def clock_shown(self, show): if self._show != show: if show: self.do(AccelDeccel(MoveTo((0, 0), duration=1))) else: self.do(AccelDeccel(MoveTo((0, -100), duration=1))) self._show=show
def __init__(self): super(Game, self).__init__(102, 102, 225, 255) self.collision_manager = cm.CollisionManagerBruteForce() self.player = cocos.sprite.Sprite('eleph2.png') self.player.position = 400, 25 self.player.velocity = 0, 0 self.player.speed = 150 self.player.scale = .5 self.add(self.player, z=2) self.player.cshape = cm.AARectShape(self.player.position, self.player.width // 2, self.player.height // 2) self.collision_manager.add(self.player) self.boss = cocos.sprite.Sprite('flaregun.png') self.boss.position = 400, 600 self.boss.scale = 0.4 self.add(self.boss, z=1) self.boss.cshape = cm.AARectShape(self.boss.position, self.boss.width // 2, self.boss.height // 2) self.collision_manager.add(self.boss) self.batch = cocos.batch.BatchNode() self.enemies = [cocos.sprite.Sprite('compass.png') for i in range(6)] positions = ((250, 125), (550, 125), (300, 325), (500, 325), (150, 475), (650, 475)) for num, enem in enumerate(self.enemies): enem.position = positions[num] enem.cshape = cm.AARectShape(enem.position, enem.width // 2, enem.height // 2) self.collision_manager.add(enem) self.batch.add(enem) self.add(self.batch, z=1) self.player.do(Move()) move_basic = MoveBy((120, 0), 1) self.enemies[0].do(Repeat(move_basic + Reverse(move_basic))) self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic)) move_complex = (MoveBy((-75, 75), 1) + Delay(0.5) + MoveBy( (-75, -75), 1) + Delay(0.5) + MoveBy( (75, -75), 1) + Delay(0.5) + MoveBy((75, 75), 1) + Delay(0.5)) self.enemies[2].do(Repeat(move_complex)) self.enemies[3].do(Repeat(Reverse(move_complex))) move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3)) move_jump_rot = AccelDeccel(RotateBy(360, 3)) self.enemies[4].do(Repeat(move_jump + Reverse(move_jump))) self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot))) self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump)) self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot)) self.schedule(self.update)
def __init__(self): super(TestLayer, self).__init__() x, y = director.get_window_size() self.sprite = Sprite('grossini.png', (0, y / 2)) self.add(self.sprite) mov = AccelDeccel(MoveBy((x, 0), 4)) self.sprite.do(Repeat(mov + Reverse(mov)))
def __init__(self): super(Game, self).__init__(102, 102, 225, 255) self.player = cocos.sprite.Sprite(resources.player) self.player.position = 400, 25 self.player.velocity = 0, 0 self.player.speed = 150 self.add(self.player, z=2) self.boss = cocos.sprite.Sprite(resources.boss) self.boss.position = 400, 600 self.boss.scale = 0.4 self.add(self.boss, z=1) self.batch = cocos.batch.BatchNode() self.enemies = [cocos.sprite.Sprite(resources.enemy) for i in range(6)] positions = ((250, 125), (550, 125), (300, 325), (500, 325), (150, 475), (650, 475)) for num, enem in enumerate(self.enemies): enem.position = positions[num] self.batch.add(enem) self.add(self.batch, z=1) self.player.do(Move()) move_basic = MoveBy((120, 0), 1) self.enemies[0].do(Repeat(move_basic + Reverse(move_basic))) self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic)) move_complex = (MoveBy((-75, 75), 1) + Delay(0.5) + MoveBy( (-75, -75), 1) + Delay(0.5) + MoveBy( (75, -75), 1) + Delay(0.5) + MoveBy((75, 75), 1) + Delay(0.5)) self.enemies[2].do(Repeat(move_complex)) self.enemies[3].do(Repeat(Reverse(move_complex))) move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3)) move_jump_rot = AccelDeccel(RotateBy(360, 3)) self.enemies[4].do(Repeat(move_jump + Reverse(move_jump))) self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot))) self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump)) self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))