def doTitleScreen(window): w = window.width h = window.height logo = resource.getSprite("logo") logo.position = (w / 2, h / 2) logo.scale = float(w) / float(logo.width) title = resource.getSprite("title") title.position = (w / 2, h / 2) title.scale = float(w) / float(title.width) def draw_logo(): window.clear() logo.draw() return True def draw_title(): window.clear() title.draw() return True def on_key_press(key, modifiers): window.pop_handlers() return True window.push_handlers(on_draw=draw_title, on_key_press=on_key_press) window.push_handlers(on_draw=draw_logo, on_key_press=on_key_press)
def __init__(s, creator, parent, direction=1): SurfFeature.__init__(s) #s.loc = creator.loc + (direction * 0.2) s.direction = direction s.speed = 1.0 s.lifetime = 0.5 s.setParent(s) s.radius += 2.0 s.creator = creator s.size = 10.0 s.spriteRight = resource.getSprite("bladeRight") s.spriteLeft = resource.getSprite("bladeLeft") s.setSprite()
def __init__(s): Dude.__init__(s) s.hits = 10 s.sprite = resource.getSprite('civvie') s.aiCooldownMax = 1.0 s.aiCooldown = random.random() * s.aiCooldownMax s.ai = CivvieAI(s)
def draw(s, gs): starstep = 100 # This would be nicer if it worked. But, screw it for now. More important things. # nearx = int(gs.camerax - (gs.camerax % starstep)) - (gs.screenW / 2) + starstep # farx = nearx + gs.screenW # neary = int(gs.cameray - (gs.cameray % starstep)) - (gs.screenH / 2) + starstep # fary = nearx + gs.screenH # for i in range(nearx, farx, starstep): # for j in range(neary, fary, starstep): # dist = vec.mag(vec.new(i,j)) # relativeDist = dist / gs.universeSize # brightness = 255 - min(255, int(255 * relativeDist)) # sc = gs.screenCoords(vec.new(i, j)) # pygame.draw.circle(surf, pygame.Color(brightness,brightness,brightness), sc, 2) xoff = int(gs.camerax) % starstep yoff = int(gs.cameray) % starstep sprite = resource.getSprite('warpspark') for i in range(0, gs.screenW + starstep, starstep): for j in range(0, gs.screenH + starstep, starstep): dist = vec.mag(vec.new(gs.camerax, gs.cameray)) relativeDist = dist / gs.universeSize brightness = 255 - min(255, int(255 * relativeDist)) sprite.x = i - xoff sprite.y = j - yoff sprite.draw()
def __init__(s): starstep = 100 s.stars = [] #for i in range(starstep): # for j in range(starstep): s.starsprite = resource.getSprite('planet') s.starsprite.scale = 0.1
def __init__(s): Dude.__init__(s) s.hits = 20 s.sprite = resource.getSprite('soldier') s.aiCooldownMax = 1.5 s.aiCooldown = random.random() * s.aiCooldownMax s.ai = SoldierAI(s) s.damageParticle = particles.BloodSplat
def __init__(s): Dude.__init__(s) s.speed = 20.0 s.hits = 50 s.sprite = resource.getSprite('invader') s.damageParticle = particles.AlienBloodSplat s.hitSound = resource.getSound("invaderhit") s.dieSound = resource.getSound("enemydie") s.attackSound = resource.getSound("swing")
def __init__(s, creator, parent, direction=1): SurfFeature.__init__(s) #s.loc = creator.loc + (direction * 0.2) s.direction = direction s.speed = 52.0 s.lifetime = 1.0 s.setParent(s) s.radius += 2.0 s.creator = creator s.size = 1.0 s.sprite = resource.getSprite("bullet")
def __init__(s): #GameObj.__init__(s) s.parent = None s.loc = 0.0 s.size = 2.0 s.hits = 10 s.alive = True s.sprite = resource.getSprite("test") s.radius = 0.0 s.hitCooldown = 0.0 s.hitCooldownTotal = 0.5 s.damageParticle = particles.HitChip s.hitSound = resource.getSound("buildinghit") s.dieSound = resource.getSound("buildingdie")
def doGameOver(window): gameover = resource.getSprite("gameover") gameover.position = (window.width / 2, window.height / 2) gameover.scale = float(window.width) / float(gameover.width) # Pop off the actual game handlers window.pop_handlers() def on_draw(): window.clear() gameover.draw() return True def doClose(dt): window.close() window.push_handlers(on_draw) pyglet.clock.schedule_once(doClose, 2)
def __init__(s, loc, vel, image, life): s.loc = loc s.vel = vel s.sprite = resource.getSprite(image) s.life = life s.alive = True
def __init__(s, buildingType): SurfFeature.__init__(s) (img, size, hits) = BUILDING[buildingType] s.size = size s.hits = hits s.sprite = resource.getSprite(img)