def colisao_players_bola(self): for bola in self.lista_bola: for player in self.lista_jogador: batida = arcade.check_for_collision_with_list( bola, self.lista_jogador) diferenca = player.center_x - bola.center_x if len(batida) > 0: bola.vetor_x = (math.cos(math.pi / 2 + diferenca / 256 * (math.pi)) * 10) bola.vetor_y = (math.sin(math.pi / 2 + diferenca / 256 * (math.pi)) * 10) som = arcade.Sound('jogo/sons/somplayer.wav') som.play() break for bola in self.lista_bola: for player in self.lista_jogador2: batida = arcade.check_for_collision_with_list( bola, self.lista_jogador2) diferenca = player.center_x - bola.center_x if len(batida) > 0: bola.vetor_x = (math.cos(math.pi / 2 + diferenca / 256 * (math.pi)) * 10) bola.vetor_y = (math.sin(math.pi / 2 + diferenca / 256 * (math.pi)) * 10) som = arcade.Sound('jogo/sons/somplayer.wav') som.play() break
def __init__(self, width, height, title): super().__init__(width, height, title) self.center_window() map = arcade.read_tmx("my-maps/platfomer-map.tmx") self.talaj = arcade.tilemap.process_layer(map, "talaj", use_spatial_hash=True) self.egyeb = arcade.tilemap.process_layer(map, "egyeb", use_spatial_hash=True) self.targyak = arcade.tilemap.process_layer(map, "targyak", use_spatial_hash=True) # Példányosítjuk a Player osztályt. self.player = Player() self.physics = arcade.PhysicsEnginePlatformer(self.player, self.talaj, gravity_constant=GRAVITY) self.collected = 0 self.sound = arcade.Sound("my-sounds/coin1.wav") self.music = arcade.Sound("my-sounds/funkyrobot.mp3") self.music.play(volume=0.1)
def colisao_parede_bola(self): #Se a bola tentar aflingir os limites de largura da parede, ela ira para o lado oposto. for bola in self.lista_bola: if (bola.center_x + 32 > LARGURA_TELA or bola.center_x < 32 ) and self.contador_colisao_paredes_vertical <= 0: bola.center_x += -bola.vetor_x bola.center_y += -bola.vetor_y bola.vetor_x = -bola.vetor_x som = arcade.Sound('jogo/sons/somparede.wav') som.play() self.contador_colisao_paredes_vertical = 1 #Se a bola tentar chegar ao teto ela será mandada ao lado oposto. if (bola.center_y + 32 > ALTURA_TELA ) and self.contador_colisao_paredes_horizontal <= 0: bola.center_x += -bola.vetor_x bola.center_y += -bola.vetor_y bola.vetor_y = -bola.vetor_y som = arcade.Sound('jogo/sons/somparede.wav') som.play() self.contador_colisao_paredes_horizontal = 1 #Se a bola sair do limite e cair da tela no canto inferior ela irá ser removida da lista de bolas e jogador perderá uma vida. #Em seguida ela sera posta ao jogo novamente até que a vida dos jogadores chegue a zero. if bola.center_y < 32: bola.kill() self.adicionar_vida(-1) for player in self.lista_jogador: self.lista_bola.append( Bola(player.center_x + player.width / 4, 96)) break break
def __init__(self): super().__init__() self.sprite = Hero(scale=2, center_x=self.window.width // 2, center_y=self.window.height // 2, speed=5) self.coins_list = arcade.SpriteList() self.big_coins_list = arcade.SpriteList() self.coins = [self.coins_list, self.big_coins_list] self.score = 0 self.timer = 10 self.last_time = time.time() # запоминаем текущее значение времени self.cursor = Cursor() self.button = Button(center_x=self.window.width // 2, center_y=self.window.height // 2, width=150, height=30, color=RED, text="START", text_color=BLACK) self.button_list = arcade.SpriteList() self.button_list.append(self.button) # подготавливаем звуки self.music = arcade.Sound(MUSIC) # фоновая музыка self.sound_effect = arcade.Sound(SOUND) # звук сбора монет self.player = None # понадобиться для управления музыкой
def __init__(self): super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) self.player_list = None self.bullet_list = None self.word_list = None self.star_list = None self.spokenwords = None self.score = 0 self.word_count = 0 self.word_create_delay = 0 self.words = [ "what", "this", "his", "I", "or", "her", "word", "that", "the", "poop", "can", "at", "dog", "from", "frog", "have", "it", "is", "in", "for", "but", "Sonic", "Shadow", "was", "on", "we", "are", "be", "with", "you", "your", "and", "me", "my", "as", "he", "to", "of", "if" ] arcade.set_background_color(arcade.csscolor.BLACK) self.lasersound = arcade.Sound("assets/Bonus/sfx_laser2.ogg") if PLAY_MUSIC: self.music = arcade.Sound("assets/Bonus/solar_striker1.mp3", streaming=True)
def add_sounds(self) -> None: """ loads all sounds from disk and adds them to self.sounds for later use :return: none """ self.sounds.append(arcade.Sound("sounds/minecraft-theme.mp3")) self.sounds.append(arcade.Sound("sounds/starcraft-theme.mp3")) self.sounds.append(arcade.Sound("sounds/player_attack.mp3"))
def __init__(self, knife_object): super(ThrowingKnife, self).__init__(knife_object.texture, knife_object.scale) self.speed = knife_object.speed self.range = knife_object.range * 64 self.max_speed = knife_object.max_speed self.sounds = [arcade.Sound(sound) for sound in knife_object.sounds] self.hit_sound = arcade.Sound("resources/sounds/knife_hit_ground.wav") self.triangle = None
def __init__(self): super().__init__() random.seed() self.paddle_hit = arcade.Sound('sounds/paddle_hit.wav') self.score = arcade.Sound('sounds/score.wav') self.wall_hit = arcade.Sound('sounds/wall_hit.wav') arcade.play_sound(self.paddle_hit) # If you have sprite lists, you should create them here, # and set them to None self.gd = None
def __init__(self, knife_object): super(ThrowingKnife, self).__init__(knife_object.texture, knife_object.scale) self.speed = knife_object.speed self.range = knife_object.range * 64 self.max_speed = knife_object.max_speed self.sounds = [arcade.Sound(sound) for sound in knife_object.sounds] self.hit_sound = arcade.Sound("resources/sounds/knife_hit_ground.wav") self.trajectory = None self.path = None self.direction = 0 self.ang_change = 0 self.thrown = False
def __init__(self, position_x: int, position_y: int): """ Creates an instance of the player (wielding a shotgun by default), although it contains the skin of every weapon. :param position_x: The initial x position of the player. :param position_y: The initial y position of the player. """ # Esta imagen es una por defecto. En realidad no importa cual sea. super().__init__(position_x, position_y, "./resources/sprites/player/Shotgun.png", 1) # Used for flipping between image sequences self.cur_texture = 0 self.UPDATES_PER_FRAME = 4 self.character_face_direction = 0 # Weapon self.weapon = "Akimbo" self.shooting = False Player.change_animation(self) # Weapons self.textures = [] self.textures.append("./resources/sprites/player/shotgun.png") self.textures.append("./resources/sprites/player/machinegun.png") # Health self.health = 10 # self.shooting = False # Sounds self.shotgun_sound = arcade.Sound("./resources/sounds/shotgun.wav") self.machinegun_sound = arcade.Sound( "./resources/sounds/machinegun.wav") self.akimbo_sound = arcade.Sound("./resources/sounds/akimbo.wav") self.shoot_count = 0 # Movement self.speed = 500 self.mov_ud = "" self.mov_lr = "" # Bullseye self.bullseye = arcade.Sprite( "./resources/sprites/player/bullseye.png", 0.75) self.mouse_position = [0, 0]
def on_update(self, delta_time: float): # update the player and branches self.entity_list.update() # make a list of branches that were collected collected_branches = arcade.check_for_collision_with_list( self.player, self.branch_list) # remove branches, add to the score, and make a sound for branch in collected_branches: branch.remove_from_sprite_lists() self.score += 1 self.sound = arcade.Sound(":resources:sounds/coin5.wav") self.sound.play(0.5) # detect if the player has touched a tree or the camping equipment if self.player.collides_with_list(self.collision_list): self.player.change_x = 0 self.player.change_y = 0 # if a player returns to camp with at least 4 branches, they win if self.player.collides_with_list(self.camp_list) and self.score > 3: self.player.change_x = 0 self.player.change_y = 0 arcade.close_window()
def __init__(self): super().__init__() self.stena_list = None self.vxod_list = None self.back_list = None self.player = None self.enemy_list = None self.coin_list = None self.collision_list = None self.map_number = -1 self.comback = False self.question = False self.coin_sound = ar.Sound('sound\Sound_19349.mp3') self.damage_sound = ar.Sound('sound\damage by kirik.m4a')
def __init__(self): super().__init__() arcade.set_background_color(arcade.csscolor.BLACK) # Variables that will hold sprite lists self.player_list = None self.asteroid_list = None self.explosions_list = None self.life_list = None self.asteroid_hit_list = None self.fall_life_list = None # Variables that are for a single sprite. self.life_sprite = None self.player_sprite = None self.score = 0 self.view_bottom = 0 self.view_left = 0 self.background = None # Holds where the sounds are from, and tells the models to expect it. self.gun_sound = arcade.load_sound(":resources:sounds/hurt5.wav") self.hit_sound = arcade.load_sound(":resources:sounds/explosion2.wav") self.music = arcade.Sound(":resources:music/8-Bit-Surf.mp3", streaming=True) self.window.set_mouse_visible( False ) # Since the "curser" is the cross hairs we don't want to see the actual mouse curser.
def switch_music(self, filename): volume = self.media_player.volume if self.media_player else 1 old = self.media_player self.media_player = arcade.Sound(MUSIC_PREFIX.format(filename)).play( volume=volume, loop=True) if old: # Do this afterwards to minimize a gap in sound old.pause()
def play_song(self): if not self.music: self.music = arcade.Sound(resource_path(random.choice( ['music/MenuSong.wav', 'music/S1-Beep.wav', 'music/S2-FastBeep.wav', 'music/S3-Nyoom.wav'])), streaming=True) self.music.play(0.1) sleep(0.03)
def __init__(self, planet_name, *args, **kwargs): super().__init__(PLANET_SPRITES[planet_name], *args, **kwargs) self.name = planet_name self.speed_x = None self.speed_y = None self.health = 1 self.can_push_planets = self.name == "yogh" self.can_blast_planets = self.name == "yogh" self.can_melee_planets = self.name == "ze" self.can_range_planets = self.name == "ezh" self.max_attack_distance = MAX_ATTACK_DISTANCE[self.name] self.base_damage = BASE_DAMAGE * PLANET_DAMAGE[self.name] self.color = PLANET_COLORS[self.name] self.attack_sound = arcade.Sound(ATTACK_SOUND[self.name]) self.parent = None self.others = None self.damage_on_others = None self.attacked_last_round = [] self.total_healing = 0 self.last_triangulating = None self.proper_name = self.name[0].upper() + self.name[1:].lower()
def setup_window(graphicsWindow): gold_list = [] width, height = graphicsWindow.get_size() for gold_count in range(6): gold_pot = arcade.Sprite("unnamed.png") xpos = random.randint(0, width) ypos = random.randint(0, height) gold_pot.set_position(xpos, ypos) gold_list.append(gold_pot) player = arcade.Sprite("galleon (1).png") player.set_position(200, 500) graphicsWindow.player = player graphicsWindow.gold_list = gold_list arcade.set_background_color(arcade.color.SEA_BLUE) graphicsWindow.playerDx = 0 graphicsWindow.playerDy = 0 graphicsWindow.up_pressed = False graphicsWindow.down_pressed = False graphicsWindow.right_pressed = False graphicsWindow.left_pressed = False graphicsWindow.score = 0 ching_sound = arcade.Sound("Cash_register.ogg") graphicsWindow.ching_sound = ching_sound
def play_song(self): if self.music: self.music.stop() self.music = arcade.Sound(self.music_list[self.current_song_index], streaming=True) self.current_player = self.music.play(constants.MUSIC_VOLUME)
def __init__(self, center_x, center_y, width, height, color, text, text_color): super(Button, self).__init__(width, height, color) self.text = text self.text_color = text_color self.center_x = center_x self.center_y = center_y self.sound = arcade.Sound(SOUND) # подготавливаем звук
def process(self, dt): for ent, sound in self.world.get_component(Sound): if self.world.has_component(ent, Timeout): continue arcade_sound = arcade.Sound(sound.file_path) arcade_sound.play(volume=sound.volume) self.world.delete_entity(ent)
def send_msg(self, target, message): """Send a message from the chat to a worker.""" self.messages.append(ChatMessage(self.player_worker, target, message)) arcade.Sound(MUSIC_PREFIX.format('sfx_send_message.ogg')).play() if message == self.game_view.solution: self.game_view.win()
def setup(self): self.player = Player() self.capitol = Capitol() self.coequipier = None self.gui = Gui(0, CONST.MAX_VOTES) self.supporters = [] self.bullets = [] self.ui_manager = UIManager() self.tweet = Tweet() self.strike_button = Strike(center_x=CONST.STRIKE_BUTTON_X, center_y=CONST.STRIKE_BUTTON_Y, normal_texture=self.button_normal, hover_texture=self.button_hovered_texture, text='') self.ui_manager.add_ui_element(self.strike_button) arcade.set_background_color(arcade.color.AMAZON) self.background = arcade.load_texture("tileset/background.png") self.music_list = ["audios/background_music.mp3"] self.current_song_index = 0 self.music = arcade.Sound(self.music_list[self.current_song_index], streaming=True) self.play_song()
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int): if self.state == 0: for button in self.button_list_0: assert (isinstance(button, arcade.gui.TextButton)) button.check_mouse_press(x, y) elif self.state == 1: left, right, bottom, top = arcade.get_viewport() if button == arcade.MOUSE_BUTTON_LEFT: self.player.shooting = True for button2 in self.pause_list: if isinstance(button2, Button): button2.check_mouse_press(x + left, y + bottom) # Easter egg if self.pause: if (self.player.check_mouse_press(x + left, y + bottom)): self.contador += 1 if self.contador == 15: self.song.stop() self.song = arcade.Sound("./resources/music/song2.wav") self.volume = 0.01 arcade.Sound.play(self.song, self.volume) elif self.state == 2: for button in self.button_list_1: assert (isinstance(button, arcade.gui.TextButton)) button.check_mouse_press(x, y) elif self.state == 3: pass
def setup(self): self.set_update_rate(1 / 8) # fps self.game_started = False self.game_over = False self.score = 0 self.snake = Snake( (self.width, self.height), self.tile_size ) self.apple = Apple( (self.width, self.height), self.tile_size, self.snake.placement ) # goes clockwise (top, right, bottom, left) self.borders = ( int(self.height - self.tile_size / 2), int(self.width - self.tile_size / 2), int(0 + self.tile_size / 2), int(0 + self.tile_size / 2), ) self.death_sound = arcade.Sound('assets/audio/death.mp3') return self
def setup(self, start_x, start_y, end_x, end_y): "" bullet = arcade.Sprite("assets/images/laserBlue01.png", constants.BULLET_SCALING) bullet.sound = arcade.Sound("assets/sounds/laser2.wav") bullet.sound.play(volume= .04) bullet.center_x = start_x bullet.center_y = start_y dest_y = end_y dest_x = end_x x_diff = dest_x - start_x y_diff = dest_y - start_y angle = math.atan2(y_diff, x_diff) # retruns the arc tangent of a number (x) between -pi/2 and pi/2 (think back to pre-calculus) # Angle the bullet/laser bullet.angle = math.degrees(angle) bullet.change_x = math.cos(angle) * constants.BULLET_SPEED bullet.change_y = math.sin(angle) * constants.BULLET_SPEED self.bullet_list.append(bullet)
def music_play(self): if self.scene in self.music_load: if self.music is not None: self.music.stop() self.music = arcade.Sound(self.music_load[self.scene], streaming=True) self.music.play(0.01)
def _init_sounds() -> Dict[str, arcade.Sound]: sounds = {} path = container.path / "sounds" for sound_path in path.iterdir(): key = sound_path.name sound = arcade.Sound(sound_path) sounds[key] = sound return sounds
def main(): s_title = "Peace" arcade.Window.music = arcade.Sound("feather.mp3", streaming=True) arcade.open_window(s_width, s_height, s_title) fps = 22 # can change fps by manipulating the value of the variable fps arcade.schedule(draw_bg, 1 / fps) #arcade.Window.music.play(0.3) arcade.run()
def main(): """ Main method """ window = arcade.Window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) arcade.Window.music = arcade.Sound("backgroundmusic.mp3", streaming=True) start_view = InstructionView() window.show_view(start_view) arcade.run()
def __init__(self,width,height): super().__init__(width,height) # Importing of sounds: self.flap = arcade.Sound('sfx_wing.wav') self.die = arcade.Sound('sfx_die.wav') self.point = arcade.Sound('sfx_point.wav') self.die = arcade.Sound('sfx_hit.wav') self.background = None # Setting up the arcade and all variables associated with it self.player_list = None self.sprite_list = None self.score = None self.MOVEMENT_SPEED_X = 0 self.MOVEMENT_SPEED_Y = 0 self.apple = None self.counter = 0 self.score = 0