Exemplo n.º 1
0
    def update(self, round):
        #updates the movements for both character
        self.movements(self.characters[0], self.characters[1], 0)
        self.movements(self.characters[1], self.characters[0], 1)

        #checks for wall collisions
        for wall in self.walls:
            for character in self.characters:
                #moves characters out of walls if collision occurs
                if wall.touch(character) == 'right':
                    character.pos = Vector(wall.lEdge - (character.sprite.scaling * character.sprite.spriteDim[0] / 2), character.pos.getY())
                elif wall.touch(character) == 'left':
                    character.pos = Vector(wall.rEdge + (character.sprite.scaling * character.sprite.spriteDim[0] / 2), character.pos.getY())

        #checks for platform collisions
        for platform in self.platforms:
            for character in self.characters:
                if platform.touch(character):
                    #stops falling on collision with platform
                    character.stop_fall()
                else:
                    #fall
                    character.fall()
                #make sure no character goes under platform
                if (character.pos.getY() + (character.sprite.scaling * character.sprite.spriteDim[1] / 2)) - 4 > platform.edge_top:
                    character.pos = Vector(character.pos.getX(),
                                           platform.edge_top - (character.sprite.scaling * character.sprite.spriteDim[1] / 2) - 4)
        for character in self.characters:
            if character.dead:
                round.over(character)
Exemplo n.º 2
0
 def movements(self,character, other, bool):
     #movements that are only available when not blocking
     if not character.dead:
         if not self.keyboard.down[bool]:
             character.not_blocking()
             # x velocity can only be changed when not jumping (no midair direction changes)
             if self.keyboard.left[bool] and not character.jumping:
                 character.vel = Vector(-1, character.vel.getY())
                 character.setState("walk")
             if self.keyboard.right[bool] and not character.jumping:
                 character.vel = Vector(1, character.vel.getY())
                 character.setState("walk")
             # no double jumping
             if self.keyboard.up[bool] and not character.jumping:
                 character.attemptJump()
             # can attack if jumping (attack becomes jump kick
             if self.keyboard.attack[bool]:
                 character.punch(other)
             # fires a fireball if the character is on the ground
             if self.keyboard.fire[bool] and not character.jumping:
                 character.fire(other)
             if self.keyboard.idle[bool] and not character.jumping:
                 character.setState("idle")
         #can block if not jumping
         if self.keyboard.down[bool] and not character.jumping:
             character.blocking()
             character.setState("block")
         character.move()
         character.setfacing(other)
Exemplo n.º 3
0
 def __init__(self, player, direction):
     self.character = player
     self.stoppedPos = Vector(-100, -100) #off canvas
     self.pos = self.stoppedPos
     self.direction = direction
     #self.sprite = self.set_sprite() # gets correct sprite
     self.vel = Vector()
     self.sprite = self.set_sprite("Red")
Exemplo n.º 4
0
    def mainMenuButtons(click):
        radius = 36
        red = Vector(246, 74)
        yel = Vector(246, 157)
        gre = Vector(246, 240)

        cenToClick = click.copy().subtract(
            red.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            quit(0)
        cenToClick = click.copy().subtract(
            yel.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            Master.instructions()
        cenToClick = click.copy().subtract(
            gre.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            # Master.gameLoop()
            Master.modeSelect()
Exemplo n.º 5
0
    def gameMenuButtons(click):
        #Red, yel and green correspond to the position of the buttons displayed during the game
        radius = 20
        red = Vector(30, 40)
        yel = Vector(80, 40)
        gre = Vector(130, 40)

        cenToClick = click.copy().subtract(
            red.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            quit(0)
        cenToClick = click.copy().subtract(
            yel.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            Master.instructions()
        cenToClick = click.copy().subtract(
            gre.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            # Master.gameLoop()
            Master.menu()
Exemplo n.º 6
0
 def multiplayer(click):
     centerY = 235
     buttonWidth = 120
     multi = Vector(150, centerY)
     solo = Vector(350, centerY)
     if ((abs(click.getY() - centerY)) < 85):
         if abs(click.getX() - (multi.copy().getX())) < buttonWidth / 2:
             Ai.level = 0
             Mouse.multiNoSel = True
         elif abs(click.getX() - (solo.copy().getX())) < buttonWidth / 2:
             Ai.level = 1
             Mouse.multiNoSel = True
Exemplo n.º 7
0
 def handler(position):
     click = Vector(position[0], position[1])
     if Mouse.screen == "splash":  #todo change to dict
         Master.menu()
     elif Mouse.screen == "menu":
         Mouse.mainMenuButtons(click)
     elif Mouse.screen == "instructions":
         Master.menu()
     elif Mouse.screen == "game":
         Mouse.gameMenuButtons(click)
     elif Mouse.screen == "MultOrNo":
         Mouse.multiplayer(click)
     elif Mouse.screen == "lvlSelect":
         Mouse.lvlSelect(click)
     elif Mouse.screen == "spriteSelect":
         Mouse.spriSel(click)
     else:
         pass
Exemplo n.º 8
0
CANVAS_WIDTH = 500
CANVAS_HEIGHT = 500
has_ai = False
sprites = {
    "Red": "https://i.ibb.co/M7Ff2wx/redsheet.png",
    "Blue": "https://i.ibb.co/2hv9qcq/bluesheet.png",
    "Green": "https://i.ibb.co/K2616MG/greensheet.png",
    "Yellow": "https://i.ibb.co/CbMDdVC/yellowsheet.png",
    "Base": "https://i.ibb.co/6m5sd2h/fullsheet.png"
}
SPRITE1 = "Red"
SPRITE2 = "Blue"
player1Sprite = Sprite(sprites[SPRITE1], 2, 14, (100, 300), 4, "idle", "left")
player2Sprite = Sprite(sprites[SPRITE2], 2, 14, (400, 300), 4, "idle",
                       "right")  ##Get Sprite sheets
player1 = Character(player1Sprite, Vector(100, 300), 1, 'right')
player2 = Character(player2Sprite, Vector(400, 300), 2, 'left')
round = Rounds(player1, player2)


#when GameLoop is called by a class, init starts the frame
def init(sp1, sp2, ai):
    global SPRITE1, SPRITE2, has_ai
    has_ai = ai
    kbd.ai = has_ai
    SPRITE1 = sp1
    SPRITE2 = sp2
    Master.masterframe.setDrawHandler(draw)
    Mouse.screen = "game"
    #Master.masterframe.set_canvas_background('rgba(0, 200, 200, 0.3)')
Exemplo n.º 9
0
 def stop(self):
     self.pos = self.stoppedPos
     self.vel = Vector()
     self.character.fireball_ready = True
Exemplo n.º 10
0
 def setvel(self, direction, x=0):
     if direction == 'left':
         vel = Vector(-x, self.vel.getY())
     else:
         vel = Vector(x, self.vel.getY())
     return vel
Exemplo n.º 11
0
class Fireball:
    #initialises fireball with a player and a direction
    #if fireball is not being fired, it is stored off canvas (-100,-100)


    def __init__(self, player, direction):
        self.character = player
        self.stoppedPos = Vector(-100, -100) #off canvas
        self.pos = self.stoppedPos
        self.direction = direction
        #self.sprite = self.set_sprite() # gets correct sprite
        self.vel = Vector()
        self.sprite = self.set_sprite("Red")

    #sets velocity depending on direction
    def setvel(self, direction, x=0):
        if direction == 'left':
            vel = Vector(-x, self.vel.getY())
        else:
            vel = Vector(x, self.vel.getY())
        return vel

    #moves fireball
    def move(self):
        self.pos = self.pos + self.vel

    #fires a fireball from a position
    def shoot(self, starting, direction):
        self.pos = starting
        self.direction = direction
        self.vel = self.setvel(self.direction, 10)
        self.character.fireball_ready = False

    #stops fireball once a limit is reached
    def stop(self):
        self.pos = self.stoppedPos
        self.vel = Vector()
        self.character.fireball_ready = True

    #sets fireball sprite
    def set_sprite(self, colour):
        self.sprite = Sprite(sprites[colour], 2, 4, self.pos, 1, "fireball", self.direction)

    def setFacing(self, facing):
        self.direction = facing
        self.sprite.setFacing(self.direction)
        self.sprite.updateDirection()


    #draws the sprite on the canvas
    def draw(self, canvas):
        self.sprite.update(canvas, self.pos.getP())

    #looping method
    def update(self, canvas, enemy):
        self.draw(canvas)
        self.move()

        #bounds for stopping fireball
        if enemy.check_hit(self.pos):
            enemy.hit(15)
            self.stop()
        if self.off_screen():
            self.stop()

    #boundary for screen
    def off_screen(self):
        return self.pos.x < 0 or self.pos.x > 500
Exemplo n.º 12
0
 def lvlSelect(click):
     spriteWidth = 100
     spriteHeight = 170
     centerY = 235
     lvl1 = Vector(1 * spriteWidth, centerY)
     lvl2 = Vector(2 * spriteWidth, centerY)
     lvl3 = Vector(3 * spriteWidth, centerY)
     lvl4 = Vector(4 * spriteWidth, centerY)
     if ((abs(click.getY() - centerY)) < spriteHeight / 2):
         if abs(click.getX() - (lvl1.copy().getX())) < spriteWidth / 2:
             Ai.level = 1
             Mouse.levelSel = True
         elif abs(click.getX() - (lvl2.copy().getX())) < spriteWidth / 2:
             Ai.level = 2
             Mouse.levelSel = True
         elif abs(click.getX() - (lvl3.copy().getX())) < spriteWidth / 2:
             Ai.level = 3
             Mouse.levelSel = True
         elif abs(click.getX() - (lvl4.copy().getX())) < spriteWidth / 2:
             Ai.level = 4
             Mouse.levelSel = True
Exemplo n.º 13
0
 def spriSel(click):
     rows = (180, 260)
     columns = (187.5, 312.5)
     red = Vector(columns[0], rows[0])
     green = Vector(columns[1], rows[0])
     blue = Vector(columns[0], rows[1])
     yell = Vector(columns[1], rows[1])
     imgWidth = 125
     imgHeight = 160
     if (abs(click.getY() - rows[0])) < imgHeight / 2:
         if abs(click.getX() - (red.copy().getX())) < imgWidth / 2:
             Mouse.spriteSel2 = Mouse.spriteSel1
             Mouse.spriteSel1 = True
             Mouse.spriteSelection = [0, 0]
         elif abs(click.getX() - (green.copy().getX())) < imgWidth / 2:
             Mouse.spriteSel2 = Mouse.spriteSel1
             Mouse.spriteSel1 = True
             Mouse.spriteSelection = [1, 0]
     elif (abs(click.getY() - rows[1])) < imgHeight / 2:
         if abs(click.getX() - (blue.copy().getX())) < imgWidth / 2:
             Mouse.spriteSel2 = Mouse.spriteSel1
             Mouse.spriteSel1 = True
             Mouse.spriteSelection = [0, 1]
         elif abs(click.getX() - (yell.copy().getX())) < imgWidth / 2:
             Mouse.spriteSel2 = Mouse.spriteSel1
             Mouse.spriteSel1 = True
             Mouse.spriteSelection = [1, 1]