Exemplo n.º 1
0
    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.keysDown = []
        self.label = pyglet.text.Label("test",
                                       font_name='Times New Roman',
                                       font_size=36,
                                       x=self.width // 2,
                                       y=self.height // 2,
                                       anchor_x='center',
                                       anchor_y='center')

        self.space = pymunk.Space()
        self.options = DrawOptions()
        self.score = 0
        self.playerCar = car.Car(self.space)
        self.course = walls.Walls(self.space)
        self.coins = coins.Coins(self.space)
        self.fps = FPSDisplay(self)
        self.nearestCoinPos = self.coins.usedCoinPos[0]

        handler = self.space.add_collision_handler(1, 2)
        handler.begin = self.hitWall

        coinHandler = self.space.add_collision_handler(1, 3)
        coinHandler.begin = self.collectCoin
Exemplo n.º 2
0
def create_board():
    '''
    Creates board and fills in Obstacles and Scenery
    '''
    board = list()
    for i in range(int(defs.rows)):
        temp_list = list()
        for _ in range(defs.board_len):
            if i==0 or i==0:
                clouds.add_element(temp_list,fn=34)
            elif i==int(defs.rows)-1 :
                clouds.add_element(temp_list,fn=32)
            else:
                clouds.add_element(temp_list,cont=1)
        board.append(temp_list)
    defs.board_len-=int(defs.columns)
    #
    clouds.Clouds(100,board)
    defs.plain_board=copy.deepcopy(board)
    arcs.Arcs((2*int(defs.rows)//3+1),board)
    coins.Coins(100,board)
    powerup.Powerup(defs.board_len//5)
    enemy.Enemy(40)
    magnet.Magnet(200,10)
    #
    defs.board_len+=int(defs.columns)
    return board
Exemplo n.º 3
0
    def __init__(self, player):

        Level.__init__(self, player)

        level2 = [[40, 80, 300, 120], [40, 80, 700, 220], [40, 80, 400, 320],
                  [40, 80, 500, 420], [40, 80, 200, 520], [40, 50, 800, 620],
                  [40, 70, 200, 40], [40, 50, 650, 40], [40, 50, 650, 140],
                  [40, 50, 100, 320], [40, 50, 100, 450]]

        level = [[1000, 1, 0, 0], [900, 1, 100, 699], [99, 30, 100, 40],
                 [39, 30, 241, 40], [20, 39, 79, 0], [20, 39, 281, 0],
                 [180, 30, 600, 40], [299, 30, 0, 120], [200, 30, 341, 120],
                 [299, 30, 400, 220], [259, 30, 741, 220], [399, 30, 0, 320],
                 [300, 30, 441, 320], [199, 30, 300, 420], [459, 30, 541, 420],
                 [199, 30, 0, 520], [600, 30, 241, 520], [99, 30, 700, 620],
                 [159, 30, 841, 620]]

        for plat in level:
            block = platform.Platform(plat[0], plat[1])

            block.rect.x = plat[2]
            block.rect.y = plat[3]

            block.player = self.player
            self.platform_list.add(block)

        for lad in level2:
            block = ladder.Ladder(lad[0], lad[1])

            block.rect.x = lad[2]
            block.rect.y = lad[3]

            self.ladder_list.add(block)

        for i in range(50):

            coin = coins.Coins(20, 20)

            coin.rect.x = random.randrange(1000)
            coin.rect.y = random.randrange(700)

            self.coins_list.add(coin)

            for j in self.platform_list:

                plat_coin_hit_list = pygame.sprite.spritecollide(
                    j, self.coins_list, True)

        q = queen.Queen(30, 30)

        q.rect.x = random.randrange(100, 280)
        q.rect.y = 9

        self.queen_list.add(q)
Exemplo n.º 4
0
if 'tests' in os.getcwd():
    sys.path.insert(0, os.path.join(os.getcwd(), '../'))
elif 'Refactored' not in os.getcwd():
    sys.path.insert(0, os.path.join(os.getcwd(), './Refactored/'))

import coins
import cake
import scene
import config
import collectable_objects
import bulletclass
import clouds
import poles

HEIGHT, WIDTH = 37, 168
Coin = coins.Coins()
Cakes = cake.Cakes()
Mario = scene.Mario_map(HEIGHT, WIDTH)
Mario.initialize()


class Test_Objects:
    def test_powerup_problem(self):
        Mario.make_wall(HEIGHT - 8, WIDTH - 24, WIDTH - 12, config.char, 1)
        Cakes.set_position(HEIGHT - 8, WIDTH - 14)
        Cakes.draw(Mario.map_mario, HEIGHT - 10, WIDTH - 14)
        assert Mario.map_mario[HEIGHT -
                               10][WIDTH -
                                   14] == "@" or Mario.map_mario[HEIGHT -
                                                                 10][WIDTH -
                                                                     14] == "$"
Exemplo n.º 5
0
def start_game(screen):
    height, width = os.popen( 'stty size', 'r' ).read().split()

    #this obtains board size and width as dependent on the terminal size
    config.height = int( height ) - 8
    config.width = int( width ) * 5
    config.frame_width = int( width )

    Coin = coins.Coins()
    Obs = obstacles.Obstacles()
    Bullets = bullets.Bullet()
    Mag=Magnet()
    ice=bullets.Bullet()

    screen.create_board( height, width, Coin, Obs, Mag )

    player = hero.Hero( 4, 40 )  # creating hero with co ordinates

    config.time_left = 500
    config.start_time = time()

    screen.refresh_screen( player,Bullets )

    dragon_flag=0
    Dragon=Villain(config.width-49,player.get_y())


    itr=1
    quitter=False

    while ((not game_state.is_game_over()) and (config.time_left > 0) and (not quitter)):
        player.gravity()
        player.magnet_effect(Mag.get_y(),Mag.get_start(),Mag.get_end()) #to put the effect of the magnet on the hero

        quitter=player.movehero( screen.get_screen(), Bullets)

        game_state.coin_check( screen.get_screen() )

        game_state.place_bullets( screen.get_screen(), Bullets, Obs ,dragon_flag)

        config.time_left = 500-(time()-config.start_time)
        screen.refresh_screen( player ,Bullets)

        if config.start_col < 4 * int( width ):  # for moving the board frame
            config.start_col += 1 + config.boost_speed
        else:
            #this takes place when in the last frame
            dragon_flag=1
            Dragon.update(player.get_y(),ice,screen.get_screen())
            game_state.place_ice(screen.get_screen(),ice,player)

        if config.boost_end_time <= time(): #to handle power ups
            if config.state == 'u':
                if config.boost_speed!=0:
                    config.boost_speed = 0
                elif config.shield!=0:
                    config.shield=0
                config.state = 'c'
                config.boost_end_time=time()+10

            elif config.state=='c':
                config.boost_end_time=time()+10
                config.state='r'

        itr+=1
        if player.get_y()<config.height-3:
            config.hangtime+=1

    if config.result == 1:
        print( "\nYOU WON !!!!!!!!! :)" )
    else:
        print( "YOU LOST :( :( :(" )

    print( "SCORE:- %d" % (config.score) )
Exemplo n.º 6
0
def init_game(height, width, level):

    config.mario = scene.Mario_map(height, width)

    config.mario.initialize()
    config.enemy = []

    config.coin = coins.Coins()
    config.cake = cake.Cakes()
    config.pistol = pistol.Pistol()
    config.flagger = flag_1.Flag(config.mario.map_mario)

    if level == 1:
        counter = 3
    elif level == 2:
        counter = 4

    #initialize enemies
    for i in range(0, counter - 2):
        for i in config.mario.boundary:
            enemy_original_y = i + randint(int(width / 2), width - 15)
            enemy_original_x = height - 4
            config.enemy.append(
                small_enemy.enemy_1(enemy_original_x, enemy_original_y))
        stable_set = ["#", "&"]

    #initialize clouds
    for i in config.mario.boundary:
        n = randint(counter, counter + 2)
        for count in range(0, n):
            cloud = clouds.Clouds(config.mario.map_mario)
            cloud_x, cloud_y = randint(30, 140) + i, randint(3, 5)
            cloud.update(n, cloud_y, cloud_x)
            config.clouds.append(cloud)

    #initialize pillars
    for i in config.mario.boundary:
        for count in range(0, counter):
            pole = poles.Poles(config.mario.map_mario)
            pole_x, pole_y = randint(int(width / 2),
                                     width - 15) + i, height - 4
            pole.draw(pole_x, pole_y)
            config.poles.append(pole)

    #initialize stairs
    for count in range(0, 3):
        config.ending = ending.End(config.mario.map_mario)
        stair_x, stair_y = width * 6 + 20 + count * 21, height - 10
        config.ending.draw_left(stair_x, stair_y, height, width)
        stair_x, stair_y = width * 6 + 31 + count * 21, height - 10
        config.ending.draw_right(stair_x, stair_y, height, width)
        config.stair_coordinates.append([stair_x, stair_y])

    #initialize coins
    for j in range(0, 4):
        for i in range(0, 6):
            k = randint(height - 14, height - 8)
            a = randint(int(width / 12), width - 24)
            b = a + 12
            config.coin.set_position(k, a, randint(0, 13),
                                     config.mario.boundary[i])
            config.coin.set_position(k, a, randint(0, 13),
                                     config.mario.boundary[i])
            config.mario.make_wall(k, a, b, config.char, i)
            config.mario.make_wall(k - 1, a, b, config.char, i)
            if i % 3 == 0:
                cake_y, cake_x = k, a + randint(1,
                                                11) + config.mario.boundary[i]
                config.cake.set_position(cake_y, cake_x)
            if i % 3 == 1:
                pistol_y, pistol_x = k, a + randint(
                    1, 11) + config.mario.boundary[i]
                config.pistol.set_position(pistol_y, pistol_x)

    #initialize variables
    config.x_flag = width * 6 + int(width / 2) + 30
    config.y_flag = height - 14
    config.flagger.draw_2(config.y_flag, config.x_flag)
    config.distance = 0
    config.score = 0
    config.index = 0
    config.counter = 0
    config.counter_back = 0
    config.start_x = 0
    os.system('clear')
    print("score- " + str(config.score) + " " + "distance- " +
          str(config.distance))
    config.player = mario_player.Mario(int(height - 4), 0)
    config.player.draw(config.mario.map_mario)
    for items in config.enemy:
        items.draw(config.mario.map_mario)
        config.enemy_count.append(1)
    config.mario.print_map(int(width), int(height), config.start_x)
    config.final_height = height - 4
    config.limit = 0
    config.flag = 1
    config.follow_coefficient = -1
    config.game_over = False
    config.big_mario = False
    os.system('aplay -qN ./sound/theme.wav &')
Exemplo n.º 7
0
def init_game(height, width, level):
    """gaurav"""
    config.mario = scene.Mario_map(height, width)

    config.mario.initialize()
    config.ENEMY = []

    config.coin = coins.Coins()
    config.cake = cake.Cakes()
    config.pistol = pistol.Pistol()
    config.flagger = flag_1.Flag(config.mario.map_mario)

    if level == 1:
        counter = 3
    elif level == 2:
        counter = 4

    # initialize enemies
    for j in range(0, counter - 2):
        for i in config.mario.boundary:
            enemy_original_y = i + randint(int(width / 2), width - 15)
            enemy_original_x = height - 4
            config.ENEMY.append(
                small_enemy.enemy_1(enemy_original_x, enemy_original_y))
    for i in config.mario.boundary:
        number = randint(counter, counter + 2)
        for count in range(0, number):
            cloud = clouds.Clouds(config.mario.map_mario)
            cloud_x, cloud_y = randint(30, 140) + i, randint(3, 5)
            cloud.update(number, cloud_y, cloud_x)
            config.CLOUDS.append(cloud)

    # initialize pillars
    for i in config.mario.boundary:
        for count in range(0, counter):
            pole = poles.Poles(config.mario.map_mario)
            pole_x, pole_y = randint(int(width / 2),
                                     width - 15) + i, height - 4
            pole.draw(pole_x, pole_y)
            config.POLES.append(pole)

    # initialize stairs
    for count in range(0, 3):
        config.ending = ending.End(config.mario.map_mario)
        stair_x, stair_y = width * 6 + 20 + count * 21, height - 10
        config.ending.draw_left(stair_x, stair_y, height, width)
        stair_x, stair_y = width * 6 + 31 + count * 21, height - 10
        config.ending.draw_right(stair_x, stair_y, height, width)
        config.STAIR_COORDINATES.append([stair_x, stair_y])

    # initialize coins
    for j in range(0, 4):
        for i in range(0, 6):
            j = j
            temp = randint(height - 14, height - 8)
            air = randint(int(width / 12), width - 24)
            boom = air + 12
            config.coin.set_position(temp, air, randint(0, 13),
                                     config.mario.boundary[i])
            config.coin.set_position(temp, air, randint(0, 13),
                                     config.mario.boundary[i])
            config.mario.make_wall(temp, air, boom, config.CHAR, i)
            config.mario.make_wall(temp - 1, air, boom, config.CHAR, i)
            if i % 3 == 0:
                cake_y, cake_x = temp, air + \
                    randint(1, 11)+config.mario.boundary[i]
                config.cake.set_position(cake_y, cake_x)
            if i % 3 == 1:
                pistol_y, pistol_x = temp, air + \
                    randint(1, 11)+config.mario.boundary[i]
                config.pistol.set_position(pistol_y, pistol_x)

    # initialize variables
    config.X_FLAG = width * 6 + int(width / 2) + 30
    config.Y_FLAG = height - 14
    config.flagger.draw_2(config.Y_FLAG, config.X_FLAG)
    config.DISTANCE = 0
    config.SCORE = 0
    config.INDEX = 0
    config.COUNTER = 0
    config.COUNTER_BACK = 0
    config.START_X = 0
    os.system('clear')
    print("score- " + str(config.SCORE) + " " + "distance- " +
          str(config.DISTANCE))
    config.player = mario_player.Mario(int(height - 4), 0)
    config.player.draw(config.mario.map_mario)
    for items in config.ENEMY:
        items.draw(config.mario.map_mario)
        config.ENEMY_COUNT.append(1)
    config.mario.print_map(int(width), int(height), config.START_X)
    config.FINAL_HEIGHT = height - 4
    config.LIMIT = 0
    config.FLAG = 1
    config.follow_coefficient = -1
    config.GAME_OVER = False
    config.BIG_MARIO = False
    os.system('aplay -qN ./sound/theme.wav &')