Exemplo n.º 1
0
 def __init__(self,  width, height, window, level, score):
     #Screen parameters
     self.screen_width = width
     self.screen_height = height
     self.viewport_margin = self.screen_width / 2
     self.window = window
     # Player sprite lists
     self.player_list = arcade.SpriteList()
     self.player = PlayerSprite()
     # Player info, map and engine
     self.player.center_x = 64
     self.player.center_y = 192
     self.player_list.append(self.player)
     self.score = score
     self.current_level = level;
     self.map = mapLoader()
     self.map.load_level(self.current_level)
     self.is_jumping = False
     self.is_checking_jumping = False
     self.view_left = 0
     self.life_count = LIFE_AMOUNT
     self.last_safe_coord = [0] * 2
     self.last_safe_coord[0] = 64
     self.last_safe_coord[1] = 192
     # Don't show the mouse cursor
     self.window.set_mouse_visible(False)
     #Timer for measuring player time to finish level 
     self.init_time = datetime.now()
     #Sound handler
     self.sound_handler = SoundHandler()
     #Set up background and engine
     arcade.set_background_color(arcade.color.AMAZON)
     self.physics_engine = arcade.PhysicsEnginePlatformer(self.player, self.map.wall_list, gravity_constant=GRAVITY) 
Exemplo n.º 2
0
    def __init__(self):
        base.disableMouse()
        base.camLens.setFar(100)
        self.parserClass = Parser.Parser()  # Making the required instances
        self.mapLoaderClass = mapLoader.mapLoader(self)

        self.gameObjects = {}
        self.gameObjectID = 0

        self.mapX = self.mapLoaderClass.mapConfigParser.getint(
            "map", "width") - 1  # Name says it all really
        self.mapY = self.mapLoaderClass.mapConfigParser.getint(
            "map", "height") - 1

        self.modelLoaderClass = modelLoader.modelLoader(self)

        self.cameraClass = stratCam.CameraHandler(self)
        self.mouseClass = stratCam.mouseHandler(self)
        self.GUI = stratCam.GUI(self)
        #	self.GUI = stratCam.GUI(self)
        self.priorities = priorities.priorities()

        base.setFrameRateMeter(True)

        ###############
        base.cTrav2 = CollisionTraverser('world2')
        #	base.cTrav2.showCollisions(render)

        self.heightRay = CollisionRay(
        )  # A collision ray, used for getting the height of the terrain
        self.heightRay.setOrigin(0, 0, 100)
        self.heightRay.setDirection(0, 0, -1)

        self.heightCol = CollisionNode('unit Ray')
        self.heightCol.addSolid(self.heightRay)
        self.heightCol.setTag('units', 'ray1')

        self.heightCol.setFromCollideMask(BitMask32.bit(0))
        #	self.heightCol.setIntoCollideMask(BitMask32.allOff())
        self.heightColNp = render.attachNewNode(self.heightCol)
        self.heightColNp.setPos(2, 2, 0)
        self.heightHandler = CollisionHandlerQueue()

        base.cTrav2.addCollider(self.heightColNp, self.heightHandler)
        ###############

        #	myFrame = DirectFrame(frameColor=(0, 0, 0, 1),
        #					frameSize=(-0.25, 0.25, -1, 1),
        #					pos=(1.08, 0, 0))
        #	button = DirectButton(text = ("button"), scale = 0.1)
        #	button.reparentTo(myFrame)
        #	button.setPos(0, 0, 0.9)

        self.grids = astar.grid(self)

        self.unitHandler = unitHandler.world(self)
        #	self.unitHandler.addUnit(0, (10,10,5), self)
        #	self.unitHandler.addUnit(1, (6,10,5), self)
        #	self.unitHandler.moveTo(self, (6, 34), 0)
        #	self.unitHandler.moveTo(self, (34, 30), 1)

        self.buildingHandler = buildingHandler.buildingHandler(self)

        self.tileSelected = (0, 0)

        taskMgr.add(self.tskCheckWalls, "Wall checking")
        taskMgr.add(self.priorities.jobTask, "Jobs", extraArgs=[self])

        self.loadLight()

        self.accept("escape", sys.exit)
        self.accept("1", self.unitHandler.addUnit2, extraArgs=[0, self])
        self.accept("2", self.unitHandler.addUnit2, extraArgs=[1, self])
        self.accept("3", self.unitHandler.addUnit2, extraArgs=[2, self])

        self.accept("enter",
                    self.buildingHandler.addBuilding2,
                    extraArgs=[self, 0])

        self.accept("p", self.priorities.addJob)

        print 'END OF GAMEMAIN.PY!'
Exemplo n.º 3
0
import Parser
import mapLoader
import modelLoader
import gameMain
import stratCam
import fpsTest
#import something4

parserClass = Parser.Parser()

mapLoaderClass = mapLoader.mapLoader(parserClass)

modelLoaderClass = modelLoader.modelLoader(parserClass, mapLoaderClass)#, mapLoaderClass.mapConfigParser.get("map", "width"))

gameMain = gameMain.world(parserClass, mapLoaderClass, modelLoaderClass)

stratCam.CameraHandler(parserClass, mapLoaderClass, modelLoaderClass, gameMain,
		modelLoaderClass.mapX, modelLoaderClass.mapY,
		parserClass.userConfig.getfloat("control", "scrollborder"),
		parserClass.userConfig.getfloat("control", "zoominspeed"),
		parserClass.userConfig.getfloat("control", "zoomoutspeed"),
		parserClass.userConfig.getfloat("control", "zoommax"),
		parserClass.userConfig.getfloat("control", "zoommin"))

#f = fpsTest.thirdPerson(parserClass, gameMain, mapLoaderClass, modelLoaderClass)
#s = something4.grid(mapLoaderClass)
#s1 = something4.aStar(s.landMesh, mapLoaderClass)
#s1.moveTo((14,30))

run()
Exemplo n.º 4
0
	def __init__(self):
		base.disableMouse()
		base.camLens.setFar(100)
		self.parserClass = Parser.Parser() # Making the required instances
		self.mapLoaderClass = mapLoader.mapLoader(self)
		
		self.gameObjects = {}
		self.gameObjectID = 0
		
		self.mapX = self.mapLoaderClass.mapConfigParser.getint("map", "width") - 1 # Name says it all really
		self.mapY = self.mapLoaderClass.mapConfigParser.getint("map", "height") - 1

		self.modelLoaderClass = modelLoader.modelLoader(self)
		
		
		self.cameraClass = stratCam.CameraHandler(self)
		self.mouseClass = stratCam.mouseHandler(self)
		self.GUI = stratCam.GUI(self)
	#	self.GUI = stratCam.GUI(self)
		self.priorities = priorities.priorities()
		
		base.setFrameRateMeter(True)
		
		###############
		base.cTrav2 = CollisionTraverser('world2')
	#	base.cTrav2.showCollisions(render)
		
		self.heightRay = CollisionRay() # A collision ray, used for getting the height of the terrain
		self.heightRay.setOrigin(0,0,100)
		self.heightRay.setDirection(0,0,-1)
		
		self.heightCol = CollisionNode('unit Ray')
		self.heightCol.addSolid(self.heightRay)
		self.heightCol.setTag('units','ray1')
		
		self.heightCol.setFromCollideMask(BitMask32.bit(0))
	#	self.heightCol.setIntoCollideMask(BitMask32.allOff())
		self.heightColNp = render.attachNewNode(self.heightCol)
		self.heightColNp.setPos(2,2,0)
		self.heightHandler = CollisionHandlerQueue()
		
		base.cTrav2.addCollider(self.heightColNp, self.heightHandler)
		###############
		
	#	myFrame = DirectFrame(frameColor=(0, 0, 0, 1),
	#					frameSize=(-0.25, 0.25, -1, 1),
	#					pos=(1.08, 0, 0))
	#	button = DirectButton(text = ("button"), scale = 0.1)
	#	button.reparentTo(myFrame)
	#	button.setPos(0, 0, 0.9)
		
		self.grids = astar.grid(self)
		
		self.unitHandler = unitHandler.world(self)
	#	self.unitHandler.addUnit(0, (10,10,5), self)
	#	self.unitHandler.addUnit(1, (6,10,5), self)
	#	self.unitHandler.moveTo(self, (6, 34), 0)
	#	self.unitHandler.moveTo(self, (34, 30), 1)
		
		
		
		self.buildingHandler = buildingHandler.buildingHandler(self)
		
		self.tileSelected = (0,0)
		
		taskMgr.add(self.tskCheckWalls, "Wall checking")
		taskMgr.add(self.priorities.jobTask, "Jobs", extraArgs = [self])
		
		self.loadLight()
		
		self.accept("escape", sys.exit)
		self.accept("1", self.unitHandler.addUnit2, extraArgs = [0, self])
		self.accept("2", self.unitHandler.addUnit2, extraArgs = [1, self])
		self.accept("3", self.unitHandler.addUnit2, extraArgs = [2, self])
		
		self.accept("enter", self.buildingHandler.addBuilding2, extraArgs = [self, 0])
		
		self.accept("p", self.priorities.addJob)
		
		print 'END OF GAMEMAIN.PY!'