示例#1
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    def update(self):
        self.is_possible_direction()
        actual_position = helpers.scenario_to_screen(self.position_on_scenario, self.background)
        self.position_on_scenario += self.velocity * self.final_direction.normalize()
        next_position = helpers.scenario_to_screen(self.position_on_scenario, self.background)

        _, angle = (next_position-actual_position).as_polar()
        self.image = pg.transform.rotozoom(self.original_image, -angle, 1)
        self.rect = self.image.get_rect()
        self.rect.center = helpers.scenario_to_screen(self.position_on_scenario, self.background, False)
        
        self.distance += self.velocity
示例#2
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    def check_collision_player_powerups_multiplayer(self):
        # check if someone picked up any powerup
        if self.is_host:
            for powerup in self.powerups_list:
                for player_name in self.player_group:
                    player_rect = pg.Rect(0, 0, 20, 20)  # carteação total
                    scenario_position = self.player_group[player_name][
                        'position_on_scenario']
                    player_rect.center = helpers.scenario_to_screen(
                        scenario_position, self.background, False)
                    if player_rect.colliderect(powerup.rect):
                        if player_name == self.player.name:
                            self.player.gets_powerup(powerup.powerup_type)
                        else:
                            self.server_client.push_powerups_state(
                                player_name, powerup.powerup_type, True)
                            self.server_client.pull_powerups_state()
                        self.powerups_list.remove(powerup)

        else:
            self.server_client.push_powerups_state("null", "null", False)
            self.server_client.pull_powerups_state()
            player_list_status = self.server_client.powerups_clients_state
            for player_name in player_list_status:
                if player_name == self.player.name and player_list_status[
                        player_name] != "None":
                    self.player.gets_powerup(player_list_status[player_name])
                    self.server_client.push_powerups_state(
                        player_name, "None", True)
                    self.server_client.pull_powerups_state()
示例#3
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文件: Bot.py 项目: Duhamb/pyshooter
    def rotate(self):
        player_position = pg.math.Vector2(
            self.nearest_player['position_on_screen'])
        bot_position = helpers.scenario_to_screen(self.position_on_scenario,
                                                  self.background)
        _, self.angle = (player_position - bot_position).as_polar()
        self.angle = self.angle
        # gira todas as imagens
        # self.image = pg.transform.rotozoom(self.original_image, -self.angle, 1)
        self.image = pg.transform.rotate(self.original_image, -self.angle)

        # gira em torno do centro real
        # encontra a nova posição do centro do rect
        self.rotated_center = self.delta_center_position.rotate(+self.angle)
        self.new_rect_center = self.rotated_center + helpers.scenario_to_screen(
            self.position_on_scenario, self.background)

        # atualiza o rect da imagem com o novo centro correto
        self.rect = self.image.get_rect(center=self.new_rect_center)
示例#4
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    def draw_multiplayer(cls, screen, background, server_info):
        position_on_screen = helpers.scenario_to_screen(
            server_info['position_on_scenario'], background, False)
        try:
            if server_info['type'] == 'life':
                image = cls.life_image
                rect = image.get_rect(center=position_on_screen)

                screen.blit(image, rect)
        except:
            pass
示例#5
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    def __init__(self, background, powerup_type):
        super().__init__()

        self.powerup_type = powerup_type

        if powerup_type == 'life':
            type(self).life_image = pygame.image.load(
                "Assets/Images/powerups/life_up.png").convert_alpha()
            self.image = type(self).life_image

        elif powerup_type == 'rifle':
            type(self).rifle_image = pygame.image.load(
                "Assets/Images/ak47.png").convert_alpha()
            self.image = type(self).rifle_image

        elif powerup_type == 'shotgun':
            type(self).shotgun_image = pygame.image.load(
                "Assets/Images/shotgun.png").convert_alpha()
            self.image = type(self).shotgun_image

        elif powerup_type == 'rifle_ammo':
            type(self).rifle_ammo_image = pygame.image.load(
                "Assets/Images/rifle_ammo.png").convert_alpha()
            self.image = type(self).rifle_ammo_image

        elif powerup_type == 'shotgun_ammo':
            type(self).shotgun_ammo_image = pygame.image.load(
                "Assets/Images/shotgun_ammo.png").convert_alpha()
            self.image = type(self).shotgun_ammo_image

        elif powerup_type == 'handgun_ammo':
            type(self).handgun_ammo_image = pygame.image.load(
                "Assets/Images/handgun_ammo.png").convert_alpha()
            self.image = type(self).handgun_ammo_image

        self.background = background

        self.position_on_scenario = None
        self.get_free_position()

        self.center = helpers.scenario_to_screen(self.position_on_scenario,
                                                 self.background, False)
        self.rect = self.image.get_rect(center=self.center)

        self.life_current_quantity = 0
        self.life_maximum_quantity = 5

        self.player_name = None
示例#6
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    def draw_multiplayer(self, screen, server_info):
        position_on_screen = helpers.scenario_to_screen(
            server_info['position_on_scenario'], self.background, False)

        _, angle = (
            pg.math.Vector2(server_info['mouse_position']) -
            pg.math.Vector2(server_info['position_on_scenario'])).as_polar()
        angle -= self.background.angle

        # [TODO] os nomes das animações estavam chegando com nonetype nessa parte e dava problema
        try:
            # body
            animation = getattr(self.animation, server_info['animation_body'])
            original_image = animation[server_info['animation_body_index']]
        except:
            animation = getattr(self.animation, 'rifle_idle')
            original_image = animation[0]
        if server_info['weapon_type'] == 'rifle' or server_info[
                'weapon_type'] == 'shotgun':
            delta_center_position = pygame.math.Vector2((+56 / 2.7, -19 / 2.7))
        else:
            delta_center_position = pygame.math.Vector2((0, 0))
        [imageMultiplayer, rect_multiplayer
         ] = helpers.rotate_fake_center(original_image, angle,
                                        delta_center_position,
                                        position_on_screen)

        # feet
        try:
            animation_feet = getattr(self.animation,
                                     server_info['animation_feet'])
            original_image = animation_feet[
                server_info['animation_feet_index']]
        except:
            animation_feet = getattr(self.animation, 'feet_idle')
            original_image = animation_feet[0]
        [imageFeet,
         rect_feet] = helpers.rotate_fake_center(original_image, angle,
                                                 pg.math.Vector2((0, 0)),
                                                 position_on_screen)

        # draw images
        screen.blit(imageFeet, rect_feet)
        screen.blit(imageMultiplayer, rect_multiplayer)
示例#7
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文件: Bot.py 项目: Duhamb/pyshooter
    def draw_multiplayer(self, screen, server_info, player_group):
        self.player_group = player_group
        position_on_screen = helpers.scenario_to_screen(
            server_info['position_on_scenario'], self.background, False)
        # body
        animation = getattr(self.animation, server_info['animation_name'])
        original_image = animation[server_info['animation_index']]

        _, angle = (
            pg.math.Vector2(server_info['player_position']) -
            pg.math.Vector2(server_info['position_on_scenario'])).as_polar()
        angle -= self.background.angle

        [imageMultiplayer, rect_multiplayer
         ] = helpers.rotate_fake_center(original_image, angle,
                                        self.delta_center_position,
                                        position_on_screen)
        if helpers.is_visible_area(position_on_screen):
            # draw images
            screen.blit(imageMultiplayer, rect_multiplayer)
示例#8
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    def check_collision_player_bullet(self):
        class player_ghost_class(pg.sprite.Sprite):
            def __init__(self):
                super().__init__()

        # is needed only in multiplayer mode
        if self.multiplayer_on:
            player_ghost = player_ghost_class()
            # create rects for each player
            for player_name in self.player_group:
                player_rect = pg.Rect(0, 0, 20, 20)  # carteação total
                scenario_position = self.player_group[player_name][
                    'position_on_scenario']
                player_rect.center = helpers.scenario_to_screen(
                    scenario_position, self.background, False)
                player_ghost.rect = player_rect
                bullet_collision = pg.sprite.spritecollideany(
                    player_ghost, self.bullet_list)
                if bullet_collision:
                    if player_name == self.player.name:
                        self.player.gets_hit_by_weapon()
示例#9
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    def __init__(self, origin_scenario, image, background, destination_scenario, shooter_name, weapon_type):
        pg.sprite.Sprite.__init__(self)

        self.weapon_type = weapon_type
        self.shooter_name = shooter_name
        self.velocity = 20
        self.background = background
        self.mask = pg.mask.from_surface(image)
        self.player_position = pg.math.Vector2(origin_scenario)

        # vector between player head and rifle
        self.vector_offset = pg.math.Vector2((172.5/2.7, 32/2.7))

        #Angle correction
        self.first_direction = destination_scenario - self.player_position
        _, angle = self.first_direction.as_polar()
        try:
            hypotenuse = self.first_direction.length()
            add_angle = math.degrees(math.asin(32/(2.7*hypotenuse)))
            angle -= add_angle
        except:
            pass
        
        correction_angle = math.degrees(math.atan(32/172))
        self.final_direction = self.vector_offset.rotate(angle-correction_angle)

        #Start position correction
        self.new_vector = self.vector_offset.rotate(angle)
        self.position_on_scenario = self.player_position + self.new_vector
        self.position_on_screen = helpers.scenario_to_screen(self.position_on_scenario, self.background)

        self.image = image
        self.original_image = image
        self.image = pg.transform.rotozoom(self.image, -angle, 1)
        self.rect = self.image.get_rect(center=self.position_on_screen)

        self.distance = 0
        self.is_colliding = False
示例#10
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文件: Bot.py 项目: Duhamb/pyshooter
    def __init__(self, location_on_scenario, surface, background, player_group,
                 animation):
        super().__init__()

        self.velocity = random.randint(3, 6)

        # load all objects necessary for bot interaction
        self.player_is_dead = True
        self.player_group = self.mount_player_group(player_group)
        self.player_is_dead = False
        self.multiplayer_on = False  # this variable change at self.mount_player_group

        self.background = background

        # original_image will be used in rotate
        self.original_image = None

        # surface to draw
        self.surface = surface

        # represent the position in relation to map
        # when drawing, this coordinate should be converted to position in screen
        self.position_on_scenario = pg.math.Vector2(location_on_scenario)

        # image and rect will be defined according with the animation
        self.image = animation.idle[0]
        self.center = helpers.scenario_to_screen(self.position_on_scenario,
                                                 self.background, False)
        self.rect = self.image.get_rect(center=self.center)

        # add collider to bot
        self.collider = Collider.Collider(pg.Rect(0, 0, 40, 40),
                                          self.background.rect, None)

        # the center of sprite isnt the center of the own image file
        # so, this is needed to find the real center
        self.delta_center_position = pg.math.Vector2((+35.5 / 2.7, -8 / 2.7))

        Sound.Bot.load()
        self.grunt = Sound.Bot.grunt

        # flag
        self.is_grunting = False
        self.is_moving = False
        self.is_attacking = False

        # load animation
        self.animation = animation

        # index for animations
        self.index_animation_idle = 0
        self.index_animation_move = 0
        self.index_animation_attack = 0
        self.float_index = 0

        #multiplayer animation
        self.animation_name = None
        self.animation_index = None

        # life inicial status
        self.life = 3
        self.is_dead = False

        self.victim_name = None

        # group with all other zombies
        self.bot_group = None
示例#11
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 def update(self):
     self.rect.center = helpers.scenario_to_screen(
         self.position_on_scenario, self.background)