def create_enemy(self): self.skeleton1 = self.my_view.draw_entity(self.my_view.skeleton, self.random_spawn()) self.chars_on_screen.append(self.skeleton1) self.skeleton2 = self.my_view.draw_entity(self.my_view.skeleton, self.random_spawn()) self.chars_on_screen.append(self.skeleton2) self.skeleton3 = self.my_view.draw_entity(self.my_view.skeleton, self.random_spawn()) self.chars_on_screen.append(self.skeleton3) self.boss = self.my_view.draw_entity(self.my_view.boss, self.random_spawn()) self.chars_on_screen.append(self.boss) obj = Boss() obj.id = self.boss self.enemies_on_screen.append(obj) self.bossEntity = obj obj = Skeleton() obj.id = self.skeleton1 self.enemies_on_screen.append(obj) obj = Skeleton() obj.id = self.skeleton2 self.enemies_on_screen.append(obj) obj = Skeleton() obj.id = self.skeleton3 self.enemies_on_screen.append(obj) print(self.chars_on_screen) print(self.skeleton1)
def __init__(self): root = Tk() canvas_height = 720 canvas_width = 780 canvas = Canvas(root, width=canvas_width, height=canvas_height) self.map = Map() self.map.draw_map(canvas) self.hero = Hero(canvas) self.hero.create_hero() self.skeleton = Skeleton(canvas) self.skeleton_number = 3 self.spawn_spots = self.map.create_spawn_spots(self.skeleton_number) self.skeleton.spawn_skeleton(self.spawn_spots[:-1]) root.bind("<KeyPress>", self.on_key_press) canvas.pack(padx=1, pady=0.6) root.mainloop()
class Game(object): def __init__(self): root = Tk() canvas_height = 700 canvas_width = 720 canvas = Canvas(root, width=canvas_width, height=canvas_height) self.map = Map() self.map.draw_map(canvas) self.hero = Hero(canvas) self.hero.draw_hero(0, 0) self.hero.update_entity(self.hero.hero_down) self.skeleton = Skeleton(canvas) self.boss = Boss(canvas) self.skel_num = 3 self.coordinates = self.map.create_random_coordinates(self.skel_num + 1) self.skeleton.draw_skeleton(self.coordinates[:-1]) self.boss.draw_boss(self.coordinates[-1]) self.hud = Hud() self.hud.draw_hud(canvas, 0, 650) root.bind("<KeyPress>", self.on_key_press) canvas.pack() root.mainloop() def on_key_press(self, e): if (e.keysym == 'Up'): self.hero.update_entity(self.hero.hero_up) if self.map.is_wall(self.hero.x, self.hero.y - self.map.tile_size) == False: self.hero.move(0, -self.map.tile_size) elif (e.keysym == 'Down'): self.hero.update_entity(self.hero.hero_down) if self.map.is_wall(self.hero.x, self.hero.y + self.map.tile_size) == False: self.hero.move(0, +self.map.tile_size) elif (e.keysym == 'Right'): self.hero.update_entity(self.hero.hero_right) if self.map.is_wall(self.hero.x + self.map.tile_size, self.hero.y) == False: self.hero.move(+self.map.tile_size, 0) elif (e.keysym == 'Left'): self.hero.update_entity(self.hero.hero_left) if self.map.is_wall(self.hero.x - self.map.tile_size, self.hero.y) == False: self.hero.move(-self.map.tile_size, 0)
def populate_world(self): # Skeleton Sprites for i in range(50): self._entities.add( Skeleton([ random.randint(50, self._width - 50), random.randint(80, self._height - 80) ], random.randint(0, 360), 0, random.randint(50, 80))) # Player self._player = Player([settings.WIDTH, settings.HEIGHT]) self._entities.add(self._player)
class Game(object): def __init__(self): root = Tk() canvas_height = 720 canvas_width = 780 canvas = Canvas(root, width=canvas_width, height=canvas_height) self.map = Map() self.map.draw_map(canvas) self.hero = Hero(canvas) self.hero.create_hero() self.skeleton = Skeleton(canvas) self.skeleton_number = 3 self.spawn_spots = self.map.create_spawn_spots(self.skeleton_number) self.skeleton.spawn_skeleton(self.spawn_spots[:-1]) root.bind("<KeyPress>", self.on_key_press) canvas.pack(padx=1, pady=0.6) root.mainloop() def on_key_press(self, e): if (e.keysym == 'Up'): self.hero.change_image(self.hero.hero_up) if self.map.is_in_border_floor(self.hero.x, self.hero.y - 1) == True: self.hero.move(0, -1) elif (e.keysym == 'Down'): self.hero.change_image(self.hero.hero_down) if self.map.is_in_border_floor(self.hero.x, self.hero.y + 1) == True: self.hero.move(0, 1) elif (e.keysym == 'Left'): self.hero.change_image(self.hero.hero_left) if self.map.is_in_border_floor(self.hero.x - 1, self.hero.y) == True: self.hero.move(-1, 0) elif (e.keysym == 'Right'): self.hero.change_image(self.hero.hero_right) if self.map.is_in_border_floor(self.hero.x + 1, self.hero.y) == True: self.hero.move(1, 0)
def __init__(self): root = Tk() canvas_height = 700 canvas_width = 720 canvas = Canvas(root, width=canvas_width, height=canvas_height) self.map = Map() self.map.draw_map(canvas) self.hero = Hero(canvas) self.hero.draw_hero(0, 0) self.hero.update_entity(self.hero.hero_down) self.skeleton = Skeleton(canvas) self.boss = Boss(canvas) self.skel_num = 3 self.coordinates = self.map.create_random_coordinates(self.skel_num + 1) self.skeleton.draw_skeleton(self.coordinates[:-1]) self.boss.draw_boss(self.coordinates[-1]) self.hud = Hud() self.hud.draw_hud(canvas, 0, 650) root.bind("<KeyPress>", self.on_key_press) canvas.pack() root.mainloop()
def get_random_skeletons(self): skeletons = randint(20, 25) while skeletons > 0: x = randint(1, 9) y = randint(1, 9) valid = self.my_map.cell_validation(x, y) if valid: can_insert_skeleton = True for creature in self.creatures: if x == creature.position_x and y == creature.position_y: can_insert_skeleton = False if can_insert_skeleton: self.creatures.append(Skeleton(x, y, "skeleton")) skeletons -= 1
def __init__(self): self.size = 720 self.root = Tk() self.root.configure(background ='black') self.hud = 200 self.canvas = Canvas(self.root, width=self.size+self.hud, height=self.size,bg="green",bd=0) self.floor = PhotoImage(file="floor.png") self.wall = PhotoImage(file="wall.png") self.char_down = PhotoImage(file="hero-down.png") self.char_up = PhotoImage(file="hero-up.png") self.char_right = PhotoImage(file="hero-right.png") self.char_left = PhotoImage(file="hero-left.png") self.skeleton = PhotoImage(file="skeleton.png") self.boss = PhotoImage(file="boss.png") self.hero = Hero() self.warlock = Boss() self.bones = Skeleton() self.canvas.pack() self.canvas.focus_set()
def create_skeletons(self): for i in range(self.skeleton_number): self.skeletons.append(Skeleton(self.canvas))