Пример #1
0
    def __init__(self, avatar):
        self.done = False
        self.avatar = avatar
        self.currentAnim = Anim('subWalkSquash', 5)
        #img = data.pngs['avatar.png']
        pyglet.sprite.Sprite.__init__(self, self.currentAnim.animation, 0, 0)
        events.AddListener(self)
        self.blinkingCounter = 0.0

        self.yoyo = yoyo.YoYo()

        self.shadow = ShadowSprite()
        self.shadow.scale = float(self.width)/self.shadow.width
        self.shadow.opacity = 128

        self.on_key_press = window.window.event(self.on_key_press)
        self.on_key_release = window.window.event(self.on_key_release)
        self.mouseButton = None
        self.on_mouse_press = window.window.event(self.on_mouse_press)
        self.on_mouse_release = window.window.event(self.on_mouse_release)

        self.attackImgs = {Facing.left: data.pngs[self.avatar.attackImg +'_left'],
                           Facing.right: data.pngs[self.avatar.attackImg]}
        self.deadImgs = {Facing.left: data.pngs[self.avatar.deadImg +'_left'],
                         Facing.right: data.pngs[self.avatar.deadImg]}
Пример #2
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    def __init__(self, square_size, obstacles, sprites):
        self.square_size = square_size
        self.obstacles = obstacles
        self.sprites = sprites
        self.move_anim = Anim(sprites["moving"]["right"], speed=0.12)
        self.death_anim = Anim(sprites["death"], speed=0.1)
        self.font = pygame.font.SysFont("coopbl", 55)

        self.timer = {"move": 0}

        self.move_time = 0.02

        self.portals = {1: None, 2: None, "space_pressed": False}

        # initial amount of lives
        self.lives = 3

        # the player will move 2 pixel every move_time sec
        self.reset_move_speed = self.move_speed = 3

        self.color = (211, 144, 11)

        self.direction = {"current": "left",
                          "next": None,
                          "previous": None,
                          "right": (1, 0),
                          "left": (-1, 0),
                          "down": (0, 1),
                          "up": (0, -1)}

        self.killed = False
        self.make_death_anim = False
        self.make_ghost_respawn = False
        self.start_pos = [self.square_size * 9, self.square_size * 11]
        self.rect = pygame.Rect(self.start_pos[0],
                                self.start_pos[1],
                                self.square_size,
                                self.square_size)

        self.define_current_tile()

        self.score = 0
Пример #3
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    def __init__(self, sprites, start_tile, exit_spawn_path, square_size, map,
                 player_rect, move_time, move_speed, choose_target_tile,
                 start_at_power_points):
        self.sprites = sprites
        self.start_tile = start_tile
        self.exit_spawn_path = exit_spawn_path
        self.square_size = square_size
        self.map = map
        self.move_time = move_time
        self.reset_move_speed = self.move_speed = move_speed

        self.state = "normal"  # the other state is "chased"
        self.chassed_sprite_kind = "chased"

        self.move_anim = Anim(self.sprites["right"], speed=0.12)

        self.start_at_power_points = start_at_power_points  # will start if less than X power points are eaten

        self.move_timer = 0

        self.chased_change_color_timer = 0

        self.pos = [
            self.start_tile[0] * self.square_size,
            self.start_tile[1] * self.square_size
        ]
        self.rect = pygame.Rect(self.pos[0], self.pos[1], self.square_size,
                                self.square_size)
        level_nb = 1
        self.timer = Timer(level_nb)

        # "Scatter" # Scatter -> fixed tile to reach (outside screen) | Chase -> attack pac man | Frightened -> random
        self.mode = self.timer.phases[self.timer.current_phase_index][0]

        self.move_direction = "left"

        self.moving_to = (
            8, 7
        )  # the first move after the ghost left the spawn (going to the left tile)

        self.choose_target_tile = choose_target_tile

        self.direction_conversion = {
            "right": (1, 0),
            "left": (-1, 0),
            "down": (0, 1),
            "up": (0, -1)
        }
Пример #4
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    def __init__(self, enemy):
        self.enemy = enemy
        events.AddListener(self)
        self.currentAnim = Anim(self.imgPrefix + 'Walk', 5)
        #img = data.pngs['enemy.png']
        pyglet.sprite.Sprite.__init__(self, self.currentAnim.animation, 0, 0)
        self.blinkingCounter = 0.0

        self.shadow = ShadowSprite()
        self.shadow.scale = float(self.width) / self.shadow.width
        self.shadow.opacity = 100

        self.hugImgs = {
            Facing.left: data.pngs[self.imgPrefix + 'Hug_left'],
            Facing.right: data.pngs[self.imgPrefix + 'Hug']
        }
        self.stunImgs = {
            Facing.left: data.pngs[self.imgPrefix + 'Stun_left'],
            Facing.right: data.pngs[self.imgPrefix + 'Stun']
        }
        self.idleImg = data.pngs[self.imgPrefix + 'Stand']
        self.walkImg = self.currentAnim.animation
Пример #5
0
bulletDir = 1
bonusItem = []
bonusItemDropRate = 100         # Higher value is less drops, default 120

# Audio effects
snd_select = sounds.select_8b
snd_bonus = sounds.bonus_8b
snd_extralife = sounds.extralife_8b
snd_extratime = sounds.extratime_8b
snd_freeze = sounds.freeze_8b
snd_hurt = sounds.injury_8b
snd_shoot = sounds.shoot_8b
snd_complete = sounds.complete_8b

# Animation setup - Array of graphic images and the speed of the animation (lower = faster)
playerAnimWalk = Anim([graphics.g_player.ply01, graphics.g_player.ply02, graphics.g_player.ply03, graphics.g_player.ply04, graphics.g_player.ply05], 4 // moveSpeed)
playerIdle = graphics.g_player.ply03
playerWarp = graphics.g_player.ply06
enemy1 = Anim([graphics.g_enemies.enemy0_0, graphics.g_enemies.enemy0_1, graphics.g_enemies.enemy0_2], 4)
enemy2 = Anim([graphics.g_enemies.enemy1_0, graphics.g_enemies.enemy1_1, graphics.g_enemies.enemy1_2], 2)
enemy3 = Anim([graphics.g_enemies.enemy2_0, graphics.g_enemies.enemy2_1, graphics.g_enemies.enemy2_2], 4)
item_stop = Anim([graphics.g_collectibles.stop_0, graphics.g_collectibles.stop_1], 20)
item_heart = Anim([graphics.g_collectibles.heart_0, graphics.g_collectibles.heart_1], 5)
item_clock = Anim([graphics.g_collectibles.clock_0, graphics.g_collectibles.clock_1], 7)
item_bonus = Anim([graphics.g_collectibles.bonus_0, graphics.g_collectibles.bonus_1, graphics.g_collectibles.bonus_2], 1)
instructionsGraphic1 = [graphics.g_player.ply01, graphics.g_player.arrow_left, graphics.g_player.arrow_right, graphics.g_player.arrow_up]
instructionsGraphic4 = [graphics.g_collectibles.stop_0, graphics.g_collectibles.heart_0, graphics.g_collectibles.clock_0, graphics.g_collectibles.bonus_0, graphics.g_imps.imp0_0]
imp1Anim = Anim([graphics.g_imps.imp0_0, graphics.g_imps.imp0_1], 10)
imp2Anim = Anim([graphics.g_imps.imp1_0, graphics.g_imps.imp1_1], 11)
imp3Anim = Anim([graphics.g_imps.imp2_0, graphics.g_imps.imp2_1], 12)
imp4Anim = Anim([graphics.g_imps.imp3_0, graphics.g_imps.imp3_1], 13)
Пример #6
0
monsterPos = [110, 3, False, 30 + random.getrandbits(4)
              ]  # Monster x/y pos, shooting bool and shooting timer
smokePos = [50, 0, 5]  # Smoke plume, smoke speed
scoreSaved = False
gameOverY = -88  # Start pos for game over bg pos
sfxPlaying = False  # Used for checking sfx is playing
sfxTimer = 23  # Timer for sfx

# Init classes
player = Player(playerX, playerY, playerHeight)
audio = Audio(g_sound, isThisRealHardware)
shake = Shake()

# Animation setup - Array of graphic images and the speed of the animation (lower = faster)
playerAnim = Anim([
    graphics.g_player.man01, graphics.g_player.man02, graphics.g_player.man03,
    graphics.g_player.man04
], 1)
birdAnimList = []

######################################
# Sprites, images, objects
######################################
logo = graphics.g_logo.logo
gameBg = graphics.g_background.gameBg
gameBg2 = graphics.g_background.gameBg2
gameOverBg = graphics.g_background.gameOver
floors = [
    graphics.g_tiles.floor01, graphics.g_tiles.floor02,
    graphics.g_tiles.floor03, graphics.g_tiles.floor04
]
walls = [
Пример #7
0
    graphics.g_explosion.explode03, graphics.g_explosion.explode04,
    graphics.g_explosion.explode05, graphics.g_explosion.explode06,
    graphics.g_explosion.explode07, graphics.g_explosion.explode08,
    graphics.g_explosion.explode09
]
popFrames = [
    graphics.g_explosion.pop01, graphics.g_explosion.pop02,
    graphics.g_explosion.pop03, graphics.g_explosion.pop04,
    graphics.g_explosion.pop05
]

# Init classes
player = Player(playerPos[0], playerPos[1], 20, 75, 1)
audio = Audio(g_sound)

waves = Anim(oceanWaves, 8)
# Animation setup - Array of graphic images and the speed of the animation (lower = faster)
#playerAnimTurnLeft = Anim([graphics.g_player., graphics.g_player., graphics.g_player.], 4)
#playerAnimTurnRight = Anim([graphics.g_player., graphics.g_player., graphics.g_player.], 4)

print("free", gc.mem_free())


#################################################################################################################
# Init Game
#################################################################################################################
def startLevel(level):
    global enemyList, enemyShips, milkStations, kittyList, dropItem, kittyBoatX, levelComplete

    enemyList = []
    milkStations = []
Пример #8
0
    rho = rho1 + rho2
    vx = (vx1 + vx2) / 2
    vy = (vy1 + vy2) / 2
    vsq = vx**2 + vy**2
    W = 1 / np.sqrt(1 - vsq)
    KE = rho * W * (W - 1)

    return KE


if __name__ == '__main__':

    #  Model Comparison

    if not 'Ideal' in locals():
        Ideal = Anim('Ideal/HighRes/Data/TimeSeries/UserDef/')
        idealT = Ideal.t.index(min(Ideal.t, key=lambda x: abs(x - 3.0)))
        Nideal = Ideal.final.c['nx'] // 2
        KESpecIdeal = getPowerSpectrumSq(Ideal.final,
                                         GetKESF(Ideal, Ideal.frame[idealT]))

    if not 'Resistive' in locals():
        Resistive = Anim('Resistive/Sigma10/HighRes/Data/TimeSeries/UserDef/')
        resistiveT = Resistive.t.index(
            min(Resistive.t, key=lambda x: abs(x - 3.0)))
        Nresistive = Resistive.final.c['nx'] // 2
        KESpecResistive = getPowerSpectrumSq(
            Resistive.final, GetKESF(Resistive, Resistive.frame[resistiveT]))

    if not 'TwoFluid' in locals():
        TwoFluid = Anim(
Пример #9
0
gameOverPlayed = False  # Trigger to pay gameover sound when dead
aquariumBg = [
    graphics.bg1, graphics.bg2, graphics.bg3, graphics.bg4, graphics.bg5
]

# Init classes
interface = Interface()
bg = Background()
player = Player()
food = Food()
hunger = Hunger(hungerMax)
audio = Audio(g_sound)
tmusic = Music(g_sound, isThisRealHardware)

# Animation setup - Array of graphic images and the speed of the animation (lower = faster)
coinAnim = Anim([graphics.coin, graphics.coin1], 3)
fish1AnimSpeed = random.getrandbits(3) + 1
fish1AnimLeft = Anim([graphics.fish1_left, graphics.fish1_left1],
                     fish1AnimSpeed)
fish1AnimRight = Anim([graphics.fish1_right, graphics.fish1_right1],
                      fish1AnimSpeed)
fish2AnimLeft = Anim([graphics.fish2_left, graphics.fish2_left1],
                     fish1AnimSpeed)
fish2AnimRight = Anim([graphics.fish2_right, graphics.fish2_right1],
                      fish1AnimSpeed)
jellyAnim = Anim([graphics.jelly1, graphics.jelly2], fish1AnimSpeed)
playerAnimLeft = Anim([graphics.crab1_left, graphics.crab2_left], 3)
playerAnimRight = Anim([graphics.crab1_right, graphics.crab2_right], 3)
playerAnimIdle = Anim(
    [graphics.crab_idle1, graphics.crab_idle2, graphics.crab_idle1], 20)