Пример #1
0
    def __init__(self, width=400, height=300, bgColor=(0, 0, 0)):
        self.width = width
        self.height = height
        self.bgColor = bgColor
        self.enemyFireId = pygame.USEREVENT+1
        pygame.init()
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.myTank = MyTank(self.screen)

        self.bullets = Group()
        self.clock = Clock()
        self.enemys = Group()
        self.enemyBullets = Group()
        for i in range(1, 5):
            enemy = EnemyTank(75 * i, 30)
            self.enemys.add(enemy)
        self.bomb = Bomb()

        # 游戏结束的标志
        self.stop = False

        # 设置定时器
        pygame.time.set_timer(self.enemyFireId,800)

        # 游戏结束显示的文字
        myFont = pygame.font.SysFont("simhei", 24)
        self.fontImage = myFont.render("游戏结束!", True, (0, 255, 0))
Пример #2
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    def test_explode(self):
        game_display = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        arena = Arena()
        bomb = Bomb((112, 45), 2, arena)
        bomb.explode()

        self.assertEqual(bomb.state, BombState.EXPLODING)
Пример #3
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    def test_get_range(self):
        game_display = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        arena = Arena()
        _range = 3
        bomb = Bomb((112, 45), _range, arena)

        self.assertEqual(bomb.get_range(), _range)
Пример #4
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def create_bombs(ai_settings, screen, bombs):
    if len(bombs) == 0:
        bomb = Bomb(ai_settings, screen)
        bomb_width = bomb.rect.width
        for bomb_number in range(2):
            bomb = Bomb(ai_settings, screen)
            bomb.x = bomb_width + 10 * bomb_width * random.random()
            bomb.rect.x = bomb.x
            bombs.add(bomb)
Пример #5
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 def explode(self, bird):
     for i in xrange(0, random.randint(5, 10)):
         b = Bomb(bird)
         bird.add_bomb(b)
         b.timeout = 1600
         b.rect.x = self.rect.x
         b.rect.y = self.rect.y - 32 * gl.RESIZE_FACTOR
         b.launch(random.randint(-200 * gl.RESIZE_FACTOR, 200 * gl.RESIZE_FACTOR), -random.randint(50 * gl.RESIZE_FACTOR, 300 * gl.RESIZE_FACTOR))
     self.rect = pygame.rect.Rect(10000, 10000, 0, 0)
Пример #6
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def fire_bomb(ai_settings, screen, stats, sb, link, bombs, clock):
    """if bombs on screen are less than the limit, create a new instance of Bomb and add it to the bombs Group.
        also decrease the scoring multiplier by two.
        begin the timer for the bomb"""
    if len(bombs) < ai_settings.bomb_limit:
        stats.multiplier = 1
        sb.prep_multiplier()
        new_bomb = Bomb(ai_settings, screen, link)
        bombs.add(new_bomb)
        new_bomb.timer = pygame.time.get_ticks()
Пример #7
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    def test_update_explosion_in_matrix(self):
        game_display = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        arena = Arena()
        arena.arena_matrix = self.get_default_arena()
        bomb = Bomb((22, 0), 2, arena)
        bomb.state = BombState.EXPLODING

        arena.update_explosion_in_matrix(bomb)
        matrix = arena.get_arena()

        self.assertEqual(matrix[1][1], TileType.FLAME)
Пример #8
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 def explode(self, bird):
     for i in xrange(0, random.randint(5, 10)):
         b = Bomb(bird)
         bird.add_bomb(b)
         b.timeout = 1600
         b.rect.x = self.rect.x
         b.rect.y = self.rect.y - 32 * gl.RESIZE_FACTOR
         b.launch(
             random.randint(-200 * gl.RESIZE_FACTOR,
                            200 * gl.RESIZE_FACTOR),
             -random.randint(50 * gl.RESIZE_FACTOR, 300 * gl.RESIZE_FACTOR))
     self.rect = pygame.rect.Rect(10000, 10000, 0, 0)
Пример #9
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    def get_bombs(data):
        bombs = []
        for bombData in data['Bombs']:
            roundsUntilExplodes = int(bombData['RoundsUntilExplodes'])
            parsedLocation = get_location_from_string(bombData['Location'])
            location = Location(parsedLocation[0], parsedLocation[1])
            explosionRadius = int(bombData['ExplosionRadius'])

            bomb = Bomb(roundsUntilExplodes, location, explosionRadius)
            bomb.print_debug()
            bombs.append(bomb)

        return bombs
Пример #10
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class Simulation:
    def __init__(self, num_modules: int, minutes: int = 0, seconds: int = 0):
        self.bomb = Bomb(num_modules, minutes, seconds)

    def pass_time(self) -> bool:
        if self.bomb.is_solved():
            return False
        if self.bomb.has_strikes(3):
            return False
        return self.bomb.pass_time()

    def take_action(self, module_index):
        self.bomb.module_action(module_index)
Пример #11
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 def fire(self):
     if (len(Bomb.bombs) == 0):
         self.save1 = self.pos
         bomb = Bomb(self.save1)
     if (len(Bomb.bombs) == 1):
         self.save2 = self.pos
         bomb = Bomb(self.save2)
     if (len(Bomb.bombs) == 2):
         self.save3 = self.pos
         bomb = Bomb(self.save3)
     if (len(Bomb.bombs) < 1):
         Bomb.bombs.append(bomb)
         self.lifecount += 50
Пример #12
0
 def __init__(self):
     pygame.init()
     pygame.mixer.init()
     self.screen = pygame.display.set_mode((896, 896))
     self.screen_rect = self.screen.get_rect()
     self.font = pygame.font.Font(None, 50)
     self.font2 = pygame.font.Font(None, 25)
     self.won = False
     self.lost = False
     pygame.display.set_caption("Bobby The Destroyer")
     self.clock = pygame.time.Clock()
     this_folder = os.path.dirname(os.path.abspath(__file__))
     my_file = os.path.join(this_folder, 'maze_old.txt')
     self.level = Level(self.screen, my_file)
     self.player = Player(self.screen, 1, 1, self.level)
     self.guard = Guard(self.screen, 12, 1, self.player, self.level)
     self.bombs = []
     self.numfin = 0
     self.bombs.append(Bomb(self.screen, 3, 5, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 3, 8, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 10, 7, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 10, 6, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 12, 2, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 12, 10, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 7, 3, self.player, self.guard))
     self.bombs.append(Bomb(self.screen, 7, 10, self.player, self.guard))
     self.game_active = True
     self.bg = PhotoRect(self.screen, "background", 896, 896)
Пример #13
0
 def move(self):
     b = self.board
     self.step += 1
     i, ln = 0, len(self.chek_lst)
     while i < ln and ln:
         self.chek_lst[i] -= 1
         if not self.chek_lst[i]:
             self.list_bomb[i].die()
             del self.list_bomb[i], self.chek_lst[i]
             ln = len(self.chek_lst)
         i += 1
     if self.step == 240:
         bx, by = b.get_coords((b.get_cell((self.rect.x, self.rect.y))))
         bomb = Bomb(self.group, bx, by)
         bomb.resize(30)
         self.list_bomb.append(bomb)
         self.chek_lst.append(randint(300, 390))
         self.step = 0
     if not self.y and not self.x:
         while True:
             self.y = randint(1, (len(self.board.wall_map) - 3))
             self.x = randint(1, (len(self.board.wall_map[0]) - 3))
             if not self.board.wall_map[self.y][self.x]:
                 self.x, self.y = self.board.get_coords((self.x, self.y))
                 break
     ls = (self.rect.x, self.rect.y)
     if self.y == self.rect.y and self.rect.x == self.x:
         self.x = self.y = 0
     elif self.y == self.rect.y:
         if self.x > self.rect.x:
             if 'black' == b.get_color(b.get_cell((ls[0] + 30, ls[1]))):
                 self.rect = self.rect.move(1, 0)
             else:
                 self.x = self.rect.x
         elif self.x < self.rect.x:
             if 'black' == b.get_color(b.get_cell((ls[0] - 1, ls[1]))):
                 self.rect = self.rect.move(-1, 0)
             else:
                 self.x = self.rect.x
     else:
         if self.y > self.rect.y:
             if 'black' == b.get_color(b.get_cell((ls[0], ls[1] + 30))):
                 self.rect = self.rect.move(0, 1)
             else:
                 self.y = self.rect.y
         elif self.y < self.rect.y:
             if 'black' == b.get_color(b.get_cell((ls[0], ls[1] - 1))):
                 self.rect = self.rect.move(0, -1)
             else:
                 self.y = self.rect.y
Пример #14
0
 def put_bomb(self, id_char):
     if id_char in self.__chars:
         char = self.__chars[id_char]
         if char.put_bomb():
             x, y = char.get_position()
             x = round(x / Server.wall_factor) * Server.wall_factor
             y = round(y / Server.wall_factor) * Server.wall_factor
             model_bomb = self.__model_bomb[char.get_id_bomb_model()]
             bomb = Bomb(
                 char.get_orientation(), [x, y], model_bomb.get_id(),
                 [53, 53], 255, id_char,
                 model_bomb.get_s_power() + char.get_power_bomb_add(),
                 model_bomb.get_s_timer())
             self.__bombs[bomb.get_id()] = bomb
Пример #15
0
def startgame(BNE):
    """ this method starts the game """
    nextstep = time.time() + 1      # value to make enemies move automatically
    flag = 0                        # bomb is not there on the board
    B.score = 0
    while True:
        inp = input_to()
        if inp == 'q':
            break
        if inp == 'w':
            BNE = B.moveup(BNE, 1)
            os.system('clear')      # clears screen or refreshes
            printboard(BNE)
        if inp == 's':
            BNE = B.movedown(BNE, 1)
            os.system('clear')
            printboard(BNE)
        if inp == 'a':
            BNE = B.moveleft(BNE, 1)
            os.system('clear')
            printboard(BNE)
        if inp == 'd':
            BNE = B.moveright(BNE, 1)
            os.system('clear')
            printboard(BNE)
        if flag != 1:               # bomb is not placed
            if inp == 'b':
                boom = Bomb(B.x_pos, B.y_pos, 1)
                if flag == 0:
                    bomb_start = time.time()
                    BNE = boom.placebomb(BNE)
                    flag = 1
                    os.system('clear')
                printboard(BNE)
        if flag == 1:                  # bomb is there on board
            if time.time() - bomb_start > 3:   # if it has been more than 3 sec
                BNE = boom.explode(BNE, EMB, B)     # after placing bomb
                flag = 0
                os.system('clear')
                printboard(BNE)
                time.sleep(0.3)        # shows board with e's for 0.3 sec
                os.system('clear')
                printboard1()
        if time.time() >= nextstep:
            nextstep = nextstep + 1
            for i in EMB.enemies:
                BNE = i.randommove(BNE, B)
            os.system('clear')
            printboard(BNE)
Пример #16
0
def main():
    bomb = Bomb() # Create a new bomb instance, which stores indicator/battery/other info

    # Pick a module
    while True:
        curr_module = input("What module would you like to solve? Your options are:\n\n"\
                            "Simple Wires / Button / Keypads / Simon Says / Who's on First\n"\
                            "Memory / Morse Code / Complicated Wires / Wire Sequences\n"\
                            "Maze / Passwords / Knobs / Quit\n\n")

        if curr_module.lower() == 'simple wires':
            simple_wires = SimpleWires()
            simple_wires.start_simple_wires(bomb)
        
        if curr_module.lower() == 'button':
            button = Button()
            button.start_button(bomb)

        if curr_module.lower() == 'keypads':
            keypads = Keypads()
            keypads.start_keypads()

        if curr_module.lower() == 'simon says':
            simon_says = SimonSays()
            simon_says.start_simon_says(bomb)

        if curr_module.lower() == 'who\'s on first':
            whos_on_first = WhosOnFirst()
            whos_on_first.start_whos_on_first()

        if curr_module.lower() == 'memory':
            memory = Memory()
            memory.start_memory(bomb)

        if curr_module.lower() == 'morse code':
            morse_code = MorseCode()
            morse_code.start_morse_code()

        if curr_module.lower() == 'complicated wires':
            complicated_wires = ComplicatedWires()
            complicated_wires.start_complicated_wires(bomb)
            
        if curr_module.lower() == 'wire sequences':
            wire_sequences = WireSequences()
            wire_sequences.start_wire_sequences()

        if curr_module.lower() == 'maze':
            maze = Maze()
            maze.start_maze()

        if curr_module.lower() == 'passwords':
            passwords = Passwords()
            passwords.start_passwords(bomb)

        if curr_module.lower() == 'knobs':
            knobs = Knobs()
            knobs.start_knobs()

        if curr_module.lower() == 'quit':
            break
Пример #17
0
    def eventHandler(self):
        key = pygame.key.get_pressed()

        if self.player.isAlive:
            if key[pygame.K_LEFT]:
                self.player.walkCount += 1
                self.player.walking = Directions["LEFT"]
                self.player.looking = Directions["LEFT"]
                self.player.moveLeft()
            elif key[pygame.K_RIGHT]:
                self.player.walkCount += 1
                self.player.walking = Directions["RIGHT"]
                self.player.looking = Directions["RIGHT"]
                self.player.moveRight()
            elif key[pygame.K_UP]:
                self.player.walkCount += 1
                self.player.walking = Directions["UP"]
                self.player.looking = Directions["UP"]
                self.player.moveUp()
            elif key[pygame.K_DOWN]:
                self.player.walkCount += 1
                self.player.walking = Directions["DOWN"]
                self.player.looking = Directions["DOWN"]
                self.player.moveDown()
            # da modificare
            elif key[pygame.K_SPACE]:
                self.bombs.append(
                    Bomb(self.player.x, self.player.y, self.screen))
            else:
                self.player.walkCount = 0
                self.player.walking = Directions["STAY"]
Пример #18
0
    def player_attacks(self, player, new_pos_x, new_pos_y):
        """
        function which returns a game object that would be create if
        player attacks and then moves
        :param player:
        :param new_pos_x:
        :param new_pos_y:
        :return:
        """

        game_copy_attacks = deepcopy(self)
        player_copy = game_copy_attacks.get_player_by_name(player)

        if player_copy.bomb_dropped is None:
            # player drops a bomb
            game_copy_attacks.table[player_copy.position[0]][player_copy.position[1]] = 'b'
            new_bomb = Bomb(position=player_copy.position, owner=player_copy)
            player_copy.bomb_dropped = new_bomb
            game_copy_attacks.bombs.append(new_bomb)

        else:
            # player activates the bomb dropped
            game_copy_attacks.table[player_copy.position[0]][player_copy.position[1]] = ' '
            for bomb in game_copy_attacks.bombs:
                if bomb.owner.player_name == player and not bomb.activated:
                    bomb.activate(game_copy_attacks)
                    break

        if game_copy_attacks.table[new_pos_x][new_pos_y] == 'p':
            game_copy_attacks.found_protection(player_copy, new_pos_x, new_pos_y)
        else:
            game_copy_attacks.not_found_protection(player_copy, new_pos_x, new_pos_y)

        return game_copy_attacks, player_copy
Пример #19
0
def bomb (pi_settings, screen, ship, bombs):
#Create new bullet and add add it to bullets group
	if len(bombs) < pi_settings.bombs_allowed:
		new_bomb = Bomb(pi_settings, screen, ship)
		bombs.add(new_bomb)
		shoot_sound.play()
		pi_settings.bombs_allowed -= 1
Пример #20
0
def render():
    playerInput = "none"
    playerInput = get_char()
    time.sleep(fps)

    # player input #
    if playerInput in ("W", "w"):
        bomberman.moveUp(board.gameBoard, emptySpace)
    elif playerInput in ("D", "d"):
        bomberman.moveRight(board.gameBoard, emptySpace)
    elif playerInput in ("A", "a"):
        bomberman.moveLeft(board.gameBoard, emptySpace)
    elif playerInput in ("S", "s"):
        bomberman.moveDown(board.gameBoard, emptySpace)
    elif playerInput in ("B", "b"):
        board.bombs.append(
            Bomb(2, 4, bomberman.position_row, bomberman.position_col))
        board.bombs[-1].show(board.gameBoard)
    elif playerInput in ("P", "p"):
        board.powerUp()
    elif playerInput in ("Q", "q"):
        print("BYE BYE ,SEE YOU SOON")
        bomberman.die()
    elif playerInput is None:
        pass
    # player input #

    board.operate(bomberman, wall, emptySpace)
Пример #21
0
    def plant_bomb(self, map, time, bombs, bonuses):
        if self.bomb_limit > 0:
            bomb_posX = round(self.posX / 4)
            bomb_posY = round(self.posY / 4)
            # do not plant bomb on existing bomb
            for bomb in bombs:
                if bomb.posX == bomb_posX and bomb.posY == bomb_posY:
                    return False
            #prevent bomb being planted in front of character
            if self.direction == 0:
                if self.posY / (4 * bomb_posY) < 1:
                    return False
            elif self.direction == 1:
                if self.posX / (4 * bomb_posX) < 1:
                    return False
            elif self.direction == 2:
                if self.posY / (4 * bomb_posY) > 1:
                    return False
            elif self.direction == 3:
                if self.posX / (4 * bomb_posX) > 1:
                    return False

            bomb = Bomb(self.bomb_range, round(self.posX / 4),
                        round(self.posY / 4), map, self, time, bonuses)
            self.bomb_limit -= 1
            bombs.append(bomb)
            map[bomb.posX][bomb.posY] = 3
            return True
Пример #22
0
    def tick(self, playfield):
        if not self.alive:
            return
        if (self.cooldown > 0):
            self.cooldown -= 1

        current_tile = playfield[self.y][self.x]

        if current_tile.exploding > 0:
            self.alive = False
            current_tile.setPlayer(None)
            return

        old_pos = [self.x, self.y]
        if (self.intent == 'U'):
            self.y -= 1
        elif (self.intent == 'D'):
            self.y += 1
        elif (self.intent == 'L'):
            self.x -= 1
        elif (self.intent == 'R'):
            self.x += 1
        elif (self.intent == 'B' and self.cooldown == 0):
            if current_tile.bomb == None:
                current_tile.bomb = Bomb(self.x, self.y, playfield)
                cooldown = 50
        new_tile = playfield[self.y][self.x]
        if new_tile.isPassable():
            playfield[old_pos[1]][old_pos[0]].setPlayer(None)
            new_tile.setPlayer(self)
        else:
            self.x = old_pos[0]
            self.y = old_pos[1]
Пример #23
0
    def __init__(self, level=1):
        level = Level(level)

        self.score = 0

        grid = Grid(config.rows, config.cols)

        wall = Wall(grid)

        bomberman = Bomberman(config.init_row, config.init_col, grid)

        monsters = []

        for i in range(len(level.monsters_row)):
            monsters.append(
                Monster(level.monsters_row[i], level.monsters_col[i], grid))

        blocks = self.block_arrangement(grid)

        for i in range(10):
            pass

        bombs = []

        count = 0

        while True:
            count = count + 1 if count is not level.monsters_speed_factor else 0
            if count is level.monsters_speed_factor:
                if len(bombs) > 0:
                    for bomb in bombs:
                        bomb.seconds_left = bomb.seconds_left - 1
                        grid.matrix[bomb.row][bomb.col] = 'bomb' + str(
                            bomb.seconds_left)
                        if bomb.seconds_left is 0:
                            bomb.explode(grid)
                            bombs.remove(bomb)
                            self.check_if_dead(monsters, bomberman, grid)
                            self.check_if_block_destroyed(blocks, grid)

                for monster in monsters:
                    monster.move(grid)
                self.check_if_dead(monsters, bomberman, grid)
                grid.display()
                self.print_score()

            k = self.input_to()

            if k == 'x':
                bombs.append(Bomb(bomberman.row, bomberman.col, grid))

            elif k == 'q':
                exit(0)

            elif k in ['w', 'a', 's', 'd', 'i', 'j', 'k', 'l']:
                bomberman.move(k, grid)
                grid.display()
                self.print_score()
Пример #24
0
 def plot_bomb(self, grid, radius, timelimit, det):
     '''
         plot bomb function plots a new bomb and appends the bomb
         to active array of the bomberman attribute.
     '''
     new_bomb = Bomb([radius, timelimit, det], 3, self.get_lefttop_x(),
                     self.get_lefttop_y())
     self.active.append(new_bomb)
     return grid
Пример #25
0
def solve(bomb: Bomb, display: str = None):
    cprint('Caesar Cipher', 'yellow', attrs=['reverse'])
    offset = 0
    if bomb.serial_has_vowel():
        offset -= 1

    offset += bomb.batteries
    if bomb.serial_last_digit() % 2 == 0:
        offset += 1
    if 'CAR' in bomb.get_all_indicators():
        offset += 1
    if 'PARALLEL' in bomb.get_all_ports() and 'NSA' in bomb.lit_indicators:
        offset = 0

    cprint('Offset: ' + str(offset), 'green')
    if display:
        cipher = CaesarCipher(display, offset=offset)
        cprint(cipher.encoded, 'cyan')
Пример #26
0
    def handle_line(self, line):
        line = line.strip()
        matcher = LOG_REGEX.match(line)
        if matcher is None:
            return

        msg = LogMessage(line)

        # check to see if we're transition states.  do so if neeeded
        if self._handle_state_transition(msg):
            # write_state_file()
            if self.curr_state == STATE_IN_BOMB:
                # we have just init the bomb
                self.bomb = Bomb()
            return # state has changed, nothing else to do

        # TODO: fix this garbage
        if msg.get_generator_settings() is not None:
            self.bomb.time, self.bomb.max_strikes = msg.get_generator_settings()

        if msg.is_strike():
            self.bomb.strikes += 1

        if msg.is_bomb_start():
            self.bomb.start_bomb()

        # check to see if this is a message from a bomb component
        if msg.component == 'Rules' or msg.component in FINISHED_COMPONENT_MAPPINGS:
            self._set_component(msg)

        if msg.is_bomb_seed():
            # found the bomb's seed
            self.bomb.seed = msg.msg[26:]

        if msg.is_new_component():
            comp = msg.is_new_component()
            self.bomb.modules_remaining.append(INITIALIZED_COMPONENT_MAPPINGS[comp])

        if msg.is_explosion():
            self.bomb.stop_bomb()
            self.bomb_state_message = random.choice(self.failure_messages)
            self.curr_state = STATE_LOST

        if msg.is_win():
            self.bomb.stop_bomb()
            self.bomb_state_message = random.choice(self.success_messages)
            self.curr_state = STATE_WIN

        if msg.is_module_complete():
            # self.last_module is the one that is done
            try:
                self.bomb.modules_remaining.remove(self.last_module)
            except ValueError: #TODO: F**K
                pass
            self.bomb.modules_solved.append(self.last_module)
            pass
Пример #27
0
def handle_events():
    global BoundingBox
    global Bossdie
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.quit()
            else:
                player.handle_event(event)
                if event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and player.state != 0:
                    if map.kind != 3:
                        player.missile_sound.play()
                        newmissile = Missile(player.x, player.y)
                        if player.missile_level == 1:
                            newmissile.level = 0
                        if player.missile_level == 2:
                            newmissile.level = 1
                        Player_missile.append(newmissile)
                    else:
                        ui.playerlife = 2
                        Bossdie = 0
                        close_canvas()
                        game_framework.change_state(start_state)
                if event.type == SDL_KEYDOWN and event.key == SDLK_b and player.state!= 0:
                    if ui.bomb != 0:
                        newbomb = Bomb(player.x, player.y)
                        newbomb.angle = 3
                        bomb.append(newbomb)
                        newbomb = Bomb(player.x, player.y)
                        newbomb.angle = -3
                        newbomb.angle = -3
                        bomb.append(newbomb)
                        ui.bomb -= 1
                if event.type == SDL_KEYDOWN and event.key == SDLK_h and player.state != 0:
                    if BoundingBox == 0:
                        BoundingBox = 1
                    elif BoundingBox == 1:
                        BoundingBox = 0
                if event.type == SDL_KEYDOWN and event.key == SDLK_q:
                    ui.score =205
Пример #28
0
def create_bombs(setting, screen, bombs):
    """ 创建随机bombs """

    #生成大于10个不重复的二维数组,如果数组长度小于10则再次生成直到数组长度大于10为止
    num = 0
    while num < 10:
        random_number_0 = [[random.randint(0, 8) for i in range(2)]
                           for j in range(12)]
        #将列表转换为tuple,再通过set去重复数据
        random_number = list(set([tuple(t) for t in random_number_0]))
        num = len(random_number)
    for value in range(10):
        bomb = Bomb(setting, screen)
        bomb_width = bomb.rect.width
        bomb.x = 1.5 + bomb_width * random_number[value][0]
        bomb.rect.y = (setting.screen_height - setting.number_rows *
                       30) + bomb.rect.height * random_number[value][1]
        bomb.rect.x = bomb.x
        bombs.add(bomb)
Пример #29
0
 def test_put_bomb_in_backpack_and_get_bomb_index(self):
     level = Level('level1.txt')
     for b in level.BomberMan:
         bm = b
     bm.backpack.append(Bomb(bm, power=2))
     index = level.put_bomb_and_get_bomb_index()
     self.assertEqual(Point(1, 1), level.Bombs[index].position)
     self.assertEqual(2, level.Bombs[index].power)
     self.assertEqual(0, len(bm.backpack))
     self.assertTrue(level.Bombs[index].is_active)
Пример #30
0
 def getShot(self):
     shot = []
     shot.append(
         Bomb(self.bullet_image,
              self.screen,
              self.rect,
              self.config.bullet_speed,
              self.bullet_anim,
              rotation=180))
     return shot
Пример #31
0
def drop_bomb(ai_settings, screen, ship, aliens, bombs):
    #select a random alien from the list of aliens 
    abp = list(aliens)
    if len(abp) > 0:
        alien_bomb_prepped = choice(abp)
    
    for alien in aliens.copy():
        if alien_bomb_prepped.rect.x == ship.rect.x and len(bombs) < ai_settings.bombs_allowed:
            new_bomb = Bomb(ai_settings, screen, alien_bomb_prepped)
            bombs.add(new_bomb)
            pygame.mixer.Sound.play(bomb_sound)
Пример #32
0
    def release_bomb(self):


        if self.has_bomb:
            released_up = time.time()

            time_elapsed = released_up - self.pressed_down_start
            target_y = self.screen_height - time_elapsed * 200 # 100 pixels for every second held
            self.has_bomb = False
            del self.powerups[Bomb.name]
            self.pressed_down_start = None
            self.bomb.sprite = Bomb(self.rect.centerx,self.screen_height,target_y)
Пример #33
0
def detect_collision(screen, ship, ship_bullets, enemys, enemys_bullets, bombs, setting, score):
    # 爆炸时播放音效
    music = "images/bomb.wav"
    pygame.mixer.Sound(music)
    pygame.mixer.Sound(music).set_volume(0.1)
    # 检测到击中敌机
    hit = pygame.sprite.groupcollide(enemys, ship_bullets, True, True)
    if hit:
        for enemy in hit:
            pygame.mixer.Sound(music).play()
            # 加分并检测是否刷新最高分
            setting.score += setting.points
            score.render_score()
            if setting.score > setting.high_score:
                setting.high_score = setting.score
                score.render_high_score()
            # 播放爆炸动画
            enemy_rect = enemy.rect
            bomb = Bomb(screen)
            bomb.set_pos(enemy_rect.x, enemy_rect.y)
            bombs.add(bomb)
            bomb.visible = True

    # 检测到我方飞机被击中就清空屏幕,减少一条命,判断游戏状态
    if pygame.sprite.spritecollideany(ship, enemys) \
            or pygame.sprite.spritecollideany(ship, enemys_bullets):
        enemys.empty()
        enemys_bullets.empty()
        pygame.mixer.Sound(music).play()

        bomb = Bomb(screen)
        bomb.set_pos(ship.rect.x, ship.rect.y)
        bombs.add(bomb)
        bomb.visible = True

        setting.live -= 1
        if setting.live > 0:
            ship.put()
        else:
            setting.game_active = False
Пример #34
0
    def test_bomb_explode(self):
        temp_bomb = Bomb(3, 11, 11, game.grid, game.enemy_list[0])
        game.bombs.append(temp_bomb)

        game.update_bombs(2980)

        self.assertEqual(1, len(game.bombs))
        self.assertEqual(20, temp_bomb.time)

        game.update_bombs(50)

        self.assertEqual(0, len(game.bombs))
        self.assertEqual(1, len(game.explosions))
Пример #35
0
    def move(self, level):

        #Character read from imput function'''
        getch = _Getch()
        key = getch()
        return_value = 0
        '''Movement accordind to keys'''
        if key is 'w':
            return_value = self.move_bomberman(-1, 0)

        elif key is 's':
            return_value = self.move_bomberman(+1, 0)

        elif key is 'a':
            return_value = self.move_bomberman(0, -1)

        elif key is 'd':
            return_value = self.move_bomberman(0, +1)

        elif key is 'q':
            return -2
        '''If pressed q exit the game right there'''
        '''Function to handle the bomb and its timers'''
        if self.bombs == 1:
            # Decrease yhe bomb timer
            self.p_bomb.tick_tick(self.x, self.y, level)
            b.game[self.p_bomb.x][self.p_bomb.y] = 'B'
            # If time is over call the neighbour function which displays
            # explosion around the bomb
            if (self.p_bomb.time_bomb == 0):

                # Displays the board and calls the neighbour also
                # call the function so that it calls the explosion and checks
                # for different objects around the bomb
                temp = self.p_bomb.tick_tick(self.x, self.y, level)

                # Set the bombs to 0 and del the bomb object
                self.bombs = 0
                del self.p_bomb

                if temp is -1:
                    return -1

        elif (key is 'b') and self.bombs == 0:
            '''Add new bomb if the key is b and bombs are 0'''
            self.p_bomb = Bomb(self.x, self.y, time.time())
            b.game[self.p_bomb.x][self.p_bomb.y] = 'B'
            self.bombs = 1

        # Returns return_value which stores the status of the moves
        return return_value
Пример #36
0
    def __create_sprites(self):
        # Create background sprite group
        bg1 = Background(BACKGROUND_IMAGE_PATH)
        bg2 = Background(BACKGROUND_IMAGE_PATH, True)
        self.__background_group = pygame.sprite.Group(bg1, bg2)

        # Create player sprite group
        self.__player = Player(PLAYER_IMAGE_PATH_STAY, speed=PLAYER_SPEED)
        self.__player_group = pygame.sprite.Group(self.__player)

        # Create enemy sprite group
        self.__enemy_group = pygame.sprite.Group()
        self.__enemy_missile_group = pygame.sprite.Group()

        # Create bomb sprite group
        self.__bomb = Bomb()
        self.__bomb_text = self.__bomb.get_text()
        self.__bomb_group = pygame.sprite.Group(self.__bomb)

        # Create bomb supply group
        self.__bomb_supply_group = pygame.sprite.Group()

        # Create missile supply group
        self.__missile_supply_group = pygame.sprite.Group()
Пример #37
0
def _create_m67 (game, data) :
	m67 = Bomb (default='images/m67.png')
	m67.set_anchor_points (grip=(7,7))
	m67.set_pos (_get_coords (data))
	m67.set_name ("m67")
	return m67
Пример #38
0
    a = True if data_s[3] == "True" else False
    b = True if data_s[4] == "True" else False
    #debug
    #print(x, y, z)
    #print(a, b)
    return x, y, z, a, b

mc = Minecraft.create()

try:
    playerPos = mc.player.getTilePos()
    craftPos = playerPos.clone()
    craftPos.y += 10
    craftPos.z += 20
    craft = XWingFighter(craftPos)
    bomb = Bomb()
    
    while True:
        x, y, z, a, b = read_microbit_data()
        if a:
            if craft.flying:
                craft.stop()
            else:
                craft.fly(0.15)
        if b:
            bpos = craft.craftShape.position
            bpos.y - 2
            bomb.drop(bpos.x, bpos.y, bpos.z, 0.1)
        if x > 750:
            craft.turn(10)
        if x > 500:
Пример #39
0
class KTANEParser:
    def __init__(self, state_file, modules_file, defused_file, success_messages, failure_messages):
        self.curr_state = STATE_OUT_OF_BOMB
        self.last_module = None
        self.bomb = None
        self.bomb_state_message = None

        self.state_file = state_file
        self.modules_file = modules_file
        self.defused_file = defused_file

        self.success_messages = success_messages
        self.failure_messages = failure_messages

        t = threading.Timer(0.5, self._write_state_file)
        t.start()

    def _handle_state_transition(self, msg):
        if msg.is_init_bomb():
            self.curr_state = STATE_IN_BOMB
            return True
        elif msg.is_game_ended_prematurely():
            self.bomb.stop_bomb()
            self.curr_state = STATE_OUT_OF_BOMB
            return True
        elif msg.is_round_end() and self.curr_state != STATE_LOST and self.curr_state != STATE_WIN:
            self.curr_state = STATE_OUT_OF_BOMB
            return True

        return False

    def _set_component(self, msg):
        if msg.component in FINISHED_COMPONENT_MAPPINGS:
            self.last_module = FINISHED_COMPONENT_MAPPINGS[msg.component]
            return

        # special case for "RULES" TODO: BITSIM PLZ FIX
        if "countdown timer" in msg.msg:
            self.last_module = 'Button'
            return

        if "same label you pressed in stage" in msg.msg:
            self.last_module = 'Memory'
            return

        if "Snipped wire" in msg.msg:
            self.last_module = 'Wire Sequence'
            return

    def handle_line(self, line):
        line = line.strip()
        matcher = LOG_REGEX.match(line)
        if matcher is None:
            return

        msg = LogMessage(line)

        # check to see if we're transition states.  do so if neeeded
        if self._handle_state_transition(msg):
            # write_state_file()
            if self.curr_state == STATE_IN_BOMB:
                # we have just init the bomb
                self.bomb = Bomb()
            return # state has changed, nothing else to do

        # TODO: fix this garbage
        if msg.get_generator_settings() is not None:
            self.bomb.time, self.bomb.max_strikes = msg.get_generator_settings()

        if msg.is_strike():
            self.bomb.strikes += 1

        if msg.is_bomb_start():
            self.bomb.start_bomb()

        # check to see if this is a message from a bomb component
        if msg.component == 'Rules' or msg.component in FINISHED_COMPONENT_MAPPINGS:
            self._set_component(msg)

        if msg.is_bomb_seed():
            # found the bomb's seed
            self.bomb.seed = msg.msg[26:]

        if msg.is_new_component():
            comp = msg.is_new_component()
            self.bomb.modules_remaining.append(INITIALIZED_COMPONENT_MAPPINGS[comp])

        if msg.is_explosion():
            self.bomb.stop_bomb()
            self.bomb_state_message = random.choice(self.failure_messages)
            self.curr_state = STATE_LOST

        if msg.is_win():
            self.bomb.stop_bomb()
            self.bomb_state_message = random.choice(self.success_messages)
            self.curr_state = STATE_WIN

        if msg.is_module_complete():
            # self.last_module is the one that is done
            try:
                self.bomb.modules_remaining.remove(self.last_module)
            except ValueError: #TODO: F**K
                pass
            self.bomb.modules_solved.append(self.last_module)
            pass

    def _write_state_file(self):
        if self.curr_state == STATE_OUT_OF_BOMB:
            bomb_state = 'Not in a bomb'
            modules = ''
            solved = ''
        elif self.curr_state == STATE_LOST:
            bomb_state = self.bomb_state_message
            modules = ''
            solved = ''
        elif self.curr_state == STATE_WIN:
            bomb_state = self.bomb_state_message
            modules = ''
            solved = ''
        elif self.bomb is not None:
            if len(self.bomb.modules_remaining) > 0:
                modules = 'Modules: %s' % ', '.join(self.bomb.modules_remaining)
            else:
                modules = 'Modules:'
            if len(self.bomb.modules_solved) > 0:
                solved = 'Solved: %s' % ', '.join(self.bomb.modules_solved)
            else:
                solved = 'Solved:'

            bomb_state = 'In a bomb with seed: %s (time = %s)' % (self.bomb.seed, self.bomb.get_formatted_time())

        state_file = open(self.state_file, 'w')
        # print "Writing %s to state file" % bomb_state
        state_file.write(bomb_state)
        state_file.close()

        module_file = open(self.modules_file, 'w')
        # print "Writing %s to modules file" % modules
        module_file.write(modules)
        module_file.close()

        solved_file = open(self.defused_file, 'w')
        # print "Writing %s to solved file" % solved
        solved_file.write(solved)
        solved_file.close()

        t = threading.Timer(0.1, self._write_state_file)
        t.start()
Пример #40
0
    def test_current_state(self):
        game_display = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        arena = Arena()
        bomb = Bomb((112, 45), 2, arena)

        self.assertEqual(bomb.current_state(), BombState.TICKING)