def newBoss(self): if (len(self.bossList) < self.maxBosses): self.bossList.append( _Boss(self._containers, self._screen, uniform(self.minBossSpeed, self.maxBossSpeed))) if (self.sound_on): Sounds().CometStart()
def explode (self, villian): centerX, centerY = villian.getCenter() self.villianList.remove(villian) villian.kill() if (self.sound_on): Sounds().Explode() self.explosionList.append(Explosion.Explosion(self._containers, self._screen, numpy.array([centerX, centerY])))
def __init__ (self, loc, containers, screen, sound_on=True, angle=0., stress=0.): _v = numpy.array([sin(angle), -cos(angle)]) * bulletSpeed self._particles = [] _a = numpy.zeros(2) if stress > 0: _a[1] = 1. else: if (sound_on): Sounds().Fire() Sprite.__init__(self, containers, screen, imageFile='star.png', size=(20,20), x=loc, v=_v, a=_a)
def explode(self, friend): centerX, centerY = friend.getCenter() self.friendList.remove(friend) friend.kill() self.explosionList.append( Explosion.Explosion(self._containers, self._screen, numpy.array([centerX, centerY]), imageFile='star.png')) Sounds().SmallExplode()
def explode(self, boss): centerX, centerY = boss.getCenter() self.bossList.remove(boss) boss.kill() if (self.sound_on): Sounds().Explode() self.explosionList.append( Explosion.Explosion(self._containers, self._screen, numpy.array([centerX, centerY]), explosionType='boss'))
def __init__(self, parent): wx.Panel.__init__(self, parent) panel = wx.Panel(self, size=(WINDOW_WIDTH, WINDOW_HEIGHT)) nb = wx.Notebook(panel) sd = Sounds(nb) mu = Music(nb) nb.AddPage(sd, "Sounds") nb.AddPage(mu, "Music") sizer = wx.BoxSizer() sizer.Add(nb, 1, wx.EXPAND) self.SetSizer(sizer)
def __init__(self, screen_width, screen_height): pygame.init() # Set screen dimensions pygame.display.set_caption("HH GAME") self.screen_width = screen_width self.screen_height = screen_height self.screen = pygame.display.set_mode( (self.screen_width, self.screen_height)) # Set game (number of tracks and hobos) self.set_game() self.health = 30 # Set sounds self.sounds = Sounds.Sounds() self.crash_sound = self.sounds.crash_sound self.sounds.background_music() # Set messages that will go to the screen self.messages = Messages.Messages(self.screen_width, self.screen_height, self.screen, self.health) self.messages.set_fonts()
def __init__(self, lang): """ Constructor function """ # Call the parent's constructor super().__init__() # -- Attributes # Speed vector of the Worm self.change_x = 0 self.change_y = 0 # Player attributes self.life = 100 self.name = '' self.team = '' self.current_gun = GunMenu.BAZOOKA self.is_dead = False self.is_playing = False self.sound = Sounds.Sounds(lang) # This holds all the images for the animated walk left/right # of our player self.walking_frames_l = [] self.walking_frames_r = [] #jumping self.jumping_frames_r = [] self.jumping_frames_l = [] #Shooting self.shooting_frames_r = [] self.shooting_frames_l = [] #Grenade self.grenade_frames_r = [] self.grenade_frames_l = [] #HolyBomb self.holybomb_frames_r = [] self.holybomb_frames_l = [] #Baseball self.baseball_frames_r = [] self.baseball_frames_l = [] # What direction is the player facing? self.direction = "R" # Is player jumping? self.jumping = False #Are we on a block self.onblock = False # List of sprites we can bump against self.level = None #Our aim self.aim = None #current time left self.time = 30 self.start_time = 0 #our bullet self.bullet = None sprite_sheet = SpriteSheet("Pics/worms_sprites.png") # Load all the right facing images into a list image = sprite_sheet.get_image(8, 8, 22, 26) # efst til vinstri self.walking_frames_l.append(image) image = sprite_sheet.get_image(45, 8, 22, 26) # efst í miðju self.walking_frames_l.append(image) image = sprite_sheet.get_image(84, 7, 18, 27) # efst til hægri self.walking_frames_l.append(image) # Load all the right facing images, then flip them # to face left. image = sprite_sheet.get_image(8, 8, 22, 26) image = pygame.transform.flip(image, True, False) self.walking_frames_r.append(image) image = sprite_sheet.get_image(45, 8, 22, 26) image = pygame.transform.flip(image, True, False) self.walking_frames_r.append(image) image = sprite_sheet.get_image(84, 7, 18, 27) image = pygame.transform.flip(image, True, False) self.walking_frames_r.append(image) # Load players when holding a gun left image = sprite_sheet.get_image(191, 49, 24, 27) self.shooting_frames_l.append(image) # Load players when holding a gun right image = sprite_sheet.get_image(191, 49, 24, 27) image = pygame.transform.flip(image, True, False) self.shooting_frames_r.append(image) # Load players when holding a grenade right image = sprite_sheet.get_image(705, 126, 35, 40) image = pygame.transform.flip(image, True, False) self.grenade_frames_r.append(image) # Load players when holding a grenade left image = sprite_sheet.get_image(705, 126, 35, 40) self.grenade_frames_l.append(image) # Load players when holding a holy bomb right image = sprite_sheet.get_image(372, 126, 35, 40) image = pygame.transform.flip(image, True, False) self.holybomb_frames_r.append(image) # Load players when holding a holy bomb left image = sprite_sheet.get_image(372, 126, 35, 40) self.holybomb_frames_l.append(image) # Load players when holding a baseball bat right image = sprite_sheet.get_image(489, 210, 49, 47) image = pygame.transform.flip(image, True, False) self.baseball_frames_r.append(image) # Load players when holding a baseball bat left image = sprite_sheet.get_image(489, 210, 49, 47) self.baseball_frames_l.append(image) # Load player jumping left image = sprite_sheet.get_image(195, 5, 18, 33) # jumping self.jumping_frames_l.append(image) # Load player jumping right image = sprite_sheet.get_image(195, 5, 18, 33) # jumping image = pygame.transform.flip(image, True, False) self.jumping_frames_r.append(image) # Set the image the player starts with self.image = self.walking_frames_r[0] self.mask = pygame.mask.from_surface(self.image) # Set a reference to the image rect. self.rect = self.image.get_rect()
from Ball import * from const import * import pygame, sys import colors from Team import * from Text import * from Sounds import * MARGIN_RIGHT = BACKGROUND_WIDTH - GAP_SIZE_WIDTH - 10 MARGIN_TOP = int(TABLE_SCORE_HEIGHT + BACKGROUND_HEIGHT / 2 - GOAL_WIDTH / 2) DEFENDER_X = GAP_SIZE_WIDTH + 5 / 27 * GAME_WIDTH MIDFIELDER_X = GAP_SIZE_WIDTH + 8 / 27 * GAME_WIDTH STRIKER_X = GAP_SIZE_WIDTH + 11 / 27 * GAME_WIDTH MIDDLE_Y = TABLE_SCORE_HEIGHT + GAP_SIZE_HEIGHT + GAME_HEIGHT / 2 sound = Sounds() class GameInfo(): def __init__(self): self.redTeamScore = 0 self.blueTeamScore = 0 self.blueGoal = pygame.Rect(0, MARGIN_TOP, GAP_SIZE_WIDTH + 10, GOAL_WIDTH) self.redGoal = pygame.Rect(MARGIN_RIGHT, MARGIN_TOP, GAP_SIZE_WIDTH + 10, GOAL_WIDTH) def isGoal(self): if self.blueGoal.colliderect(BALL.rect): self.redTeamScore += 1 sound.isRedGoal()
def __init__(self, db): super(QtWidgets.QMainWindow, self).__init__() self.setupUi(self) self._setupLog() self.currentStatus = None self.optionsMenu.triggered.connect(self._optionsMenuSelected) self.exitMenu.triggered.connect(self._exitMenuSelected) self.searchMenuItem.triggered.connect(self._addSearchTabSelected) self.statusMenuItem.triggered.connect(self._addStatusTabSelected) self.commodityMenuItem.triggered.connect(self._addCommodityTabSelected) self.guideMenuItem.triggered.connect(self._addGuideTabSelected) self.edceFinished.connect(self.onEdceUpdated) self.db = db self.analyzer = EliteLogAnalyzer.EliteLogAnalyzer() self.analyzer.setPath(Options.get("Elite-path", "")) self._updateEdceInstance() self.edceLastUpdated = int( datetime.datetime.now().timestamp()) - self._edceUpdateTimeout + 15 self.edceLastUpdateInfo = None self.verificationCode = None self.startVerification = False self.sounds = Sounds.Sounds() self.timer = QtCore.QTimer(self) self.timer.timeout.connect(self.onTimerEvent) self.timer.start(1000) self.tabItems = [] self.mainTab.setTabsClosable(True) self.mainTab.tabCloseRequested.connect(self._onTabClosing) #self.mainTab.currentChanged.connect(self._onTabChanged) newbutton = QtWidgets.QPushButton("New Search", self.mainTab) newbutton.clicked.connect(self._addSearchTabSelected) buttonlayout = QtWidgets.QStackedLayout() buttonlayout.addWidget(newbutton) buttonwidget = QtWidgets.QWidget() buttonwidget.setLayout(buttonlayout) self.mainTab.setCornerWidget(buttonwidget, 0) self.edceState = "notStation" if self.db.dbEmpty: print("db load failed or doesn't exist - downloading...") self.dbupdated.connect(self.loadSettingsAndUI) # display 'db downloading' tab self.mainTab.clear() widget = ui.DBloadingTab.DBloadingTab(self.db, self.analyzer, "", self) widget.setTabName(str(1)) #item = (widget.getTabName(), widget) self.mainTab.addTab(widget, QtGui.QIcon(), 'DB loading...') self.mainTab.setEnabled(False) ThreadWorker.ThreadWorker( lambda: EDDB.update(self.db, force=True), lambda result: self.dbupdated.emit()).start() else: self.loadSettingsAndUI() self._checkUpdate()
from Background import * from Player import * from Ball import * from functions import * from const import * from SettingBoard import * from GameInfo import * from Team import * millis = lambda: int(round(time.time() * 1000)) os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (80, 30) pygame.init() sounds = Sounds() background = Background() settingBoard = SettingBoard() clock = pygame.time.Clock() screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) pygame.display.set_caption("FIFAworldcup") def renderSettingButton(): rect = pygame.Rect(900, 0, WIDTH_OF_PAUSE_GAME - 2 * MARGIN, BUTTON_HEIGHT + 10) titleSurf, titleRect = Text.makeTextObject("SETTING", colors.Green) pygame.draw.rect(screen, colors.Black, rect) screen.blit(titleSurf,
def wipeThresholdScore(self): if self.thresholdScore > 0: self.thresholdScore = 0 if self.sound_on: Sounds().PowerDown()
def __init__(self, active_sprite_list, worm, language): super().__init__() self.change_x = 0 self.change_y = 0 self.sound = Sounds.Sounds(language) self.active_sprite_list = active_sprite_list self.worm = worm self.level = self.worm.level self.name = '' self.movingframe_r = [] self.movingframe_l = [] self.image = None self.bulletframe_r = None self.bulletframe_l = None self.bulletframe_degreeL = None self.bulletframe_degreeR = None self.bulletframe_up = None self.bulletframe_down = None self.direction = self.worm.direction self.shooting = False self.damage = 0 self.landed = None self.explosion = None sprite_sheet = SpriteSheet('Pics/worms_sprites.png') # MOVING_ROCKET = sprite_sheet.get_image('1660,381,253,54') # HOLYBOMB = sprite_sheet.get_image() # GRENADE = sprite_sheet.get_image() if self.worm.current_gun == GunMenu.BAZOOKA: self.image = sprite_sheet.get_image(1891, 381, 22, 12) self.damage = 20 elif self.worm.current_gun == GunMenu.GRENADE: self.image = sprite_sheet.get_image(794, 382, 26, 24) self.image = pygame.transform.scale(self.image, (20, 20)) self.damage = 30 elif self.worm.current_gun == GunMenu.HOLYBOMB: self.image = sprite_sheet.get_image(784, 331, 33, 33) self.image.set_colorkey(constants.WHITE) #self.image = pygame.transform.scale(self.image, (20, 20)) self.damage = 45 self.rect = self.image.get_rect() if self.direction == 'R': self.rect.x = self.worm.rect.x + 10 else: self.rect.x = self.worm.rect.x - 10 self.rect.y = self.worm.rect.y # Load all the right facing images self.bulletframe_r = self.image # Load all left facing images self.bulletframe_l = pygame.transform.flip(self.image, True, False) # If Rocket Load Rotated Angle to Right self.bulletframe_degreeR = pygame.transform.rotate(self.image, 45) # If Rocket Load Rotated Angle to Left self.bulletframe_degreeL = pygame.transform.rotate(self.image, -45) # Load Rocket Up self.bulletframe_up = pygame.transform.rotate(self.image, 45) # Load Rocket Down self.bulletframe_down = pygame.transform.rotate(self.image, 180)