Exemplo n.º 1
0
    def __init__(self, terrain_string, directions, item=None):

        if terrain_string is None:
            raise AttributeError("Terrain must be supplied")
        else:
            self._terrain = terrain.Terrain(terrain_string)

        if directions is None or len(directions) == 0:
            self._move_north = False
            self._move_east = False
            self._move_south = False
            self._move_west = False
        else:
            if 'n' in directions.lower():
                self._move_north = True
            else:
                self._move_north = False

            if 'e' in directions.lower():
                self._move_east = True
            else:
                self._move_east = False

            if 's' in directions.lower():
                self._move_south = True
            else:
                self._move_south = False

            if 'w' in directions.lower():
                self._move_west = True
            else:
                self._move_west = False

        self._item = item
Exemplo n.º 2
0
    def __init__(self):
        # Variables for game state
        self.score = 0
        self.state = 1
        self.multiplier = 1
        self.gas = 0
        self.playing = True

        # Used to see if there is no collision (0), a crash (1), or a potential landing (2)
        self.collided = 0

        # Variables for physics
        self.dt = .01
        self.xVel = 0
        self.yVel = 0
        self.x = 0
        self.y = 0
        self.ang = 0

        # Used to see what kind of landing: good landing (1), hard landing (2), or a crash (3)
        self.landingType = 0

        # Ship and terrain objects
        self.ship = lander.Ship()
        self.terrain = land.Terrain()
        self.xTerrain = []
        self.yTerrain = []

        # Used to schedule a life reset after the landing/crash screen
        self.resetScheduled = False
Exemplo n.º 3
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    def __init__(self, screen, clock):
        self.screen = screen
        self.clock = clock

        self.game_started = False

        self.quit_button = menu.MenuButton(display_width / 2 - 150,
                                           display_height / 2, quit_button_img,
                                           "quit")
        self.start_button = menu.MenuButton(display_width / 2 - 150,
                                            display_height / 4,
                                            start_button_img, "start")
        self.leaderboard_button = menu.MenuButton(display_width / 2 - 450,
                                                  display_height / 6,
                                                  leaderboard_button_img,
                                                  "leaderboard")
        self.back_button = menu.MenuButton(display_width / 4,
                                           display_height - 100,
                                           back_button_img, "back")

        self.menu_table = menu.MainMenu(self.screen, self.quit_button,
                                        self.start_button,
                                        self.leaderboard_button)
        self.leaderboard_table = leaderboard.Leaderboard(
            leaderboard_storage, screen)
        self.create_start_leaderboard()

        self.death_screen_table = death_screen.Death_screen(
            screen, self.back_button)

        self.game_surface = terrain.Terrain()
        self.player = player.Player(PLAYER_POS_X, PLAYER_POS_Y, self.screen)

        self.army = player.AlienArmy(self.player, self.screen)
Exemplo n.º 4
0
def redrawGameWindow(gamestate):
    """ The main drawing function of the game
    :param gamestate: Decoded Json string
    :return: Draws the game graphics
    """
    global index
    global alive
    global uniqueID

    #print(gamestate["tanks"])
    if gamestate["tanks"][str(uniqueID)]["alive"] == False:
        alive = False

    win.blit(chosenBackground, (0, 0))
    projectiles = gamestate["projectile"]
    projList = []
    projToBeRemoved = []
    for key in projectiles:
        projList.append(key)
        if key in projectileDict:
            projectileDict[key].draw(win, projectiles[key])
        else:
            projectileDict[key] = projectile.Projectile(projectiles[key])
            projectileDict[key].draw(win, projectiles[key])

    for key in projectileDict:
        if key not in projList:
            projToBeRemoved.append(key)

    for key in projToBeRemoved:
        spriteCount = explosionEffect.draw(win, round(projectileDict[key].x),
                                           round(projectileDict[key].y),
                                           centerHandle)
        if spriteCount > 10:
            projectileDict.pop(key)

    tanks = gamestate["tanks"]
    for key in tanks:
        if key in tanksDict:
            tanksDict[key].draw(win, tanks[key])
        else:
            tanksDict[key] = Tank(tanks[key], mh.tankCounter)
            tanksDict[key].draw(win, tanks[key])
            if mh.tankCounter < 4:
                mh.tankCounter += 1
            else:
                mh.tankCounter = 0

    # generate terrain
    terrainMap = gamestate["terrain"]
    for key in terrainMap:
        terrainDict[key] = terrain.Terrain(terrainMap[key])
        if chosenBackground == rs.bg2:
            terrainDict[key].drawForest(win, terrainMap[key])
        else:
            terrainDict[key].drawWinter(win, terrainMap[key])

    pygame.display.update()
Exemplo n.º 5
0
    def __init__(self):
        self.terrestrial = terrain.Terrain(TERRAIN_SIZE)

        self.place_base_station()
        self.place_satellite()
        self.place_mobiles_randomly(NUMBER_OF_USERS)

        # Generate content with zipf distribution
        self.contents = content.generate_zipf_content(NUMBER_OF_CONTENTS, CONTENT_SIZE, ZIPF_PARAMETER)
Exemplo n.º 6
0
 def __init__(self):
     self.coordinate = []
     self.maxx = maxx
     self.maxy = maxy
     self.picture = []
     for i in range(self.maxx):
         self.coordinate.append([])
         #self.picture.append([])
         for j in range(self.maxy):
             self.coordinate[i].append(Pair(None, terrain.Terrain()))
Exemplo n.º 7
0
    def __init__(self, radius: int, screen_size: int, terrain_size: int):
        self.terrain_size = terrain_size
        self.radius = radius
        self.layout = pl.Layout(pl.layout_pointy,
                                pl.Point(terrain_size, terrain_size),
                                pl.Point(screen_size // 2, screen_size // 2))

        # replace this map to switch from hexes to i.e. squares
        self.map = {p: te.Terrain(p) for p in pl.generate_hex_map(radius)}
        for k, v in self.map.items():
            v.neighbors = self.neighborhood(k, v)
Exemplo n.º 8
0
    def __init__(self, *args):
        self.game_running = True
        self.game_over = False
        self.g = 15
        self.terrains = []
        self.characters = []

        for char in args:
            self.characters.append(char)

        self.terrains.append(terrain.Terrain((200, 600), (1100, 50)))
Exemplo n.º 9
0
 def __init__(self, window):
     self.window = window
     self.initialize_gl()
     try:
         with open('terrain.pickle', 'rb') as f:
             self.terrain = pickle.load(f)
     except Exception:
         logging.exception(
             'Could not load terrain - Starting with default terrain.')
         self.terrain = terrain.Terrain(20, 20)
     self.pointed = (-1, -1, -1)
     self.profile = True
     self._cached_terrain_data = None
Exemplo n.º 10
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	def __init__(self) -> None:
		self.terr = terrain.Terrain()
		self.civs: List[civ.Civ] = []
		self.active_civ = 0
		self.perspective_civ = 0
		self.pointer = sprite.Pointer()
		self.selected_sprite: Optional[sprite.Sprite] = None
		self.selected_index: int
		self.targets: List[sprite.Sprite] = []
		self.menu: List[sprite.Sprite] = []
		self.control: List[sprite.Sprite] = [ sprite.Button((400, 75), 'End turn') ]
		self.pushed_button: Optional[sprite.Button] = None
		self.animating_sprite: Optional[sprite.Sprite] = None
		self.message = ''
		self.history: List[Action] = []
		self.history_pos = 0
		self.display_mode = True
		self.replay = False
 def setUp(self):
     self.__terrain = terrain.Terrain(1)
Exemplo n.º 12
0
def gameloop():
    terrain = t.Terrain()
    terrain.initcases()
    collide = terrain.getCollide()
    arbres = terrain.getArbres()
    posArbres = terrain.getPosArbres()

    arbrescoupes = []
    posArbrescoupes = []
    lesmechants = []

    ressorts = terrain.getRessorts()
    collide = terrain.getCollide()

    vue = vj.Vue()

    bucheron = b.Bucheron()

    son = pygame.mixer.Sound("Theme.ogg")
    son.play(loops=1, maxtime=0, fade_ms=0)
    saut = pygame.mixer.Sound("saut.wav")
    special = pygame.mixer.Sound("special.wav")
    attB = pygame.mixer.Sound("attaque_hache.wav")
    missilGravite = proj.projectile(bucheron.getx(), bucheron.gety())
    missilActive = False
    missilDirection = ""
    lesmechants.append(mech.Mechant("G", -200))
    lesmechants.append(mech.Mechant("D", 1100))
    lvlsupp = 3

    for m in lesmechants:
        m.respawn()

    bucheron.bougergauche(collide)

    debutjeu = pygame.time.get_ticks() // 1000
    son.play()
    son.set_volume(0.2)
    vue.Update(terrain, bucheron, fenetre, lesmechants, arbres, missilGravite, debutjeu)
    jumpCount = 10

    # mainloop
    gameexit = False

    timer = 180

    while (not (gameexit)) and (timer >= 0):
        clock.tick(60)

        for event in pygame.event.get():  # On parcours la liste de tous les événements reçus
            if event.type == pygame.QUIT:
                gameexit = True
                pygame.quit()
                quit()

        keys = pygame.key.get_pressed()

        if bucheron.getchargeUltim() > 7:
            bucheron.setchargeUltim(8)

        if not (bucheron.getisJump()):
            if keys[pygame.K_SPACE] or pygame.Rect(bucheron.gethitbox()).collidelist(ressorts) != -1:
                if pygame.Rect(bucheron.gethitbox()).collidelist(ressorts) != -1:
                    bucheron.setJumpCount(12.5)
                saut.set_volume(0.3)
                saut.play()
                bucheron.setisJump(True)
        else:
            bucheron.sauter(collide)

        if keys[pygame.K_d]:
            attB.set_volume(0.7)
            attB.play()
            bucheron.attack()
        elif keys[pygame.K_f] and bucheron.getchargeUltim() > 7:
            special.set_volume(0.7)
            special.set_volume(2)
            special.play()
            bucheron.attackSpe()
            bucheron.resetchargeUltim()
        elif keys[pygame.K_LEFT]:
            bucheron.bougergauche(collide)
        elif keys[pygame.K_RIGHT]:
            bucheron.bougerdroite(collide)
        else:
            bucheron.pasbouger()

        if terrain.getTour().getnbbuche() > lvlsupp:
            lesmechants.append(mech.Mechant("G", -250))
            lvlsupp += 3

        # Exécution de l'attaque Speciale Jutsu
        if bucheron.isAttackingSpe():
            missilActive = True
            missilGravite = proj.projectile(bucheron.getx(), bucheron.gety())
            missilGravite.ajouterhitbox()
            if bucheron.getoldleft():
                missilDirection = "G"
            else:
                missilDirection = "D"

        if missilGravite.getx() < -100 or missilGravite.getx() > 1000:
            missilActive = False
            missilGravite = proj.projectile(bucheron.getx(), bucheron.gety())

        if missilActive:
            if missilDirection == "G":
                missilGravite.shoot("G")
            else:
                missilGravite.shoot("D")
        else:
            missilGravite.retirerhitbox()

        if bucheron.getCoupHache():
            i = -1
            if bucheron.getoldleft():
                if not pygame.Rect(bucheron.gethitboxAttG()).collidelist(arbres) == -1:
                    for j in range(0, len(arbres)):
                        if pygame.Rect(bucheron.gethitboxAttG()).colliderect(arbres[j]):
                            i = j
                for m in lesmechants:
                    if pygame.Rect(bucheron.gethitboxAttG()).colliderect(m.gethitbox()):
                        m.tuer()
                        m.respawn()
                        bucheron.addchargeultim()

            else:
                if not pygame.Rect(bucheron.gethitboxAttD()).collidelist(arbres) == -1:
                    for j in range(0, len(arbres)):
                        if pygame.Rect(bucheron.gethitboxAttD()).colliderect(arbres[j]):
                            i = j
                for m in lesmechants:
                    if pygame.Rect(bucheron.gethitboxAttD()).colliderect(m.gethitbox()):
                        m.tuer()
                        m.respawn()
                        bucheron.addchargeultim()

            if i != -1:
                terrain.getCases()[posArbres[i][1]][posArbres[i][0]].setType(tc.typecase.ARBRECOUPE)
                arbrescoupes.append(arbres[i])
                posArbrescoupes.append((posArbres[i]))
                del arbres[i]
                del posArbres[i]
                if bucheron.getbucheportee() < 2:
                    bucheron.ajoutbuche()

            if len(arbres) < 1:
                arbres = arbrescoupes
                posArbres = posArbrescoupes
                arbrescoupes = []
                posArbrescoupes = []
                for i in range(0, len(posArbres)):
                    terrain.getCases()[posArbres[i][1]][posArbres[i][0]].setType(tc.typecase.ARBRE)

        if pygame.Rect(bucheron.gethitbox()).colliderect(
                terrain.getTour().gethitbox()) and bucheron.getbucheportee() > 0:
            terrain.getTour().augnbbuche(bucheron.getbucheportee())
            bucheron.rstbuche()

        def majmechant(ennemi):
            if pygame.Rect(ennemi.gethitbox()).colliderect(bucheron.gethitbox()):
                if bucheron.getbucheportee() > 0:
                    bucheron.setbucheportee(bucheron.getbucheportee() - 1)
                    # enlever une buche au bucheron

            if pygame.Rect(ennemi.gethitbox()).colliderect(terrain.getTour().gethitbox()):
                ennemi.tuer()
                ennemi.respawn()
                if terrain.getTour().getnbbuche() > 0:
                    terrain.getTour().setnbbuche(terrain.getTour().getnbbuche() - 1)

            if pygame.Rect(ennemi.gethitbox()).colliderect(missilGravite.gethitbox()):
                ennemi.setenlevitation(True)

            if ennemi.getenlevitation():
                if ennemi.gety() < -20:
                    ennemi.respawn()
                    ennemi.setenlevitation(False)
                else:
                    ennemi.leviter()
            else:
                ennemi.setvitesse(2)
                ennemi.deplacer()

        for m in lesmechants:
            majmechant(m)

        vue.Update(terrain, bucheron, fenetre, lesmechants, arbres, missilGravite, debutjeu)
        if (pygame.time.get_ticks() // 1000 - debutjeu) == 180:
            new_score = terrain.getTour().getnbbuche()
            finloop(new_score)
            pygame.mixer.music.stop()
Exemplo n.º 13
0
import mechants as mech
import RecupText as rete
import projectile as proj
import pickle as pk

from pygame.locals import *

pygame.init()

fenetre = pygame.display.set_mode((1000, 700))

pygame.display.set_caption('Menu')
clock = pygame.time.Clock()
immobileDroite = [pygame.image.load('Bucheron-Stop-Right0.png'), pygame.image.load('Bucheron-Stop-Right1.png')]
attaqueDroite = [pygame.image.load('att D1.png'), pygame.image.load('att D3.png')]
terrain = t.Terrain()
nom = ""
new_score = 0


def finloop(new_score):
    while True:
        for event in pygame.event.get():
            # print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        nom = rete.name(fenetre)

        ##Permet de reset tout le fichier des scores (supprime les high scores donc WOLAH FAUT PAS Y TOUCHER)
Exemplo n.º 14
0
    def load(self):
        levels = self.get_levels()
        if self.level_id > len(levels) - 1:
            self.app.set_state(main.WIN)
            self.app.score_manager.save()
        else:
            self.app.gui_manager.set_state(gui_manager.FADE_IN)

            self.app.game_manager.clear_level()

            self.level_name = levels[self.level_id]
            self.app.gui_manager.update_times(
                self.app.score_manager.run_scores.get(
                    util.get_filename(self.mode, self.level_name), 0),
                self.app.score_manager.get_record(self.mode, self.level_name))

            # map_data = levels.levels[self.level_id]()
            if self.mode == 0:
                directory = 'levels'
            elif self.mode == 1:
                directory = 'survival'

            with open('{}/{}.dat'.format(directory, self.level_name),
                      'rb') as f:
                map_data = pickle.load(f)

            scene = self.app.renderer.scene

            model_name, texture = map_data['terrain']
            self.app.game_manager.terrain = terrain.Terrain(
                self.app, model_name, texture)
            scene.add(self.app.game_manager.terrain.canvas)

            self.app.game_manager.player.spawn(map_data['spawn_pos'])

            if self.mode == 0:
                self.app.game_manager.goal.spawn(map_data['goal_pos'])
            elif self.mode == 1:
                self.app.game_manager.goal.despawn()

            for data in map_data['buildings']:
                b = building.Building(self.app,
                                      building.Building.data[data[0]],
                                      data[1:4], data[4])
                # b = building.Building(self.app, building.Building.data[data[0]], data[1:4], 0)
                self.app.game_manager.game_objects.add(b)
                scene.add(b.canvas)

            for data in map_data['platforms']:
                if data[0] == 0:
                    platform.Hedge(self.app, data[1:4])
                elif data[0] == 1:
                    platform.InvisiblePlatform(self.app, data[1:4])
                elif data[0] == 2:
                    platform.LavaPlatform(self.app, data[1:4])
                elif data[0] == 3:
                    platform.Trampoline(self.app, data[1:4])

            for data in map_data['elevators']:
                e = elevator.Elevator(self.app, data[1:4], data[4])
                self.app.game_manager.game_objects.add(e)  # spawn later
                scene.add(e.canvas)

            for data in map_data['powerups']:
                if data[0] == 0:
                    e = powerup.Fuel(self.app, data[1:4])
                    self.app.game_manager.game_objects.add(e)  # spawn later
                    scene.add(e.canvas)
                elif data[0] == 1:
                    e = powerup.Health(self.app, data[1:4])
                    self.app.game_manager.game_objects.add(e)  # spawn later
                    scene.add(e.canvas)
                elif data[0] == 2:
                    e = powerup.SlowTime(self.app, data[1:4])
                    self.app.game_manager.game_objects.add(e)  # spawn later
                    scene.add(e.canvas)

            for data in map_data['vehicles']:
                if data[0] == 0:
                    v = car.Car(self.app)
                elif data[0] == 1:
                    v = helicopter.Helicopter(self.app)
                v.spawn(data[1:4])

            for data in map_data['enemies']:
                if data[0] == 0:
                    enemy.Turret(self.app, data[1:4])
                elif data[0] == 1:
                    enemy.Bee(self.app, data[1:4])
                elif data[0] == 2:
                    enemy.BowlSpawner(self.app, data[1:4])
                elif data[0] == 3:
                    enemy.InvisibleEnemy(self.app, data[1:4])

            self.app.game_manager.set_state(self.mode)
Exemplo n.º 15
0
eventManager = global_vars.eventManager
_fps = 0.05
_terrainImg = pygame.image.load('dirt.bmp')
_tankImg = pygame.image.load('tankorig.bmp')
_soldatImg = pygame.image.load('soldatsprite.bmp')
_numTanks = ('Tank', 'Tank', 'Tank', 'Soldat', 'Soldat')
_tankDimensions = _tankImg.get_rect()
_soldatDimensions = _soldatImg.get_rect()
fpsClock = pygame.time.Clock()
_turnTime = 5
background = global_vars.background
window = global_vars.window
pygame.display.set_caption('TANKS')
global_vars.layerManager.newSprite(background, background.get_rect())
terrainModel = terrain.Terrain(background.get_rect(), background.get_rect().height // 2)
global_vars.layerManager.newTerrain(_terrainImg, terrainModel)
oldTime = 0
turn = 0
global_vars.idLookup = [0] * len(_numTanks)
ctr = None

def init():
    ''' Initializes tanks, first function called '''

    for i in range(len(_numTanks)): 
        if _numTanks[i] == 'Tank':
            newTank = tank.Tank(_tankImg, pygame.Rect(50 + i * 50 + i * _tankDimensions.width, 
                terrainModel.maxHeight - _tankDimensions.height, _tankDimensions.width, _tankDimensions.height), terrainModel)
        elif _numTanks[i] == 'Soldat':
            newTank = tank.Soldat(_soldatImg, pygame.Rect(50 + i * 50 + i * (_soldatDimensions.width + 25), 
Exemplo n.º 16
0
from defines import *

pygame.init()

# Set running directory.
if os.path.dirname(__file__):
    os.chdir(os.path.dirname(__file__))

w = world.World()
w.new()

pygame.display.set_caption("Map")
window = pygame.display.set_mode((TERRAIN_WIDTH * 12, TERRAIN_HEIGHT * 14))
screen = pygame.display.get_surface()

t = terrain.Terrain()

f = feature.Feature()

v = view.View(w, t, f, screen, 12, 14)

v.locate(10, 10)
v.update()

pygame.display.flip()

while 1:

    event = pygame.event.wait()
    if event.type == pygame.QUIT:
        sys.exit()