Exemplo n.º 1
0
    def __init__(self):
        super(Game, self).__init__(255, 255, 255, 255)

        self.player = player.Player()

        self.collision_manager = cm.CollisionManagerBruteForce()

        self.add(self.player, z=1)
        self.player.do(Move())
        self.player.jumping = False

        self.collision_manager.add(self.player)

        self.obstacle = cocos.sprite.Sprite(resources.obstacle)
        self.obstacle.position = 770, 30
        self.obstacle.velocity = -100, 0
        self.obstacle.speed = 50
        self.add(self.obstacle, z=1)
        self.obstacle.do(Move())

        self.obstacle.cshape = cm.AARectShape(self.obstacle.position,
                                              self.obstacle.width / 3,
                                              self.obstacle.height / 2)
        self.collision_manager.add(self.obstacle)

        self.player.schedule(self.update)
Exemplo n.º 2
0
    def __init__(self):
        super(Game,self).__init__(202, 202, 125, 155)
        self.collision_manager = cm.CollisionManagerBruteForce()
        img = pyglet.image.load("resources/sprite.png")
        self.img2= pyglet.image.load("resources/fireball.png")
        self.bullets = []
        self.kierunek = "Right"
        self.img_grid = pyglet.image.ImageGrid(img, 8,10, item_width = 120, item_height=130)
        self.anim = pyglet.image.Animation.from_image_sequence(self.img_grid[50:51], 1/150 , True)
        self.animWalkUp = pyglet.image.Animation.from_image_sequence(self.img_grid[10:20], 1/15 , True)
        self.animWalkDown = pyglet.image.Animation.from_image_sequence(self.img_grid[30:40], 1/15 , True)
        self.animWalkRight = pyglet.image.Animation.from_image_sequence(self.img_grid[0:10], 1/15 , True)
        self.animWalkLeft = pyglet.image.Animation.from_image_sequence(self.img_grid[20:30], 1/15 , True)
        self.leftPressed = False
        self.righPressed = False
        self.upPressed   = False
        self.downPressed = False
        self.spacePressed= False
        self.keysPressed = []
        self.keysPressed.append(None)
        self.keysPressed.append(None)
        self.keysPressed.append(None)
        self.player = cocos.sprite.Sprite(self.anim)
        self.player.position = 400, 225
        self.player.velocity = 0, 0
        self.player.speed =150

        super().add(self.player)

        self.player.do(Move())
Exemplo n.º 3
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    def __init__(self):
        super(Game, self).__init__(102, 102, 225, 255)

        self.player = cocos.sprite.Sprite(resources.player)
        self.player.position = 400, 25
        self.player.velocity = 0, 0
        self.player.speed = 150
        self.add(self.player, z=2)

        self.boss = cocos.sprite.Sprite(resources.boss)
        self.boss.position = 400, 600
        self.boss.scale = 0.4
        self.add(self.boss, z=1)

        self.batch = cocos.batch.BatchNode()
        self.enemies = [cocos.sprite.Sprite(resources.enemy)
                        for i in range(6)]
        positions = ((250, 125), (550, 125),
                     (300, 325), (500, 325),
                     (150, 475), (650, 475))
        for num, enem in enumerate(self.enemies):
            enem.position = positions[num]
            self.batch.add(enem)

        self.add(self.batch, z=1)

        self.player.do(Move())
Exemplo n.º 4
0
    def __init__(self):
        super(Game, self).__init__(202, 202, 125, 155)
        self.collision_manager = cm.CollisionManagerBruteForce()
        self.image = pyglet.image.load("resources/sprite.png")
        self.fireballImage = pyglet.image.load("resources/fireball.png")
        self.wolfImage = pyglet.image.load("resources/wolf.png")

        self.image_grid = pyglet.image.ImageGrid(self.image,
                                                 8,
                                                 10,
                                                 item_width=120,
                                                 item_height=130)
        self.image_grid2 = pyglet.image.ImageGrid(self.wolfImage,
                                                  6,
                                                  20,
                                                  item_width=32,
                                                  item_height=64)

        self.walkingWolf = pyglet.image.Animation.from_image_sequence(
            self.image_grid2[40:45], 0.1, True)
        self.wolfKnockout = pyglet.image.Animation.from_image_sequence(
            self.image_grid2[66:70], 0.1, True)

        self.image_grid_fireball = pyglet.image.ImageGrid(self.fireballImage,
                                                          8,
                                                          8,
                                                          item_width=64,
                                                          item_height=64)
        self.fireballAnimation = pyglet.image.Animation.from_image_sequence(
            self.image_grid_fireball[8:16], 0.1, True)

        self.animationStop = pyglet.image.Animation.from_image_sequence(
            self.image_grid[10:11], 0.1, True)
        self.animationUp = pyglet.image.Animation.from_image_sequence(
            self.image_grid[10:20], 0.1, True)
        self.animationDown = pyglet.image.Animation.from_image_sequence(
            self.image_grid[30:40], 0.1, True)
        self.animationRight = pyglet.image.Animation.from_image_sequence(
            self.image_grid[0:10], 0.1, True)
        self.animationLeft = pyglet.image.Animation.from_image_sequence(
            self.image_grid[20:30], 0.1, True)

        self.player = cocos.sprite.Sprite(self.animationStop)

        self.kierunek = "left"

        self.bullets = []

        self.player.position = 400, 100
        self.player.velocity = 0, 0
        self.player.speed = 500

        super().add(self.player)

        self.player.do(Move())
        self.schedule(self.update)
        self.lives = 10
        self.motion = True
        self.points = 0
Exemplo n.º 5
0
    def __init__(self):
        super(Game, self).__init__(102, 102, 225, 255)

        self.collision_manager = cm.CollisionManagerBruteForce()

        self.player = cocos.sprite.Sprite('eleph2.png')
        self.player.position = 400, 25
        self.player.velocity = 0, 0
        self.player.speed = 150
        self.player.scale = .5
        self.add(self.player, z=2)

        self.player.cshape = cm.AARectShape(self.player.position,
                                            self.player.width // 2,
                                            self.player.height // 2)
        self.collision_manager.add(self.player)

        self.boss = cocos.sprite.Sprite('flaregun.png')
        self.boss.position = 400, 600
        self.boss.scale = 0.4
        self.add(self.boss, z=1)

        self.boss.cshape = cm.AARectShape(self.boss.position,
                                          self.boss.width // 2,
                                          self.boss.height // 2)
        self.collision_manager.add(self.boss)

        self.batch = cocos.batch.BatchNode()
        self.enemies = [cocos.sprite.Sprite('compass.png') for i in range(6)]
        positions = ((250, 125), (550, 125), (300, 325), (500, 325),
                     (150, 475), (650, 475))
        for num, enem in enumerate(self.enemies):
            enem.position = positions[num]
            enem.cshape = cm.AARectShape(enem.position, enem.width // 2,
                                         enem.height // 2)
            self.collision_manager.add(enem)
            self.batch.add(enem)

        self.add(self.batch, z=1)
        self.player.do(Move())

        move_basic = MoveBy((120, 0), 1)
        self.enemies[0].do(Repeat(move_basic + Reverse(move_basic)))
        self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic))

        move_complex = (MoveBy((-75, 75), 1) + Delay(0.5) + MoveBy(
            (-75, -75), 1) + Delay(0.5) + MoveBy(
                (75, -75), 1) + Delay(0.5) + MoveBy((75, 75), 1) + Delay(0.5))
        self.enemies[2].do(Repeat(move_complex))
        self.enemies[3].do(Repeat(Reverse(move_complex)))

        move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3))
        move_jump_rot = AccelDeccel(RotateBy(360, 3))
        self.enemies[4].do(Repeat(move_jump + Reverse(move_jump)))
        self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot)))
        self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump))
        self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))

        self.schedule(self.update)
Exemplo n.º 6
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    def __init__(self):
        super(Game,self).__init__(202, 202, 125, 155)
        self.collision_manager = cm.CollisionManagerBruteForce()
        self.collision_manager.enabled = True
        self.collision_manager.enabledDrawBoundingBox = True;
        img = pyglet.image.load("resources/sprite.png")
        self.img2= pyglet.image.load("resources/fireball.png")
        self.bullets = []
        self.kierunek = "Right"
        self.img_grid = pyglet.image.ImageGrid(img, 8,10, item_width = 120, item_height=130)
        self.anim = pyglet.image.Animation.from_image_sequence(self.img_grid[50:51], 1/150 , True)
        self.animWalkUp = pyglet.image.Animation.from_image_sequence(self.img_grid[10:20], 1/15 , True)
        self.animWalkDown = pyglet.image.Animation.from_image_sequence(self.img_grid[30:40], 1/15 , True)
        self.animWalkRight = pyglet.image.Animation.from_image_sequence(self.img_grid[0:10], 1/15 , True)
        self.animWalkLeft = pyglet.image.Animation.from_image_sequence(self.img_grid[20:30], 1/15 , True)
        self.leftPressed = False
        self.righPressed = False
        self.upPressed   = False
        self.downPressed = False
        self.spacePressed= False
        self.keysPressed = []
        self.keysPressed.append(None)
        self.keysPressed.append(None)
        self.keysPressed.append(None)
        self.player = cocos.sprite.Sprite(self.anim)
        self.player.position = 400, 225
        self.player.velocity = 0, 0
        self.player.speed =150
        self.player.scale = 0.2
        self.player.cshape = cm.AARectShape(
            self.player.position,
            self.player.width/2,
            self.player.height/2
        )

        super().add(self.player)
        self.collision_manager.add(self.player)
        super().add(self.player)

        #super().add(mapWalls().returnMapWalls())
        self.mapWalls= mapWalls(self.collision_manager)
        self.wallsColliding = self.mapWalls.returnMapWalls()
        for obj in self.wallsColliding:
            self.collision_manager.add(obj)
        super().add(self.mapWalls.returnMapWallsBatch())

        brick=segment(100,500).returnSprite()
        brick.cshape = cm.AARectShape(
            brick.position,
            brick.width,
            brick.height
        )
        self.collision_manager.add(brick)
        super().add(brick)
        #self.collision_manager.add(self.mapWalls
        self.licznik = 0
        self.player.do(Move())
        self.schedule(self.update)
Exemplo n.º 7
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 def update(self,dt):
     self.player.cshape.center = self.player.position
     collidingWithPlayer = self.collision_manager.objs_colliding(self.player)
     if(collidingWithPlayer):
         for obj in self.wallsColliding:
             if(obj in collidingWithPlayer):
                 self.licznik = self.licznik + 1
                 self.playerBack()
                 self.player.do(Move())
Exemplo n.º 8
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 def __init__(self, e):
     super(EnemyObject, self).__init__(e[0].R.ENEMY[e[1]])
     #X(axis)-Location for enemy
     self.e = e
     self.isDead = False
     self.scale = 0.7
     self.position = (director._window_virtual_width,
                      random.randint(30,director._window_virtual_height - 34 - self.height/2))
     self.velocity = (-100, 0)
     self.deadtemplate = Delay(0.5) + CallFunc(self.destroy)
     self.do(Move())
     #Collision Shape
     self.cshape = CollisionModel.AARectShape(self.position, self.width/2, self.height/2)
Exemplo n.º 9
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 def shootBullet(self):
     if gVariables.g_IS_FX:
         SFX(self.R._SFX[0])
     bullet = Sprite(self.R._BULLET[gVariables.g_PlayerIndex])
     bullet.position = (self.PLAYER.position[0] + bullet.width / 2,
                        self.PLAYER.position[1])
     bullet.cshape = CollisionModel.AARectShape(bullet.position,
                                                bullet.width / 2,
                                                bullet.height / 2)
     bullet.scale = 0.8
     bullet.velocity = (self.bullet_speed, 0)
     bullet.do(Move())
     self.bullet_Lists.add(bullet)
     self.collisionManager.add(bullet)
     self.batch.add(bullet, self.bulletZ)
Exemplo n.º 10
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 def set(self, gScene):
     self.gScene = gScene
     self.R = gScene.R
     self.enemy = gScene.ENEMY
     self.batch = gScene.batch
     self.collisionManager = gScene.collisionManager
     self.startLocation = (50, director._window_virtual_height - 120)
     self.PLAYER = Sprite(self.R.PLAYERANIME[gVariables.g_PlayerIndex])
     self.PLAYER.position = self.startLocation
     self.PLAYER.scale = 0.5
     self.PLAYER.velocity = (0, 0)
     self.PLAYER.speed = 200
     self.collisionManager.add(self.PLAYER)
     self.PLAYER.do(Move())
     self.PLAYER.do(MoveBy((400, 0), 2) + MoveBy((-400, 0), 2))
     self.batch.add(self.PLAYER)
     self.PLAYER.cshape = CollisionModel.AARectShape(
         self.PLAYER.position, self.PLAYER.width / 2,
         self.PLAYER.height / 2)
     self.schedule(self.update)
    def __init__(self):
        super(Game, self).__init__(102, 102, 225, 255)

        self.player = cocos.sprite.Sprite(resources.player)
        self.player.position = 400, 25
        self.player.velocity = 0, 0
        self.player.speed = 150
        self.add(self.player, z=2)

        self.boss = cocos.sprite.Sprite(resources.boss)
        self.boss.position = 400, 600
        self.boss.scale = 0.4
        self.add(self.boss, z=1)

        self.batch = cocos.batch.BatchNode()
        self.enemies = [cocos.sprite.Sprite(resources.enemy) for i in range(6)]
        positions = ((250, 125), (550, 125), (300, 325), (500, 325),
                     (150, 475), (650, 475))
        for num, enem in enumerate(self.enemies):
            enem.position = positions[num]
            self.batch.add(enem)

        self.add(self.batch, z=1)
        self.player.do(Move())

        move_basic = MoveBy((120, 0), 1)
        self.enemies[0].do(Repeat(move_basic + Reverse(move_basic)))
        self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic))

        move_complex = (MoveBy((-75, 75), 1) + Delay(0.5) + MoveBy(
            (-75, -75), 1) + Delay(0.5) + MoveBy(
                (75, -75), 1) + Delay(0.5) + MoveBy((75, 75), 1) + Delay(0.5))
        self.enemies[2].do(Repeat(move_complex))
        self.enemies[3].do(Repeat(Reverse(move_complex)))

        move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3))
        move_jump_rot = AccelDeccel(RotateBy(360, 3))
        self.enemies[4].do(Repeat(move_jump + Reverse(move_jump)))
        self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot)))
        self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump))
        self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))
Exemplo n.º 12
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    def __init__(self):
        super(Game, self).__init__(202, 202, 125, 155)
        self.collision_manager = cm.CollisionManagerBruteForce()
        self.image = pyglet.image.load("resources/sprite.png")
        self.fireballImage = pyglet.image.load("resources/fireball.png")
        self.wolfImage = pyglet.image.load("resources/wolf.png")

        self.image_grid = pyglet.image.ImageGrid(self.image,
                                                 8,
                                                 10,
                                                 item_width=120,
                                                 item_height=130)
        self.image_grid2 = pyglet.image.ImageGrid(self.wolfImage,
                                                  6,
                                                  20,
                                                  item_width=32,
                                                  item_height=64)

        self.walkingWolf = pyglet.image.Animation.from_image_sequence(
            self.image_grid2[40:45], 0.1, True)
        self.wolfKnockout = pyglet.image.Animation.from_image_sequence(
            self.image_grid2[66:70], 0.1, True)

        self.image_grid_fireball = pyglet.image.ImageGrid(self.fireballImage,
                                                          8,
                                                          8,
                                                          item_width=64,
                                                          item_height=64)
        self.fireballAnimation = pyglet.image.Animation.from_image_sequence(
            self.image_grid_fireball[8:16], 0.1, True)

        self.animationStop = pyglet.image.Animation.from_image_sequence(
            self.image_grid[10:11], 0.1, True)
        self.animationUp = pyglet.image.Animation.from_image_sequence(
            self.image_grid[10:20], 0.1, True)
        self.animationDown = pyglet.image.Animation.from_image_sequence(
            self.image_grid[30:40], 0.1, True)
        self.animationRight = pyglet.image.Animation.from_image_sequence(
            self.image_grid[0:10], 0.1, True)
        self.animationLeft = pyglet.image.Animation.from_image_sequence(
            self.image_grid[20:30], 0.1, True)

        self.player = cocos.sprite.Sprite(self.animationStop)

        self.kierunek = "left"

        self.bullets = []

        self.player.position = 400, 100
        self.player.velocity = 0, 0
        self.player.speed = 500

        self.wolves = []

        for i in range(5):
            wilk = enemy(randint(50, 750), self.walkingWolf)
            super().add(wilk.returnSprite())
            self.collision_manager.add(wilk.returnSprite)
            self.wolves.append(wilk)

        super().add(self.player)

        self.player.do(Move())
        self.schedule(self.update)
        self.lives = 10
        self.motion = True
        self.points = 0

        self.labelPoints = cocos.text.Label(str(self.points),
                                            font_size=32,
                                            font_name="Comic Sans",
                                            color=(255, 20, 147, 100))
        self.labelLives = cocos.text.Label(str(self.lives),
                                           font_size=32,
                                           font_name="Comic Sans",
                                           color=(25, 255, 25, 100))

        self.naszaEtykieta = cocos.text.Label("Antek",
                                              font_size=20,
                                              font_name="Comic Sans",
                                              color=(25, 255, 25, 30))

        self.naszaEtykieta.position = 0, 400
        super().add(self.naszaEtykieta)

        self.labelPoints.position = 700, 600
        self.labelLives.position = 50, 600

        super().add(self.labelPoints)
        super().add(self.labelLives)

        self.canGo = True