def __init__(self, screen, background, capture, ref_img, transform_mat, wins, players_height): self.wins = wins self.players_height = players_height State.__init__(self, screen, background, capture, ref_img, transform_mat) self.times = [] print "GameState: Initialized"
def __init__(self): State.__init__(self) self.cardtype = 'state' self.base = 'nocturne' self.desc = "At the start of your turn, you may discard a card to receive a Boon." self.name = "Lost in the Woods" self.unique_state = True
def __init__(self, main): # transition from another state State.__init__(self,main) self.loadPlayer() self.hud = Actor(IMG_HUD,-1) self.hud2 = Actor(IMG_HUD2) self.hud.setPos(32,HEIGHT/2) self.hud2.setPos(WIDTH-32,HEIGHT/2) GameState.guiGroup.add(self.hud) GameState.guiGroup.add(self.hud2) self.health = 7 self.hudHearts = [] self.hudHeartsHalf = Actor(IMG_HEART2,-1) self.hudSlot = [None]*3 self.wl = WorldLoader('new.world') self.background = TerrainLayer("0_0.map") self.currentMap = "0_0.map" for i in range(0,3): self.hudSlot[i] = Actor(IMG_SLOT,-1) self.hudSlot[i].setPos(50,120+i*120) self.guiGroup.add(self.hudSlot[i]) self.updateHudHealth() pygame.mixer.init() filename = "worldAmbient.mp3" path = os.path.join(util.GAME_SOUNDS, filename) path = util.filepath(path) pygame.mixer.music.load(path) pygame.mixer.music.play()
def __init__(self, screen, background, capture, ref_img, transform_mat): State.__init__(self, screen, background, capture, ref_img, transform_mat) self.ready = False self.should_draw_bounding_box = True self.player1_rect = pygame.rect.Rect((10, 100, 300, common.RESOLUTION[1] - 100)) self.player2_rect = pygame.rect.Rect((common.RESOLUTION[0] - 310, 100, 390, common.RESOLUTION[1] - 100)) self.special_detection_rects += (self.player1_rect, self.player2_rect) self.mask = StageMask(self.player1_rect, self.player2_rect) self.title = common.FloatingWord(common.load_image('geekfighter.png', alpha = True)[0], center = (common.RESOLUTION[0] / 2, 154), sfx = 'opening.wav') self.title.start_size = (19, 10) self.title.end_size = (600, 308) self.title.anim_time = 2000 self.title.wait_forever = True self.sprites.add(self.title) self.explanations1 = common.HelpText((common.RESOLUTION[0] / 2, 330), 'Stand facing each other', self.font, (210, 0, 0), pos_is_center = True) self.explanations2 = common.HelpText((common.RESOLUTION[0] / 2, 370), 'in your FIGHTING STANCE', self.font, (210, 0, 0), pos_is_center = True) self.explanations3 = common.HelpText((common.RESOLUTION[0] / 2, 410), 'and HOLD STILL for 5 seconds', self.font, (210, 0, 0), pos_is_center = True) self.player1_counter = 0 self.player1_heights = [] self.player2_counter = 0 self.player2_heights = [] self.readybar1 = ReadyBar((10, 89), self.INIT_TIME) self.readybar2 = ReadyBar((common.RESOLUTION[0] - 310, 89), self.INIT_TIME) self.last_time = pygame.time.get_ticks() ## self.text = self.font.render("Players, stand facing each other with your arms at your sides", 1, (10, 10, 10)) ## self.pos = (self.screen.get_width() / 2 - self.text.get_width() / 2, self.screen.get_height() / 10) ## self.text2 = self.font.render("Press the SPACEBAR when ready...", 1, (10, 10, 10)) ## self.pos2 = (self.screen.get_width() / 2 - self.text2.get_width() / 2, self.screen.get_height() / 10 + self.text.get_height() + 5) print "TutorialState: Initialized"
def __init__(self, stack, updater): State.__init__(self, stack) self.title = 'power' self.modes = 'shutdown reboot restart'.split(' ') self.updater = updater self.scroller = Scroller(self.modes)
def __init__(self): State.__init__(self) self.cardtype = 'state' self.base = 'nocturne' self.desc = "-2 VP" self.name = "Miserable" self.victory = -2
def __init__(self, tankWorld, tracking_name, position=Vec3(0,0,0), name='PadState', size=Vec3(2,2,2)): ''' TrackingObject is the world object that we are tracking Position trigger has a representation needs to be added. ''' State.__init__(self,tankWorld) #grab the object with this name for child in tankWorld.render.getChildren(): if child.getName() == tracking_name: self.tracking_object = child self.position = position+Vec3(0,0,.01) self.tracking_name = tracking_name self.size = size #print "PositionTrigger.__init__: Trigger created" assert(self.tracking_object, "No tracking object") cm=CardMaker('') cm.setFrame(0,1,0,1) self.floor = render.attachNewNode(PandaNode("padCollision")) self.floor.setPos(self.position) tex = loader.loadTexture('media/'+'trigger.png') tex.setMagfilter(Texture.FTNearest) tex.setMinfilter(Texture.FTNearest) for y in range(int(size.getX())): for x in range(int(size.getY())): nn = self.floor.attachNewNode(cm.generate()) nn.setP(-90) nn.setPos((x), (y), 0) self.floor.setTexture(tex)
def __init__(self, stack, updater, camera): State.__init__(self, stack) self.updater = updater self.camera = camera self.title = 'main' self.modes = 'clean overview setproperty guide player power'.split(' ') self.scroller = Scroller(self.modes, 0, self.on_mode_change) self.overview = False
def __init__(self, value, data, grammar, hole_penalty=None, **kwargs): """ Initializer. The hole_penalty is a dictionary from nonterminals to """ State.__init__(self, value, **kwargs) self.data = data self.grammar = grammar self.hole_penalty = hole_penalty assert self.hole_penalty is not None # Need this!
def __init__(self, menu, rememberPosition = False): State.__init__(self) self.menu = menu self.choice = 0 self.rememberPosition = rememberPosition self.timer = 0. self.random_color = (randint(0,255), randint(0,255), randint(0,255)) self.random_pos = (randint(0,screen_size[0]-1), randint(0,screen_size[1]-1)) self.random_size = (screen_size[0]-1-randint(self.random_pos[0],screen_size[0]-1), screen_size[1]-1-randint(self.random_pos[1],screen_size[1]-1))
def __init__(self, screen, background, capture, ref_img, transform_mat): State.__init__(self, screen, background, capture, ref_img, transform_mat) self.one = FloatingWord(common.load_image("1.png", alpha=True)[0], sfx="one.wav") self.two = FloatingWord(common.load_image("2.png", alpha=True)[0], sfx="two.wav") self.three = FloatingWord(common.load_image("3.png", alpha=True)[0], sfx="three.wav") self.fight = FloatingWord(common.load_image("fight.png", alpha=True)[0], sfx="fight.wav") self.fight.end_size = (200, 200) self.fight.anim_time = 1000 self.fight.wait_time = 100 self.sprites.add(self.three) print "CountdownState: Initialized"
def __init__(self, stack, camera): State.__init__(self, stack) self.camera = camera self.title = 'setproperties' self.settings_menu = [] for setting in CameraSettings.camera_settings: menuitem = setting['key'] self.settings_menu.append(menuitem) self.scroller = Scroller(self.settings_menu)
def __init__(self, stack, camera, propertykey): State.__init__(self, stack) self.camera = camera self.propertykey = propertykey self.title = propertykey self.property = camera.get_property( propertykey ) self.actual_camera_settings = utils.load_camera_settings() self.original_value = camera.get_property_value( propertykey ) if self.property['type'] == 'select': self.scroller = Scroller(self.property['values'], self.property['values'].index(camera.get_property_value(propertykey)) ) pygame_utils.change_to_stripe()
def __init__(self, info): #info['income'] = int(round(np.random.normal(self.income_avg, self.income_std))) tmp1 = int(round(np.random.normal(self.income_avg, self.income_std))) info['income'] = tmp1 print(" avg = ", self.income_avg) print(" std = ", self.income_std) print(" income = ", tmp1) #info['expense'] = round( self.income_avg-200, self.income_std) #tmp2 = round( self.income_avg-200, self.income_std) tmp2 = self.income_avg - 200 info['expense'] = tmp2 print(" avg = ", self.income_avg - 200) print(" std = ", self.income_std) print(" expense = ", tmp2) print info State.__init__(self, info)
def __init__(self, info): #info['income'] = int(round(np.random.normal(self.income_avg, self.income_std))) tmp1 = int(round(np.random.normal(self.income_avg, self.income_std))) info['income'] = tmp1 print (" avg = ", self.income_avg ) print (" std = ", self.income_std ) print (" income = ", tmp1 ) #info['expense'] = round( self.income_avg-200, self.income_std) #tmp2 = round( self.income_avg-200, self.income_std) tmp2 = self.income_avg - 200 info['expense'] = tmp2 print (" avg = ", self.income_avg - 200 ) print (" std = ", self.income_std ) print (" expense = ", tmp2 ) print info State.__init__(self, info)
def __init__(self, stack): State.__init__(self, stack) self.title = 'player' self.path = utils.settings['outputpath'] self.image = None self.dimensions = (0,0) self.mode = 'standard' # self.files = [f for f in listdir(self.path) if isfile(join(self.path, f))] # print self.scroller = Scroller(dir.get_images_sorted(self.path),0, self.load_image) self.filename = self.scroller.get_value(0) self.load_image(self.filename) pygame_event = pygame.event.Event(pygame_utils.CHANGE_DISPLAY_SETTINGS, {'command': 'alpha', 'value': 255}) pygame.event.post(pygame_event)
def __init__(self, main): # transition from another state State.__init__(self,main) self.titleScreen = Actor(IMG_TITLE_SCREEN) self.btnStart = Actor(IMG_LABEL_START) self.btnStart2 = Actor(IMG_LABEL_START2) self.btnStart.setPos(WIDTH/2,HEIGHT-300) self.btnStart2.setPos(WIDTH/2,HEIGHT-300) self.tick = 0 self.tickInterval = 60 self.ready = False TitleState.titleGroup.add(self.titleScreen) TitleState.btnStartGroup.add(self.btnStart) pygame.mixer.init() pygame.mixer.music.load("../data/sounds/godspeed.mid") pygame.mixer.music.play()
def __init__(self, screen, background, capture, ref_img, transform_mat, wins, winning_player, more_sprites = None): State.__init__(self, screen, background, capture, ref_img, transform_mat) if more_sprites: self.sprites.add(more_sprites) self.winning_player = winning_player if wins[self.winning_player.name] >= common.ROUNDS_TO_WIN: self.big_win = True self.winning_text = self.font.render(self.winning_player.name + ' WINS!', True, (139, 0, 0)) self.text_anim = common.FloatingWord(self.winning_text) self.text_anim.start_size = common.RESOLUTION self.text_anim.end_size = (common.RESOLUTION[0] * 0.7, common.RESOLUTION[1] * 0.7) self.spotlight = Spotlight(winning_player.center_of_mass, winning_player.rect.height * 0.6) self.spotlight.add(self.sprites) else: self.big_win = False self.winning_text = self.font.render(self.winning_player.name + ' wins this round!', True, (139, 0, 0)) self.text_anim = common.FloatingWord(self.winning_text) self.text_anim.start_size = common.RESOLUTION self.text_anim.end_size = (common.RESOLUTION[0] / 2, common.RESOLUTION[1] / 2) self.text_anim.anim_time = 3000 self.text_anim.wait_time = 2000 self.sprites.add(self.text_anim) self.text_anim.start() print "WinningState: Initialized"
def __init__(self, wolf): State.__init__(self, "hiding") self.wolf = wolf
def __init__(self, info): info['income'] = 1000 info['expense'] = 800 print info State.__init__(self, info)
def __init__(self, players): State.__init__(self) self.players = players
def __init__(self): State.__init__(self) self.cardtype = 'state' self.base = 'nocturne' self.desc = "At the start of your Buy phase, return this, and you can't buy Actions this turn." self.name = "Deluded"
def __init__(self, info): info['income'] = info['income'] * 0.7 info['expense'] = info['expense'] * 0.75 print info State.__init__(self, info)
def __init__(self, wolf): State.__init__(self, "attacking") self.wolf = wolf
def __init__(self, soldier): State.__init__(self, "patrol") self.soldier = soldier
def __init__(self, context): State.name = "Detecting State" State.__init__(self) self.context = context
def __init__(self, architect): State.__init__(self, "goBuilding") self.architect = architect
def __init__(self, wolf): State.__init__(self, "retreating") self.wolf = wolf
def __init__(self, context): State.name = "Gathering State" State.__init__(self) self.context = context
def __init__(self, farmer): State.__init__(self, "returning") self.farmer = farmer
def __init__(self, context): State.__init__(self, context)
def __init__(self, soldier): State.__init__(self, "hunting") self.soldier = soldier
def __init__(self): State.__init__(self) self.desc = "Non Unique State" self.name = "NonUnique"
def __init__(self): State.__init__(self) self.desc = "Unique Test State" self.name = "Unique" self.unique_state = True
def __init__(self, info): info['income'] = info['income']*0.7 info['expense'] = info['expense']*0.75 print info State.__init__(self, info)
def __init__(self, farmer): State.__init__(self, "goCutting") self.farmer = farmer
def __init__(self, chef): State.__init__(self, "free") self.chef = chef
def __init__(self, chef): State.__init__(self, "goPlanting") self.chef = chef
def __init__(self, architect): State.__init__(self, "free") self.architect = architect
def __init__(self, context, new_instructions): State.__init__(self, context) self.instructions = new_instructions
def __init__(self): State.__init__(self)