示例#1
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 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()
示例#2
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	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])))
示例#3
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	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)
示例#4
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 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()
示例#5
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 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'))
示例#6
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 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)
示例#7
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 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()
示例#8
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文件: worm.py 项目: jonhei13/Jonsi
    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()
示例#9
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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()
示例#10
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    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()
示例#11
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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,
示例#12
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	def wipeThresholdScore(self):
		if self.thresholdScore > 0:
			self.thresholdScore = 0
			if self.sound_on:
				Sounds().PowerDown()
示例#13
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    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)