur = self.chaleurMax
                    if self.isBonusAmmo:
                        self.chaleur -= self.chaleurMissile
        # Basic Weapon Lvl 2
        if self.versionCanon == 2:
            nbShoot = (self.charge / self.chaleurMissile) + 1
            for m in range(nbShoot * 2):
                if self.chaleur + self.chaleurMissile / 2 < (self.chaleurMax):
                    if m == 1:
                        monMissile = Shot.shotShip(
                            self.versionCanon,
                            self.rect.left + 40,
                            self.rect.top - (nbShoot * 25) + (60 * m) + 40,
                            self.isBonusAmmo,
                        )
                        missiles.add(monMissile)
                        sound = pygame.mixer.Sound("sounds/rocket.wav")
                        sound.play()
                        if self.chaleur + self.chaleurMissile / 2 < self.chaleurMax:
                            self.chaleur += self.chaleurMissile / 2
                        else:
                            self.chaleur = self.chaleurMax
                        if self.isBonusAmmo:
                            self.chaleur -= self.chaleurMissile / 2
                    else:
                        if m < nbShoot:
                            monMissile = Shot.shotShip(
                                self.versionCanon,
                                self.rect.left + 40,
                                self.rect.top - (nbShoot * 25) + (60 * m) + 40,
                                self.isBonusAmmo,
                            )
                            missiles.add(monMissile)
                            sound = pygame.mixer.Sound("sounds/rocket.wav")
                            sound.play()
                            if self.chaleur + self.chaleurMissile / 2 < self.chaleurMax:
                                self.chaleur += self.chaleurMissile / 2
                            else:
                                self.chaleur = self.chaleurMax
                            if self.isBonusAmmo:
                                self.chaleur -= self.chaleurMissile / 2
                        else:
                            monMissile = Shot.shotShip(
                                self.versionCanon,
                                self.rect.left + 70,
                                self.rect.top - (nbShoot * 25) + 60 * (m - nbShoot) + 40,
                                self.isBonusAmmo,
                            )
                            missiles.add(monMissile)
                            sound = pygame.mixer.Sound("sounds/rocket.wav")
                            sound.play()
                            if self.chaleur + self.chaleurMissile / 2 < self.chaleurMax:
                                self.chaleur += self.chaleurMissile / 2
                            else:
                                self.chaleur = self.chaleurMax
                            if self.isBonusAmmo:
                                self.chaleur -= self.chaleurMissile / 2

        # Extrem Weapon Lvl 1
        if self.versionCanon == 3:
            nbShoot = (self.charge / self.chaleurMissile) + 1
            for m in range(nbShoot):
                if self.chaleur + self.chaleurMissile < (self.chaleurMax):
                    monMissile = Shot.shotShip(
                        self.versionCanon,
                        self.rect.left + 40,
                        self.rect.top - (nbShoot * 30) + (60 * m) + 40,
                        self.isBonusAmmo,
                    )
                    missiles.add(monMissile)
                    sound = pygame.mixer.Sound("sounds/laser.wav")
                    sound.play()
                    if self.chaleur + self.chaleurMissile < self.chaleurMax:
                        self.chaleur += self.chaleurMissile
                    else:
                        self.chaleur = self.chaleurMax
                    if self.isBonusAmmo:
                        self.chaleur -= self.chaleurMissile
        # Extrem Weapon Lvl 2
        if self.versionCanon == 4:
            nbShoot = (self.charge / self.chaleurMissile) + 1
            for m in range(nbShoot * 2):
                if self.chaleur + self.chaleurMissile / 2 < (self.chaleurMax):
                    if m == 1:
                        monMissile = Shot.shotShip(
                            self.versionCanon,
                            self.rect.left + 40,
                            self.rect.top - (nbShoot * 25) + (60 * m) + 40,
                            self.isBonusAmmo,
                        )
                        missiles.add(monMissile)
                        sound = pygame.mixer.Sound("sounds/laser.wav")
                        sound.play()
                        if self.chaleur + self.chaleurMissile / 2 < self.chaleurMax:
                            self.chaleur += self.chaleurMissile / 2
                        else:
                            self.chaleur = self.chaleurMax
                        if self.isBonusAmmo:
                            self.chaleur -= self.chaleurMissile / 2
                    else:
                        if m < nbShoot:
                            monMissile = Shot.shotShip(
                                self.versionCanon,
                                self.rect.left + 40,
                                self.rect.top - (nbShoot * 25) + (60 * m) + 40,
                                self.isBonusAmmo,
                            )
                            missiles.add(monMissile)
                            sound = pygame.mixer.Sound("sounds/laser.wav")
                            sound.play()
                            if self.chaleur + self.chaleurMissile / 2 < self.chaleurMax:
                                self.chaleur += self.chaleurMissile / 2
                            else:
                                self.chaleur = self.chaleurMax
                            if self.isBonusAmmo:
                                self.chaleur -= self.chaleurMissile / 2
                        else:
                            monMissile = Shot.shotShip(
                                self.versionCanon,
                                self.rect.left + 70,
                                self.rect.top - (nbShoot * 25) + 60 * (m - nbShoot) + 40,
                                self.isBonusAmmo,
                            )
                            missiles.add(monMissile)
                            sound = pygame.mixer.Sound("sounds/laser.wav")
                            sound.play()
                            if self.chaleur + self.chaleurMissile / 2 < self.chaleurMax:
                                self.chaleur += self.chaleurMissile / 2
                            else:
                                self.chaleur = self.chaleurMax
                            if self.isBonusAmmo:
                                self.chaleur -= self.chaleurMissile / 2

        self.charge = 0
Exemplo n.º 6
0
    def construct(self, json_file):
        total = len(json_file)
        for i in range(total):
            # Source collecting
            shot_id = json_file[i]['id']
            user_id = json_file[i]['user']['id']
            shot_image_url = json_file[i]['images']['normal']
            # if shot_image_url is None:
            #     shot_image_url = json_file[i]['images']['normal']
            avatar_url = json_file[i]['user']['avatar_url']
            shot_description = json_file[i]['description']
            user_name = json_file[i]['user']['name']
            view = json_file[i]['views_count']
            like = json_file[i]['likes_count']
            comment = json_file[i]['comments_count']
            tags = json_file[i]['tags']

            # animated flag
            flag = json_file[i]['animated']

            # Record Building
            new_shot = Shot(shot_id)
            new_shot.load_description(shot_description)
            new_shot.load_image_url(shot_image_url)
            new_shot.load_popularity(view, like, comment)
            new_shot.load_tags(tags)

            new_author = Author(user_id)
            new_author.load_avatar_url(avatar_url)
            new_author.load_name(user_name)

            new_shot.add_author(new_author)

            if flag is False:
                self.shots[shot_id] = new_shot
                self.logger.info("Shot id: {} is decoded.".format(shot_id))
            else:
                self.logger.info("Shot id: {} is omitted.".format(shot_id))
Exemplo n.º 7
0
    def on_execute(self):
        if self.on_init() == False:
            self._running = False

        while self._running:
            #
            # event handling loop
            #

            for event in pygame.event.get():
                if event.type == pygame.locals.QUIT:
                    pygame.quit()
                    sys.exit()

                #handling keyboard input
                #start moving
                if event.type == pygame.locals.KEYDOWN:
                    if event.key == pygame.locals.K_w:
                        self.pressed_up = True
                    if event.key == pygame.locals.K_d:
                        self.pressed_right = True
                    if event.key == pygame.locals.K_s:
                        self.pressed_down = True
                    if event.key == pygame.locals.K_a:
                        self.pressed_left = True
                #stop moving
                elif event.type == pygame.locals.KEYUP:
                    if event.key == pygame.locals.K_w:
                        self.pressed_up = False
                    if event.key == pygame.locals.K_d:
                        self.pressed_right = False
                    if event.key == pygame.locals.K_s:
                        self.pressed_down = False
                    if event.key == pygame.locals.K_a:
                        self.pressed_left = False

                #handling mouse input
                #looking around / aiming
                elif event.type == pygame.MOUSEMOTION:
                    mousePos = event.pos
                #firing
                elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                    self.pressed_lmouse = True
                    mousePos = event.pos
                    shot = Shot.Shot(mousePos, self.player.getPosition())
                    self.shotList.append(shot)
                    self.lineColor = (0, 0, 255)

                elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
                    self.pressed_lmouse = False
                    mousePos = event.pos
                    self.lineColor = (255, 0, 0)

                #spawning zombies
                if event.type == self.ZOMBIESPAWN:
                    newZombie = zombie.Zombie()
                    self.zombieList.append(newZombie)
                    newZombie.spawn(self.player.getPosition(),
                                    self.displaysurf)
                    print("Zombie spawned")
            #
            # moving the player
            #
            if self.pressed_up:
                if self.player.getPosition().top > 0:
                    self.player.move(0, -self.player.pace)
            if self.pressed_right:
                if self.player.getPosition(
                ).right < self.WINDOWWIDTH - self.player.pace:
                    self.player.move(self.player.pace, 0)
            if self.pressed_down:
                if self.player.getPosition(
                ).bottom < self.WINDOWHEIGHT - self.player.pace:
                    self.player.move(0, self.player.pace)
            if self.pressed_left:
                if self.player.getPosition().left > 0:
                    self.player.move(-self.player.pace, 0)

            #
            # render
            #
            self.displaysurf.fill((255, 255, 255))

            pygame.draw.line(self.displaysurf, self.lineColor,
                             (self.player.getPosition().left +
                              self.player.appearance.get_width() / 2,
                              self.player.getPosition().top +
                              self.player.appearance.get_height() / 2),
                             mousePos)

            #
            # checking shot collision
            #
            for shot in self.shotList:

                #checking if the shot is out of the screen
                if shot.isOutOfScreen(self.WINDOWWIDTH, self.WINDOWHEIGHT):
                    self.shotList.remove(shot)
                    print("deleting shot")
                else:
                    shot.move(self.displaysurf)

                # good style? (regarding the different data types in a single return statement)

                #checking if the shot is hitting a zombie
                collisionArray = shot.collisionCheck(self.zombieList)
                if collisionArray[0] == True:
                    self.shotList.remove(shot)
                    self.zombieList = collisionArray[1]
                    print("deleting shot")
            #
            # zombie spawner
            #
            for zomb in self.zombieList:
                zomb.move(self.displaysurf)

            self.player.draw(self.displaysurf)
            self.fpsClock.tick(self.FPS)
            pygame.display.update()