Пример #1
0
 def __init__(self, x, y, direction, level, state, screen, background,
              play_lvl, sound_player):
     self.x, self.y = x, y
     self.small_img, self.big_img = load_img()
     self.direction = direction
     self.level = level
     self.play_lvl = play_lvl
     self.sound_player = sound_player
     self.state = state
     self.key_input = {
         "KP_Enter": False,
         "Up": False,
         "Right": False,
         "Down": False,
         "Left": False,
         "Escape": False,
         "Enter": False
     }
     self.screen = screen
     self.cur_frame = 0
     self.cur_fall_speed = Mario.FALL_SPEED
     self.cur_img = self.small_img if self.level == 0 else self.big_img
     self.grow_lvl = 0 if self.level == 0 else 2
     self.pause = False
     self.restart = False
     self.dashboard = Dashboard(self.screen, play_lvl.name)
     self.pause_obj = Pause(self.screen, self, self.dashboard)
     self.background = background
Пример #2
0
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.spriteCollection = Sprites().spriteCollection
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)
        self.inAir = False
        self.inJump = False
        self.animation = Animation(
            [
                self.spriteCollection["mario_run1"].image,
                self.spriteCollection["mario_run2"].image,
                self.spriteCollection["mario_run3"].image,
            ],
            self.spriteCollection["mario_idle"].image,
            self.spriteCollection["mario_jump"].image,
        )

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)
Пример #3
0
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.x = x
        self.spriteCollection = Sprites().spriteCollection
        self.CT = CollisionTester()
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.level = level
        self.OI = Input(self)
        self.closest_mob = None
        self.closest_object = None
        self.output =0
        self.inAir = False
        self.brain = Model().share_memory()
        self.fitness = 0

        self.animation = Animation(
            [
                self.spriteCollection["mario_run1"].image,
                self.spriteCollection["mario_run2"].image,
                self.spriteCollection["mario_run3"].image,
            ],
            self.spriteCollection["mario_idle"].image,
            self.spriteCollection["mario_jump"].image,
        )

        self.traits = {
            "jumpTrait": jumpTrait(self),
            "goTrait": goTrait(self.animation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)
Пример #4
0
    def __init__(self, x, y, level, screen, dashboard, sound, gravity=0.75):
        super(Mario, self).__init__(x, y, gravity)
        self.camera = Camera(self.rect, self)
        self.sound = sound
        self.input = Input(self)
        self.inAir = False
        self.inJump = False
        self.powerUpState = 0
        self.invincibilityFrames = 0
        self.traits = {
            "jumpTrait": JumpTrait(self),
            "goTrait": GoTrait(smallAnimation, screen, self.camera, self),
            "bounceTrait": bounceTrait(self),
        }

        self.levelObj = level
        self.collision = Collider(self, level)
        self.screen = screen
        self.EntityCollider = EntityCollider(self)
        self.dashboard = dashboard
        self.restart = False
        self.pause = False
        self.pauseObj = Pause(screen, self, dashboard)