示例#1
0
 def aim(self, _p2DMouse, _vec):
     if(self.bCanAim):
         l_vecCenterImage = Vector2D(_p2DMouse + _vec, self.image.p2DCenter)
         l_scalarProduct = l_vecCenterImage.scalarProduct(Vector2D(1,0))
         if(self.bone.advImage.bFlipX):
             if(l_scalarProduct < 0):
                 self.flipX()
         else:
             if(l_scalarProduct > 0):
                 self.flipX()
         if(self.down):
             if(self.bone.advImage.bFlipX):
                 add = 45
             else:
                 add = 25
         else:
             if(self.bone.advImage.bFlipX):
                 add = 85
             else:
                 add = 93
            
         l_vecRotGun = Vector2D(_p2DMouse + _vec, self.bone.bone[1].advImage.p2DRotation)
         if(self.bone.advImage.bFlipX):
             l_vecRotGun = - l_vecRotGun
         l_fTheta = l_vecRotGun.getAngle(Vector2D(1,0)) + self.bone.advImage.fTheta - add
         
         l_vec2 = self.bone.getVec()
         self.bone.bone[1].setThetaBone(l_fTheta, l_vec2)
         l_vec2 = self.bone.bone[1].getVec()
         self.bone.bone[1].bone[0].setThetaBone(0, l_vec2)
         l_vec2 = self.bone.bone[1].bone[0].getVec()
         self.bone.bone[1].bone[0].bone[0].setThetaBone(0, l_vec2)
示例#2
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 def __init__(self, mass = 0.0, velocity = Vector2D(), acceleration = Vector2D(), life = 0.0, image = None) :
     self.mass = mass
     self.velocity = velocity
     self.acceleration = acceleration
     self.life = life
     self.image = image
     self.last_position = self.image.p2DCenter.copy()
     self.down = False
     self.jump = False
示例#3
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 def update(self, dt):
     self.setPosition(self.image.p2DCenter)
     Entity.update(self, dt)
     self.updateAnim()
     if(self.bone.advImage.bFlipX):
         self.bone.update(dt, Vector2D(Point2D(), Point2D(-1,0)))
     else:
         self.bone.update(dt, Vector2D(Point2D(), Point2D(1,0)))
     self.updateRectangle()
示例#4
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 def __init__(self, _advImage, _velocity = Vector2D(), _accelerat = Vector2D(),  _mass = 0.0, _life = 0.0, _iVersion = 0):
     Entity.__init__(self, _mass, _velocity, _accelerat, _life, _advImage)
     self.iVersion = _iVersion
     self.bone = None
     self.AnimationFrames = []
     self.create()
     self.updateRectangle()
     self.actualAnim = 0
     self.bCanAim = True
     self.bSword = False
示例#5
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    def __init__(self):
        self.width = 1280
        self.height = 720
        self.window = pygame.display.set_mode((self.width, self.height))
        self.window_position = Vector2D(0, 0)
        ''' DECORS '''

        self.background = None
        self.ground = None
        self.platforms = []
        ''' MENUS '''

        self.boutons = []
        self.boutons_text = []
        self.boutons_main = ['Start', 'HighScore', 'Settings', 'Quit']
        self.boutons_pause = ['Resume', 'Restart', 'Menu', 'Settings', 'Quit']
        self.boutons_end = ['Restart', 'HighScore', 'Menu', 'Quit']
        self.boutons_settings = ['Soon']
        self.boutons_scores = ['No Score']
        self.bouton_width = 200
        self.bouton_height = 80
        self.bouton_score_w = 300
        self.bouton_score_h = 50
        self.state = 'main'
        self.setting = False
        self.highscore = False

        self.myFont = pygame.font.Font('Others/Fonts/myFont.ttf', 36)
示例#6
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    def display(self,
                _screen,
                _vec=Vector2D(),
                _bImage=True,
                _bRec=False,
                _bLast=False,
                _bFirst=False):
        if (not _bFirst):
            """On affiche les autres membres"""
            for i in range(len(self.bone) - 1, -1, -1):
                self.bone[i].display(_screen, _vec, _bImage, _bRec, _bLast)

        if (_bLast):
            if (len(self.bone) == 0):
                """l arbre est vide, on est au dernier membre, on peut l afficher"""
                if (_bImage):
                    self.advImage.display(_screen, _vec)
                if (_bRec):
                    pygame.draw.line(_screen, [255, 0, 0],
                                     (self.advImage.p2DRotation.x - 4 + _vec.x,
                                      self.advImage.p2DRotation.y + _vec.y),
                                     (self.advImage.p2DRotation +
                                      _vec).getList())
                    self.advImage.drawRectangle(_screen, _vec)
        else:
            if (_bImage):
                self.advImage.display(_screen, _vec)
            if (_bRec):
                pygame.draw.line(_screen, [255, 0, 0],
                                 (self.advImage.p2DRotation.x - 4 + _vec.x,
                                  self.advImage.p2DRotation.y + _vec.y),
                                 (self.advImage.p2DRotation + _vec).getList())
                self.advImage.drawRectangle(_screen, _vec)
示例#7
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    def update(self, dt, _vec):
        """Si des cles pour l animation sont presentes, on peut mettre a jour l animation"""
        if (self.aKeyFrames != None):
            if (self.iActualKey == -1 and self.initAnimation(_vec)):
                pass
            elif (self.iActualKey < len(self.aKeyFrames.afEndT)):
                self.time += dt
                if (self.time >= self.aKeyFrames.afEndT[self.iActualKey]):
                    self.setThetaBone(self.aKeyFrames.afTheta[self.iActualKey],
                                      _vec)
                    self.initAnimation(_vec)

                elif (self.iActualKey < len(self.aKeyFrames.afTheta)):
                    if (not self.advImage.bFlipX):
                        self.setThetaBone(
                            self.lastTheta + self.time * self.velocityTheta,
                            _vec)
                    else:
                        self.setThetaBone(
                            (self.lastTheta + self.time * self.velocityTheta),
                            _vec)
        """On met a jour les sous membres"""
        for i in range(0, len(self.bone)):
            self.bone[i].update(
                dt, Vector2D(self.advImage.aPoints[0],
                             self.advImage.aPoints[3]))
示例#8
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 def shoot(self, _p2DMouse, _vec):
     l_p2DRotGun = self.bone.bone[1].bone[0].bone[0].bone[0].advImage.p2DRotation.copy()
     l_p2DCent = self.bone.bone[1].bone[0].bone[0].bone[0].advImage.aPoints[3]*0.82 + self.bone.bone[1].bone[0].bone[0].bone[0].advImage.aPoints[0]*0.18
     l_vecMousGun = Vector2D(l_p2DCent,
                         l_p2DRotGun)
     l_vecMousGun.normalize()
     return (-l_vecMousGun, l_p2DRotGun)
示例#9
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 def addBullet(self, entity):
     if self.dt_weapon > self.dt_gun:
         if self.current_bullets < self.max_bullets:
             (vec, position) = self.player.shoot(
                 Point2D(self.input.mouse[1][0], self.input.mouse[1][1]),
                 -self.display.window_position)
             l_entityBullet = Entity(
                 0, -vec * 1000.0, Vector2D(0, 0), 0,
                 AdvImage([pygame.image.load('Others/Images/laser.png')],
                          position + vec * -50.0,
                          _fTheta=vec.getAngle(Vector2D(1, 0))))
             l_entityBullet.image.setPosition(position + vec * -50.0)
             self.bullets.append(l_entityBullet)
             self.dt_weapon = 0
             self.current_bullets += 1
         else:
             self.current_bullets = 0
             self.dt_weapon = -1
示例#10
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 def rotate(self, _fTheta, _p2DcentRot=None):
     l_p2DcentRot = self.p2DCenter
     if (_p2DcentRot != None):
         l_p2DcentRot = _p2DcentRot
     for i in range(0, 4):
         self.aPoints[i].rotate(_fTheta, l_p2DcentRot)
     if (_fTheta != 0):
         True
     self.p2DCenter.rotate(_fTheta, l_p2DcentRot)
     l_vec2 = Vector2D(Point2D(0, 0), Point2D(1, 0))
     self.fTheta = self.getAngle(l_vec2)
示例#11
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 def createSkeleton(self):
     """ Le buste: * """
     self.bone = Bone(AdvImage([self.image[12]], Point2D(140,180), Point2D(140,250), Point2D(100,150)))
     
     """ La tete: o """
     if(self.iVersion == 0):
         self.bone.addBone(AdvImage([self.image[11]], Point2D(150,85), Point2D(150,106), Point2D(65,80)))
     elif(self.iVersion == 1):
         self.bone.addBone(AdvImage([self.image[3]], Point2D(150,85), Point2D(150,106), Point2D(65,80)))
     
     """ Bras Droit: + """
     self.bone.addBone(AdvImage([self.image[2]], Point2D(130,180), Point2D(130,150), Point2D(60,90)))
     self.bone.bone[1].addBone(AdvImage([self.image[1]], Point2D(130,250), Point2D(130,222), Point2D(40,90)))
     self.bone.bone[1].bone[0].addBone(AdvImage([self.image[8]], Point2D(130,250), Point2D(135,275), Point2D(40,90)))
     self.bone.bone[1].bone[0].bone[0].addBone(AdvImage([self.image[10]], Point2D(145,300), Point2D(165,330), Point2D(50,100)))
     
     """ Bras Gauche: + """
     self.bone.addBone(AdvImage([self.image[2]], Point2D(130,180), Point2D(130,150), Point2D(60,90)))
     self.bone.bone[2].addBone(AdvImage([self.image[0]], Point2D(130,250), Point2D(130,222), Point2D(40,90)))
     self.bone.bone[2].bone[0].addBone(AdvImage([self.image[8]], Point2D(130,250), Point2D(135,275), Point2D(40,90)))
     if(self.iVersion == 0):
         self.bone.bone[2].bone[0].bone[0].addBone(AdvImage([self.image[14]], Point2D(190,275), Point2D(190,275), Point2D(180,60)))
     
     """ Jambe Droite: / """
     self.bone.addBone(AdvImage([self.image[5]], Point2D(135,280), Point2D(135,240), Point2D(60,120)))
     self.bone.bone[3].addBone(AdvImage([self.image[4]], Point2D(155,380), Point2D(150,330), Point2D(50,120)))
     self.bone.bone[3].bone[0].addBone(AdvImage([self.image[9]], Point2D(160,445), Point2D(150,430), Point2D(65,50)))
     
     """ Jambe Gauche: / """
     self.bone.addBone(AdvImage([self.image[6]], Point2D(135,280), Point2D(135,240), Point2D(60,120)))
     self.bone.bone[4].addBone(AdvImage([self.image[4]], Point2D(155,380), Point2D(150,330), Point2D(50,120)))
     self.bone.bone[4].bone[0].addBone(AdvImage([self.image[9]], Point2D(160,445), Point2D(150,430), Point2D(65,50)))
     
     if(self.iVersion == 0):
         self.bone.addBone(AdvImage([self.image[13]], Point2D(85,190), Point2D(150,106), Point2D(65,80)))
     
     """On initialise la taille, rotation, position"""
     self.bone.scaleBone(1.0)
     self.bone.setThetaBone(0, Vector2D(Point2D(), Point2D(1,0)))
     self.translate(Vector2D(100,0))
示例#12
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 def updateRectangle(self):
     l_fLower1 = self.bone.bone[3].bone[0].bone[0].getLowerY()
     l_fLower2 = self.bone.bone[4].bone[0].bone[0].getLowerY()
     l_fLower = l_fLower1
     if(l_fLower2 > l_fLower1):
         l_fLower = l_fLower2
     
     l_fHigher = self.bone.bone[0].getHigherY()
     l_p2DCenter = Point2D(self.image.p2DCenter.x, l_fLower/2 + l_fHigher/2)
     
     l_p2DDist = Point2D(self.image.p2DLength.x, l_fLower - l_fHigher)
     
     self.image.define(self.image.p2DCenter, l_p2DDist, _fTheta = self.image.fTheta)
     
     self.bone.translateBone(Vector2D(l_p2DCenter, self.image.p2DCenter))
示例#13
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 def manageCollision(self, _entity):
     x = False
     y = False
     vx = 0
     vy = 0
     if self.image.collision(_entity.image) :
         actual_pos = self.image.p2DCenter.copy()
         self.image.setPosition(Point2D(self.last_position.x, actual_pos.y))
         if self.image.collision(_entity.image) :
             y = True
             self.velocity.y = 0
         self.image.setPosition(Point2D(actual_pos.x, self.last_position.y))
         if self.image.collision(_entity.image) :
             x = True
             self.velocity.x = 0
         self.image.setPosition(actual_pos)
         while self.image.collision(_entity.image) :
             if x :
                 if actual_pos.x - self.last_position.x > 0 :
                     vx = -1
                 else :
                     vx = 1
             if y :
                 if actual_pos.y - self.last_position.y > 0 :
                     vy = -1
                 else :
                     vy = 1
                     self.velocity.y = 1
             if not x and not y :
                 if actual_pos.x - self.last_position.x > 0 :
                     vx = -1
                 else :
                     vx = 1
                 if actual_pos.y - self.last_position.y > 0 :
                     vy = -1
                 else :
                     vy = 1
             self.image.translate(Vector2D(vx, vy))
示例#14
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 def getVectors(self):
     l_aVec = []
     for i in range(0, 4):
         l_aVec.append(Vector2D(self.aPoints[i], self.aPoints[(i + 1) % 4]))
     return l_aVec
示例#15
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    def collision(self, _rectangle, _withEdges=True, _insideOnly=False):
        """withEdges = avec ou sans les bords des rectangles
        insideOnly permet de detecter si un rectangle est dans un autre"""
        l_vector1 = Vector2D()
        l_vector2 = Vector2D()
        l_point = Point2D()
        l_compare = MinMax()
        for c in range(0, 2):
            if (c == 0):
                l_vector1.define(self.aPoints[0], self.aPoints[3])
                l_vector1.normalize()

                l_vector2.define(l_point, self.aPoints[0])
                l_compare.xMin = l_compare.xMax = l_vector2.scalarProduct(
                    l_vector1)
                l_vector2.define(l_point, self.aPoints[3])

                if (l_vector2.scalarProduct(l_vector1) < l_compare.xMin):
                    l_compare.xMin = l_vector2.scalarProduct(l_vector1)
                elif (l_vector2.scalarProduct(l_vector1) > l_compare.xMax):
                    l_compare.xMax = l_vector2.scalarProduct(l_vector1)

            else:
                l_vector1.define(self.aPoints[0], self.aPoints[1])
                l_vector1.normalize()

                l_vector2.define(l_point, self.aPoints[0])
                l_compare.xMin = l_compare.xMax = l_vector2.scalarProduct(
                    l_vector1)
                l_vector2.define(l_point, self.aPoints[1])

                if (l_vector2.scalarProduct(l_vector1) < l_compare.xMin):
                    l_compare.xMin = l_vector2.scalarProduct(l_vector1)
                elif (l_vector2.scalarProduct(l_vector1) > l_compare.xMax):
                    l_compare.xMax = l_vector2.scalarProduct(l_vector1)

            l_vector2.define(l_point, _rectangle.aPoints[0])
            l_compare.yMin = l_compare.yMax = l_vector2.scalarProduct(
                l_vector1)

            for i in range(0, 4):
                l_vector2.define(l_point, _rectangle.aPoints[i])
                if (l_vector2.scalarProduct(l_vector1) < l_compare.yMin):
                    l_compare.yMin = l_vector2.scalarProduct(l_vector1)
                elif (l_vector2.scalarProduct(l_vector1) > l_compare.yMax):
                    l_compare.yMax = l_vector2.scalarProduct(l_vector1)

            if (_insideOnly):
                if (_withEdges):
                    if ((l_compare.xMax < l_compare.yMin)
                            or (l_compare.xMin > l_compare.yMax)
                            or (l_compare.xMax > l_compare.yMax)
                            or (l_compare.xMin < l_compare.yMin)):
                        return False
                else:
                    if ((l_compare.xMax <= l_compare.yMin)
                            or (l_compare.xMin >= l_compare.yMax)
                            or (l_compare.xMax >= l_compare.yMax)
                            or (l_compare.xMin <= l_compare.yMin)):
                        return False
            else:
                if (_withEdges):
                    if ((l_compare.xMax < l_compare.yMin)
                            or (l_compare.xMin > l_compare.yMax)):
                        return False
                else:
                    if ((l_compare.xMax <= l_compare.yMin)
                            or (l_compare.xMin >= l_compare.yMax)):
                        return False

        return True
示例#16
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 def getVec(self):
     return Vector2D(self.advImage.aPoints[0], self.advImage.aPoints[3])
示例#17
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 def getAngle(self, _vec):
     l_vec1 = Vector2D(self.aPoints[0], self.aPoints[3])
     l_fTheta = l_vec1.getAngle(_vec)
     return l_fTheta
示例#18
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    def loadLevel(self):
        images = SpriteSheet("Others/Images/sprite512.png", Point2D(42, 42))
        buste = SpriteSheet("Others/Images/sprite1024.png", Point2D(84, 84))
        seriesOfImages = images.loadFrames(0, 12)
        seriesOfImages2 = buste.loadFrames(0, 3)
        for i in range(0, len(seriesOfImages2)):
            seriesOfImages.append(seriesOfImages2[i])
        sprites = AdvImage(seriesOfImages, Point2D(100, 200))
        self.player = Skeleton(sprites, Vector2D(0, 1), Vector2D(0, 10), 300,
                               1)
        self.player.scale(_fLength=140, _bRectOnly=True)
        #self.player = Entity(200, Point2D(700, 200), Vector2D(0, 0), Vector2D(0, 10), 1, AdvImage([pygame.image.load('Others/Images/player.jpg').convert_alpha()]))
        self.player.image.scaleImage(_fLength=140)
        self.display.background = pygame.image.load(
            'Others/Images/background.jpg')
        #self.display.ground = AdvImage([pygame.image.load('Others/Images/ground.jpg')], Point2D(0, 700))
        #self.display.ground.scaleImage(_fLength = 20)
        #self.platforms.append(AdvImage([pygame.image.load('Others/Images/cube.jpg')], Point2D(1000, 485)))
        #self.platforms[0].scaleImage(_fLength = 280)
        #self.platforms.append(AdvImage([pygame.image.load('Others/Images/cube.jpg')], Point2D(2000, 0)))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/sol1.jpg')],
                               Point2D(0, 429))))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/sol1.jpg')],
                               Point2D(276, 429))))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/sol3.jpg')],
                               Point2D(552, 429))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/palissade.jpg')],
                Point2D(1050, 200))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment1.jpg')],
                Point2D(552, 250))))
        self.platforms.append(
            Entity(image=AdvImage([pygame.image.load('Others/Images/sol.jpg')],
                                  Point2D(1050, 660))))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/sol2.jpg')],
                               Point2D(4911, 660))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment2.jpg')],
                Point2D(1300, 460))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment3.jpg')],
                Point2D(1510, 335))))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/pont.jpg')],
                               Point2D(2034, 350))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment4.jpg')],
                Point2D(2450, 330))))

        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/escalier1.jpg')],
                Point2D(3500, 540))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/escalier2.jpg')],
                Point2D(3620, 420))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/escalier3.jpg')],
                Point2D(3740, 300))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/escalier4.jpg')],
                Point2D(3860, 180))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment8.jpg')],
                Point2D(4400, 540))))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/pont1.jpg')],
                               Point2D(4600, 540))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment9.jpg')],
                Point2D(5000, 420))))
        self.platforms.append(
            Entity(
                image=AdvImage([pygame.image.load('Others/Images/pont2.jpg')],
                               Point2D(5200, 420))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment10.jpg')],
                Point2D(6400, 360))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment10.jpg')],
                Point2D(6400, 240))))
        self.platforms.append(
            Entity(image=AdvImage([pygame.image.load('Others/Images/sol.jpg')],
                                  Point2D(6600, 660))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment12.jpg')],
                Point2D(6400, 240))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment13.jpg')],
                Point2D(6600, 580))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment14.jpg')],
                Point2D(7300, 0))))
        self.platforms.append(
            Entity(image=AdvImage(
                [pygame.image.load('Others/Images/batiment15.jpg')],
                Point2D(6950, 420))))
        #self.platforms.append(Entity(image = AdvImage([pygame.image.load('Others/Images/end.jpg')], Point2D(7800, 150))))

        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(300, 300)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(1125, 600)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(1065, 150)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(1550, 290)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(2250, 310)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(3795, 260)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(3915, 140)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(5500, 80)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(5600, 350)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(5700, 80)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(5800, 350)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(5900, 80)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(6000, 350)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(6100, 80)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(6200, 350)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(7200, 80)),
                   life=1))
        self.targets.append(
            Entity(image=AdvImage([
                pygame.image.load('Others/Images/target.png').convert_alpha()
            ], Point2D(7500, 80)),
                   life=1))

        for i in range(len(self.platforms)):
            self.platforms[i].image.translateImage(
                Vector2D(Point2D(), self.platforms[i].image.p2DLength * 0.5))
示例#19
0
 def init(self):
     self.window_position = Vector2D(0, 0)
示例#20
0
 def setPosition(self, _p2DPos):
     self.translateImage(Vector2D(self.p2DCenter, _p2DPos))
示例#21
0
 def setPosition(self, _p2DPos):
     l_vec = Vector2D(self.bone.getCenter(), _p2DPos)
     self.bone.translateBone(l_vec)
示例#22
0
 def clearAnimation(self):
     if(self.bone.advImage.bFlipX):
         self.bone.clearAnimation(Vector2D(Point2D(), Point2D(-1,0)))
     else:
         self.bone.clearAnimation(Vector2D(Point2D(), Point2D(1,0)))