Exemplo n.º 1
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    def __init__(self, bounds):
        Group.__init__(self)

        self.bounds = bounds

        self.spawn_rate = COIN_SPAWN_RATE * 1000
        self.spawn_timer = 0
Exemplo n.º 2
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 def __init__(self,
              manager: UIManager,
              x_pos: int,
              y_pos: int,
              color: Tuple[int, int, int],
              width: int,
              height: int,
              text='Test Button',
              disable=False,
              font_size=15,
              padding=PADDING):
     Group.__init__(self)
     UIComponent.__init__(self, manager)
     self.color = color
     self.x_pos = x_pos
     self.y_pos = y_pos
     self.width = width
     self.height = height
     self.text = text
     self.disable = disable
     self.font_size = font_size
     self.padding = padding
     self.color = color
     self.button = Sprite()
     self.button.image = Surface([width, height])
     self.button.image.fill(color)
     render_inline_text(self.button.image, self.text, self.font_size,
                        (0, 0, 0))
     self.button.rect = self.button.image.get_rect()
     self.button.rect.topleft = (x_pos, y_pos)
     self.add(self.button)
Exemplo n.º 3
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    def __init__(self, bounds):
        Group.__init__(self)

        self.bounds = bounds

        self.spawn_rate = COIN_SPAWN_RATE * 1000
        self.spawn_timer = 0
Exemplo n.º 4
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    def __init__(self, menuItemSet):

        self.visible = False
        self.maxX = 0
        self.maxY = 0

        Group.__init__(self)

        self.title = self.titleSprite()
        self.add(self.title)
        self.maxY += 48 + 5

        self.active = None

        self.bgColor = (8, 24, 34, 224)
        self.borderColor = (32, 96, 192)

        # hilight - hotkey - normal - disabled
        self.menuItemColors = (128, 192, 255), (24, 128,
                                                255), (192, ) * 3, (64, ) * 3

        self.enterSurface = None
        self.offsetOnSurface = (0, 0)

        self.orderList = []

        self.generate(menuItemSet)
        self.redraw()
        self.clearBg = Surface(self.bg.get_size())

        self.getFirst()

        self.selectorSprite(self, False)
        self.selectorSprite(self, True)
Exemplo n.º 5
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 def  __init__(self, moving_sprite,
               speedx = 0,
               maxspeedx = -1,
               speedy = 0,
               maxspeedy = -1,
               posx = 0,
               posy = 0,
               thrust_strength = 0,
               accelx = 0,
               accely = 0,
               gravity = 1000,
               decrease_speed_ratio = 2.0):
     Group.__init__(self)
     self.moving_sprite = moving_sprite
     self.speedx = speedx
     self.speedy = speedy
     self.maxspeedx = maxspeedx
     self.maxspeedy = maxspeedy
     self.posx = posx
     self.posy = posy
     self.thrust_strength = thrust_strength
     self.accelx = accelx
     self.accely = accely
     self.gravity = gravity
     self.decrease_speed_ratio = decrease_speed_ratio
     self.bumping_walls = []
Exemplo n.º 6
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 def __init__(self, sizex, sizey, wx=0, wy=0):
     Group.__init__(self)
     self.wx = wx
     self.wy = wy
     self.sizex = sizex
     self.sizey = sizey
     self.scripts = []
Exemplo n.º 7
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    def __init__(self,
                 manager: UIManager,
                 x_pos: int,
                 y_pos: int,
                 width: int,
                 height: int,
                 options: List[str],
                 background: Tuple[int, int, int] = (255, 255, 255),
                 text_size: int = 20,
                 text_color: Tuple[int, int, int] = (0, 0, 0)):
        if len(options) == 0:
            raise Exception("There must be one or more options")
        UIComponent.__init__(self, manager)
        Group.__init__(self)

        self.x_pos = x_pos
        self.y_pos = y_pos
        self.width = width
        self.height = height
        self.options = options
        self.background = background
        self.text_size = text_size
        self.text_color = text_color
        self.menu_open = False
        self.value = self.options[0]
        self.close()
Exemplo n.º 8
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 def __init__(self, col, gr):
     Group.__init__(self)
     self.sprite_group = Group()
     self.Collision = []
     self.collevel = col
     self.grlevel = gr
     self.level_width = 0
     self.level_height = 0
Exemplo n.º 9
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 def __init__(self, window):
     Group.__init__(self)
     GameConfigure.__init__(self)
     self.window = window
     for i in range(self.numStars):
         newStar = Star(window)
         self.add(newStar)
         pass
     pass
Exemplo n.º 10
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Arquivo: map.py Projeto: nowl/games
 def __init__(self, map, imageCache, rectPixelView, imWidth, imHeight):
     Group.__init__(self)
     self._changeListeners = []
     self.map = map
     self.worldRect = Rect(0, 0, self.map.width * imWidth, self.map.height * imHeight)
     self.imageCache = imageCache
     self.imageSize = (imWidth, imHeight)
     self.offsetX = 0
     self.offsetY = 0
     self.setView(rectPixelView)
Exemplo n.º 11
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    def __init__(self, agsettings):
        Group.__init__(self)
        self.agsettings = agsettings

        # Group settings
        self.size = self.agsettings.aliengroup_size

        # Movement flags
        self.ymove = self.agsettings.v_d * self.agsettings.alien_speed
        self.xmove = self.agsettings.h_d * self.agsettings.alien_speed
Exemplo n.º 12
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    def __init__(self, bounds):
        Group.__init__(self)

        self.bounds = bounds.copy()

        # adjust bounds to compensate for coin size
        coin_img = load_image("coin")
        spritesheet = SpriteSheet(coin_img, (8, 1))
        self.bounds.width -= spritesheet.width
        self.bounds.height -= spritesheet.height
Exemplo n.º 13
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    def __init__(self):
        Group.__init__(self)
        self.x = 0
        self.y = 0

        self.upper_box = Rect(0, 0, 1000, 150)
        self.lower_box = Rect(0, 650, 1000, 150)
        self.left_box = Rect(0, 0, 150, 800)
        self.right_box = Rect(850, 0, 150, 800)
        self.camera_speed = 5
Exemplo n.º 14
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Arquivo: map.py Projeto: nowl/deforium
 def __init__(self, map, imageCache, rectPixelView, imWidth, imHeight):
     Group.__init__(self)
     self._changeListeners = []
     self.upperLeft = [0, 0]
     self.numTiles = (int(rectPixelView.width / imWidth), int(rectPixelView.height / imHeight))
     self.map = map
     self.imageCache = imageCache
     self.imageSize = (imWidth, imHeight)
     self.offsetX = 0
     self.offsetY = 0
     self.setView(rectPixelView)
Exemplo n.º 15
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    def __init__(self, game):
        Group.__init__(self)

        self.game = game
        self.need_draw = True

        self.key_test_period = 0.25
        self.__tick = 0

        self.rom_executor = RomExecutor()
        self.game_list = RomDataItemsConstructor(
            game.app.config.get("PATHS", "gamelist"))

        self.sdcard_constructor = DirlistItemConstructor(
            game.app.config.get("PATHS", "sdcard"), Executor())

        self.all_constructors = [
            BaseItemConstructor(),  # for favorites
            self.game_list.getConsole("GEN"),  # for gen
            self.game_list.getConsole("SMS"),  # for sms
            self.game_list.getConsole("NES"),  # for nes
            self.game_list.getConsole("SNES"),  # for snes
            self.sdcard_constructor,
            None
        ]

        self.item_constructor = self.all_constructors[0]

        self.bg = Background(game)

        self.title_text = TextSprite("", game.assets["TITLE_FONT"])
        self.update_title_text(self.game.assets["ICONS"][0]['title'])

        self.title_text.centered = True

        self.platform = MainMenuPlatformList(game)
        self.file_list = FileList(game, self.item_constructor)
        self.file_list.deselect_all()

        self.selector_state = MainStage.SELECTRO_ICONS

        #self.add(*[self.bg, self.title_text, self.platform, self.file_list])

        game.app.input.addEvent(input.Input.EVENT_DOWN, self.nextItem)
        game.app.input.addEvent(input.Input.EVENT_UP, self.lastItem)
        game.app.input.addEvent(input.Input.EVENT_NEXT, self.select)
        game.app.input.addEvent(input.Input.EVENT_BACK, self.selectBack)

        game.app.input.addEvent(input.Input.EVENT_LEFT, self.last10Item_list)
        game.app.input.addEvent(input.Input.EVENT_RIGHT, self.next10Item_list)

        self.parts = [self.title_text, self.platform, self.file_list]
Exemplo n.º 16
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    def __init__(self):
        Group.__init__(self)

        color = FIRST_COLOR_CELL

        for y in range(0, 512, CELLS_SIZE):
            if color == FIRST_COLOR_CELL:
                color = SECOND_COLOR_CELL
            else:
                color = FIRST_COLOR_CELL
            for x in range(0, 512, CELLS_SIZE):

                self.add(Cell(color, (x, y)))

                if color == FIRST_COLOR_CELL:
                    color = SECOND_COLOR_CELL
                else:
                    color = FIRST_COLOR_CELL
Exemplo n.º 17
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    def __init__(self, game):
        Group.__init__(self)

        self.need_draw = True
        self.__selected = 0
        self.game = game
        self.slide_time = 0.1
        self.target_selector_pos = [0, 0]

        self.selector = Sprite(pygame.image.load(
            game.assets["SELECTOR"]).convert_alpha())

        self.createButtons()
        self.add(self.selector)
        self.add(*self.buttons)

        self.last_rect = pygame.Rect(0,0,0,0)

        self.selected = 0
Exemplo n.º 18
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 def __init__(self, columns, rows):
     Group.__init__(self)
     self.enemies: List[List[Optional[Enemy]]] = [[None] * columns
                                                  for _ in range(rows)]
     self.columns = columns
     self.rows = rows
     self.left_add_move = 0
     self.rightAddMove = 0
     self.move_time = ENEMY_MOVE_TIME
     self.direction = 1
     self.right_moves = 30
     self.left_moves = 30
     self.move_number = 15
     self.timer = self.move_time
     self._alive_columns = list(range(columns))
     self._left_alive_column = 0
     self._right_alive_column = columns - 1
     self._left_killed_columns = 0
     self._right_killed_columns = 0
     self.speed_listener = None
Exemplo n.º 19
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 def __init__(self):
     Group.__init__(self)
     BaseModel.__init__(self)
     # load image
     _money_image = pygame.image.load(
         get_file_path('img/item/money.png')).convert_alpha()
     _subsurface_data = [(25, 24), (25, 24), (33, 30), (32, 31)]
     _y = 0
     self.money_images = []
     for _sub_data in _subsurface_data:
         _tmp_list = [_money_image.subsurface(
             (i*_sub_data[0], _y), _sub_data) for i in range(4)]
         _y += _sub_data[1]
         self.money_images.append(_tmp_list)
     _item_rare_image = pygame.image.load(
         get_file_path('img/item/rare_42x44.png')).convert_alpha()
     self.item_rare_images = [_item_rare_image.subsurface(
         (i*ITEM_RARE_SIZE[0], 0), ITEM_RARE_SIZE) for i in range(6)]
     # load icons, but now only load one image
     self.item_icons = pygame.image.load(
         get_file_path('img/item/04000019.png')).convert_alpha()
Exemplo n.º 20
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 def __init__(self, target, sprite_filename, formation, target_position):
 
     Group.__init__(self)
     
     self.target = target
     self.sprite_filename = sprite_filename
     self.target_position = target_position
     
     #this image is passed to each Cell object
     cell_image = pygame.image.load(sprite_filename).convert_alpha()
     
     #convert formation list into table of cell sprites
     #offsets are the difference between current cell and target cell
     #since first cell is (0, 0) these start as negative of the target
     row_offset = -target_position[0]
     cells = []
     for row in formation:
         col_offset = -target_position[1]
         cells_row = []
         for col in row:
             #0 means the cell is empty
             if col == 0:
                 cells_row.append(None)
             #1 means a cell sprite should be added here
             elif col == 1:
                 new_cell = Cell(row_offset, col_offset, cell_image, target)
                 Group.add(self, new_cell)
                 cells_row.append(new_cell)
             #anything else means wtf are you doing
             else: raise
             col_offset += 1
         cells.append(cells_row)
         row_offset += 1
         
     self.cells = cells
     
     self.delay = 0
Exemplo n.º 21
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    def __init__(self, bullets):
        """Initializes the group and makes a wave of enemies
        window_size is a tuple with the window dimensions (width, height)
        rows, cols are the height and width resp. of enemies in the waves
        gap is the number of pixels between each sprite
        speed is the number of pixels moved at once
        move_delay is the number of frames waited between movements
        shoot_delay is the number of frames between enemy shots
        bullets is a Group that will hold the enemies' bullets
        sprite_filename is the sprite file for the ships
        """

        Group.__init__(self)
        self.window_size = window_size
        self.rows = wave_rows
        self.cols = wave_cols
        self.gap = wave_gap
        self.speed = enemy_speed
        self.move_delay = enemy_delay
        self.shoot_delay = enemy_shoot_delay
        self.bullets = bullets
        self.sprite_filename = enemy_filename

        self.build_wave()
Exemplo n.º 22
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    def __init__(self):
        Group.__init__(self);

        pass;
Exemplo n.º 23
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 def __init__(self, clue):
     Group.__init__(self)
     self.sprite_group = Group()
     self.Collision = []
     self.clue = clue
Exemplo n.º 24
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    def __init__(self, bounds):
        Group.__init__(self)

        self.bounds = bounds
        self.spawn_timer = 0
Exemplo n.º 25
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 def __init__(self, w, h, is_server):
     Group.__init__(self)
     self.w = w
     self.h = h
     self.is_server = is_server
Exemplo n.º 26
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 def __init__(self, *sprites):
     self._spritelist = []
     Group.__init__(self, *sprites)
Exemplo n.º 27
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 def __init__(self, count):
     Group.__init__(self)
     self.max = count
Exemplo n.º 28
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    def __init__(self, bounds):
        Group.__init__(self)

        self.bounds = bounds
        self.spawn_timer = 0
Exemplo n.º 29
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 def __init__(self):
     Group.__init__(self)
     self.id_dict = dict()
Exemplo n.º 30
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 def __init__(self):
     """
     Constructor.
     """
     Group.__init__(self)
Exemplo n.º 31
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    def __init__(self):
        Group.__init__(self)

        dispatcher.connect(self.add_sprite, signal=signals.NEW_OBJECT, sender=Player)
Exemplo n.º 32
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 def __init__(self):
     Group.__init__(self)
Exemplo n.º 33
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    def __init__(self):
        Group.__init__(self)

        self.total_spawns = 0
Exemplo n.º 34
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 def __init__(self, count):
     Group.__init__(self)
     self.max = count
Exemplo n.º 35
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 def __init__(self, *sprites):
     Group.__init__(self, *sprites)
Exemplo n.º 36
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    def __init__(self, fase):
        Group.__init__(self)
        self.fase = fase

        self.coisas = []
        self.win = False
		
        # listas de cada coisa
        self.lixos = []
        self.lixeiras = []
        self.flores = []

        self.mouse = fase.jogo.central.janela.mouse 
        self.mouse.mundo = self
        self.gui = Gui()

        self.texto = Texto(texto="TEXTO", tamanho=25, cor=(200, 100, 100),
                           img_botao="botao.png")
        self.texto.alt_pos(400, 20)
#        self.gui.adi(self.texto)

        desenho = Desenho("barra_de_lixo.png")
        desenho.alt_pos(0, 0)
        self.gui.adi(desenho)

        desenho = Desenho("fundo_simb.png")
        desenho.alt_pos(500, 0)
        self.gui.adi(desenho)

        self.simbolo = Desenho("fundo_simb.png")
        self.simbolo.alt_pos(500, 0)
        self.gui.adi(self.simbolo)

        #self.alt_controle_som(True)

        self.controleSom = BotaoToggle(self.alt_controle_som,
                                       "",
                                       "comSom.png",
                                       self.alt_controle_som, "",
                                       "semSom.png")
        self.controleSom.posicionar(85, 25)
        self.gui.adi(self.controleSom)

        self.controleSom = BotaoToggle(barulho.desligar,
                                       "",
                                       "comMusica.png",
                                       barulho.ligar, "",
                                       "semMusica.png")
        self.controleSom.posicionar(115, 25)
        self.gui.adi(self.controleSom)

        self.bot_voltar = BotaoSimples(self.fase.fim,
                                       "",
                                       "botao_menu.png")
        self.bot_voltar.posicionar(35, 25)
        self.gui.adi(self.bot_voltar)

        self.vitoria = animacoes.animar_vitoria
        self.estado_vitoria = 200  # contador para a animacao de vitoria
        self.contador_final = 200
        self.venceu = False

        self.lixeiras.append(Lixeira(self, 50, 568, "Metal", "lixeira_metal"))
        self.lixeiras.append(Lixeira(self, 240, 568, "Papel", "lixeira_papel"))
        self.lixeiras.append(Lixeira(self, 430, 568, "Plastico",
                                     "lixeira_plastico"))
        self.lixeiras.append(Lixeira(self, 620, 568, "Vidro", "lixeira_vidro"))
        self.lixeiras.append(Lixeira(self, 810, 568, "Organico",
                                     "lixeira_organico"))
Exemplo n.º 37
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 def __init__(self, *sprites):
     self._spritelist = []
     Group.__init__(self, *sprites)
Exemplo n.º 38
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 def __init__(self, count):
     Group.__init__(self)
     self.count = count
Exemplo n.º 39
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    def __init__(self):
        Group.__init__(self)

        dispatcher.connect(self.add_sprite, signal=signals.NEW_OBJECT, sender=Coin)
Exemplo n.º 40
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 def __init__(self, count):
     Group.__init__(self)
     self.count = count
Exemplo n.º 41
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 def __init__(self):
     Group.__init__(self)
     self._head = Block((50, 50))
     self._tail_position = [50, 80]
     self.add(self._head, Block((50, 60)), Block((50, 70)), Block((50, 80)))
Exemplo n.º 42
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	def __init__(self, *sprites):
		Group.__init__(self, *sprites)
Exemplo n.º 43
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 def __init__(self):
     Group.__init__(self)
     createTimeout(800, 6000, self._createTree)
     self.stopped = True