示例#1
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def pop_cb():
	x = random.randint(-WIDTH / 2, WIDTH / 2)
	y = random.randint(-HEIGHT / 2, HEIGHT / 2)
	kind = random.choice(POPS)
	size = random.randint(1, 3)
	color = random.choice([POPCOLOR, FGCOLOR])
	engine.add_obj(Pop(x, y, size, kind, color))
示例#2
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文件: tile.py 项目: sbihel/retrogames
def maketilegrid():
	for row in range(GRIDROWS):
		for col in range(GRIDCOLS):
			x = col * B - WIDTH//2
			y = HEIGHT//2 - row * B
			tile = Tile(x, y)
			engine.add_obj(tile)
示例#3
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def place_default_post_cb():

	ddy = 13
	dy = 0
	y = 126

	ddx = 6
	dx= 0
	x = 10

	dds = 0.03
	ds = 0
	s = 0.3

	count = 0
	while(count < 7):
		obj = Post(x, y, 0, 0, 1)
		engine.add_obj(obj)
		obj = Post(-x, y, 0, 0, -1)
		engine.add_obj(obj)

		dy += ddy
		y -= dy

		dx += ddx
		x += dx

		ds += dds
		s += ds

		count += 1
示例#4
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def fire_cb(x, y):
	if y < GUNY:
		return
	theta = math.atan2(y - GUNY, x - GUNX)
	if theta == 0:
		return
	# from http://en.wikipedia.org/w/index.php?title=Projectile_motion&oldid=540166443#The_maximum_height_of_projectile, rearranging for v0
	h = y - GUNY
	v0 = math.sqrt((2 * g * h) / (math.sin(theta) ** 2))
	engine.add_obj(Missile(GUNX, GUNY, v0, theta))
	return

	if x != 0:
		# from http://www.physicsforums.com/showthread.php?t=419561,
		# in part
		m = (y - GUNY) / (x - GUNX)
		if x - GUNX < 0:
			deltax = GUNX - (CLIMBRATE / math.sqrt(1 + m**2))
		else:
			deltax = GUNX + (CLIMBRATE / math.sqrt(1 + m**2))
		deltay = abs(m * deltax)
	else:
		deltax = 0
		deltay = CLIMBRATE
	engine.add_obj(Missile(GUNX, GUNY, deltax, deltay))
示例#5
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def play(postfn=None):
	global score, cities

	score = 0
	cities = NCITIES

	engine.add_obj(Ground(MINX, GROUNDY, MAXX, MINY))
	draw_score()

	draw_stars()

	# we built this city on rock and roll
	xcoords = list(range(MINX, MAXX, WIDTH // (NCITIES+1)))[1:-1]
	for x in xcoords:
		engine.add_obj(City(x, GROUNDY))

	engine.add_random_event(NEWENEMYPROB, newenemy_cb)

	engine.register_collision(City, Enemy, coll_city1)
	engine.register_collision(Enemy, City, coll_city2)
	engine.register_collision(Ground, Enemy, coll_ground1)
	engine.register_collision(Enemy, Ground, coll_ground2)
	engine.register_collision(Enemy, Missile, coll_air2air)
	engine.register_collision(Missile, Enemy, coll_air2air)

	engine.register_collision(Ground, Missile, coll_groundnoboom1)
	engine.register_collision(Missile, Ground, coll_groundnoboom2)

	if postfn:
		postfn()
	engine.engine()
示例#6
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文件: demo.py 项目: sbihel/retrogames
def coll_circle(obj1, obj2):
	if iscoll_circle(obj1, obj2):
		x1, y1, r1 = obj1.get_bc()
		x2, y2, r2 = obj2.get_bc()
		engine.add_obj(Boom(x1, y1, r1))
		engine.add_obj(Boom(x2, y2, r2))
		engine.del_obj(obj1)
		engine.del_obj(obj2)
示例#7
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def spawn_post_cb():
	#only spawns when an even number of posts exists
	if s.numPosts % 2 == 0:
		obj = Post(s.horizonX+10 - s.space, s.horizonY, 0, 0, -1)
		engine.add_obj(obj)
		obj = Post(s.horizonX+10, s.horizonY, 0, 0, 1)
		engine.add_obj(obj)
		s.numPosts = s.numPosts + 2
示例#8
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def keyboard_cb(key):
	if key == 'space':
		box = Box()
		engine.add_obj(box)
	elif key == 'Escape':
		print("Au revoir... Giscard!")
		engine.exit_engine()
	else:
		print(key)
示例#9
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def ufo_cb():
    if s.ufoactive:
        return
    s.ufoactive = True
    # change the horizontal direction up
    if random.random() < 0.5:
        engine.add_obj(UFO(MINX, UFOY, UFOSPEED, 0))
    else:
        engine.add_obj(UFO(MAXX, UFOY, -UFOSPEED, 0))
示例#10
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def newpipe_cb():
	s.pipecounter -= 1
	if s.pipecounter <= 0:
		s.pipecounter = PIPEFREQ
		lheight = random.randint(PIPEMIN, PIPEUNITS-PIPEGAP-PIPEMIN)
		uheight = PIPEUNITS-lheight-PIPEGAP
		l = lowerpipe(ht2name(lheight), lheight*PIPEUNIT)
		u = upperpipe(ht2name(uheight), uheight*PIPEUNIT)
		engine.add_obj(l)
		engine.add_obj(u)
示例#11
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def shoot(sender):
    bh = sender.heading()
    abs_spd = math.sqrt(sender.xspeed ** 2 + sender.yspeed ** 2) + 8
    bxs = abs_spd * math.sin(-3.1415926535 * bh / 180)
    bys = abs_spd * math.cos(-3.1415926535 * bh / 180)
    bx = sender.x + 4 * basesize * \
        math.sin(-3.1415926535 * sender.heading() / 180)
    by = sender.y + 4 * \
        basesize * math.cos(-3.1415926535 * sender.heading() / 180)
    bullet = Bullet(bxs, bys, bx, by, bh)
    engine.add_obj(bullet)
示例#12
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def spawn_asteroid_cb():
	if(s.curas >= MAXAS):
		return
	xpos = random.randint(MINX, MAXX)
	ypos = random.randint(MINY, MAXY)
	xsize = random.randint(1, 5)
	ysize = random.randint(1, 5)
	deltx = random.randint(-5, 5)
	delty = random.randint(-5, 5)
	obj = Asteroid(xpos, ypos, deltx, delty, xsize, ysize)
	engine.add_obj(obj)
	s.curas += 1
示例#13
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def input_cb(key):
    x, y, r = s.me.get_bc()

    if key == "q" or key == "Q":
        engine.exit_engine()
    elif key == "Left" and x - r > MINX:
        s.me.setx(x - MOVELEN)
        s.me.update()
    elif key == "Right" and x + r < MAXX:
        s.me.setx(x + MOVELEN)
        s.me.update()
    elif key == "space":
        engine.add_obj(MyShot(x, y, 0, MYSHOTSPEED))
示例#14
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def play():
	global s
	s = S()

	engine.init_engine()
	engine.set_keyboard_handler(input_cb)
	engine.add_random_event(1.0, newpipe_cb)
	engine.register_collision(Me, Pipe, coll_cb)
	engine.register_collision(Pipe, Me, coll_cb2)

	s.me = Me()
	engine.add_obj(s.me)

	s.playing = True
	engine.engine()
示例#15
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    def move(self):

        self.countdown += 1
        if self.countdown > self.seuil:
            self.seuil = random.randrange(50, 70)
            self.countdown = 0
            enplus = 0
            if self.x < rocket.x:
                enplus = 180
            if self.x == rocket.x:
                angle = 0
            else:
                angle = enplus + math.degrees(
                    math.atan((self.y - rocket.y) / (self.x - rocket.x)))
            engine.add_obj(Bullet(self.x, self.y, angle))
示例#16
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def inputs(key):
    global count
    global county
    if key == 'Q' or key == 'q':
        engine.exit_engine()
    if key == 'space':
        if buggy1.deltay == 0:
            buggy1.deltay = 5
    if key == 'Return' and jumping == False and count != 3 and count < 4 and county < 2:
        county = county + 1
        count = count + 2
        rocket1 = _rocket()
        rocket2 = _rocket2()
        engine.add_obj(rocket2)
        engine.add_obj(rocket1)
示例#17
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def play():
    global s
    s = S()

    engine.init_engine()
    engine.set_keyboard_handler(input_cb)
    engine.add_random_event(1.0, newpipe_cb)
    engine.register_collision(Me, Pipe, coll_cb)
    engine.register_collision(Pipe, Me, coll_cb2)

    s.me = Me()
    engine.add_obj(s.me)

    s.playing = True
    engine.engine()
示例#18
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    def __init__(self, L, x, y, color):
        # init parent object first
        super().__init__(x, y, 0, 0, 'none', BGCOLOR)

        # create all segments; each segment gets a list of just
        # its tweening data - ideally a game object should be
        # able to catch notifications of being added to the
        # game engine and we could move the add_obj to there,
        # but that doesn't happen at present
        for i in range(len(L[0])):
            segL = [X[i] for X in L]
            seg = Segment(segL, self, color)
            engine.add_obj(seg)

        # create head
        engine.add_obj(Head(self, color))
示例#19
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	def __init__(self, L, x, y, color):
		# init parent object first
		super().__init__(x, y, 0, 0, 'none', BGCOLOR)

		# create all segments; each segment gets a list of just
		# its tweening data - ideally a game object should be
		# able to catch notifications of being added to the
		# game engine and we could move the add_obj to there,
		# but that doesn't happen at present
		for i in range(len(L[0])):
			segL = [ X[i] for X in L ]
			seg = Segment(segL, self, color)
			engine.add_obj(seg)

		# create head
		engine.add_obj(Head(self, color))
示例#20
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def input_cb(key):
	if key == 'q' or key == 'Q':
		exit()
	if key == 'space':
		if not s.playing:
			# replay
			raise Replay()
		else:
			if(s.shots <= MAXSHOTS):
				engine.add_obj(MyShot(s.me.getx(), s.me.gety(), MYSHOTSPEED * s.me.getdirx() + s.me.getdelx(), MYSHOTSPEED * s.me.getdiry() + s.me.getdely()))
				s.shots += 1
	if key == 'Up':
		s.me.moveu()
	elif key =='Right':
		s.me.mover()
	elif key =='Left':
		s.me.movel()
示例#21
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文件: menu.py 项目: ZeGmX/Projet_jeu
    def keyboard_lvl(key):
        """keyboard manager for the level selection menu"""
        total_lvl_number = len(listdir("Files/lvls/"))
        y0 = 4 * Menu.LEVEL_LINE_HEIGHT + Menu.FONT_SIZE

        if key == "Up":
            if Menu.cursor_position_on_screen > 0:
                Menu.cursor_position_on_screen -= 1
            elif Menu.cursor_position == 0:  # and Menu.cursor_position_on_screen == 0
                Menu.cursor_position_on_screen = Menu.MAX_NB_LVL_PER_PAGE - 1
            # in other cases, the arrow remains on the top
            Menu.cursor_position = (Menu.cursor_position - 1) % (total_lvl_number + 1)  # + 1 for the return button
            Menu.select_arrow.y = y0 - Menu.LEVEL_LINE_HEIGHT * Menu.cursor_position_on_screen
            Menu.display_level()

        if key == "Down":
            if Menu.cursor_position_on_screen < Menu.MAX_NB_LVL_PER_PAGE - 1:
                Menu.cursor_position_on_screen += 1
            elif Menu.cursor_position == total_lvl_number:  # and Menu.cursor_position_on_screen == MAX_NB_LVL_PER_PAGE - 1
                Menu.cursor_position_on_screen = 0
            # in other cases, the arrow remains on the bottom
            Menu.cursor_position = (Menu.cursor_position + 1) % (total_lvl_number + 1)  # + 1 for the return button
            Menu.select_arrow.y = y0 - Menu.LEVEL_LINE_HEIGHT * Menu.cursor_position_on_screen
            Menu.display_level()

        if key == "Return":
            engine.del_obj(Menu.select_arrow)
            engine.del_obj(Menu.lvl_rect)
            Menu.select_arrow = Menu.lvl_rect = None
            if Menu.cursor_position == 0:
                Menu.load_main_menu()
            else:
                lvl = "lvl" + str(Menu.cursor_position)

                engine.init_engine()
                game.Game.init_all(lvl)

                engine.add_obj(game.Game.ground)
                engine.add_obj(game.Game.rocket)

                game.cheat()
                engine.set_keyboard_handler(game.keyboard_cb)
                game.load()
示例#22
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    def __init__(self, L, x, y, color):
        # keep weak references to component segments; it doesn't
        # prevent GC from removing them, but allows us to keep
        # this parent class around until all the segments are gone -
        # otherwise, the Bird parent class gets deleted once it's
        # OOB, and the last part of the flapping wing (no longer
        # seeing the parent's motion updates) just stays at the
        # edge of the screen flapping away
        import weakref
        self.components = weakref.WeakSet()

        # init parent object first
        super().__init__(x, y, -0.1, -0.025, 'none', BGCOLOR)

        # create all segments; see comments in Figure class
        for i in range(len(L[0])):
            segL = [X[i] for X in L]
            seg = Segment(segL, self, color)
            engine.add_obj(seg)
            self.components.add(seg)
示例#23
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def input_cb(key):
    if key == 'q' or key == 'Q':
        exit()
    if key == 'space':
        if not s.playing:
            # replay
            raise Replay()
        else:
            if (s.shots <= MAXSHOTS):
                engine.add_obj(
                    MyShot(s.me.getx(), s.me.gety(),
                           MYSHOTSPEED * s.me.getdirx() + s.me.getdelx(),
                           MYSHOTSPEED * s.me.getdiry() + s.me.getdely()))
                s.shots += 1
    if key == 'Up':
        s.me.moveu()
    elif key == 'Right':
        s.me.mover()
    elif key == 'Left':
        s.me.movel()
示例#24
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	def __init__(self, L, x, y, color):
		# keep weak references to component segments; it doesn't
		# prevent GC from removing them, but allows us to keep
		# this parent class around until all the segments are gone -
		# otherwise, the Bird parent class gets deleted once it's
		# OOB, and the last part of the flapping wing (no longer
		# seeing the parent's motion updates) just stays at the
		# edge of the screen flapping away
		import weakref
		self.components = weakref.WeakSet()

		# init parent object first
		super().__init__(x, y, -0.1, -0.025, 'none', BGCOLOR)

		# create all segments; see comments in Figure class
		for i in range(len(L[0])):
			segL = [ X[i] for X in L ]
			seg = Segment(segL, self, color)
			engine.add_obj(seg)
			self.components.add(seg)
示例#25
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def play():
    global s
    s = S()

    engine.init_engine()
    engine.set_keyboard_handler(input_cb)

    s.me = Me()
    engine.add_obj(s.me)

    engine.add_random_event(0.01, spawn_asteroid_cb)

    engine.register_collision(Asteroid, MyShot, col_asteroid)
    engine.register_collision(MyShot, Asteroid, col_asteroid2)
    engine.register_collision(Me, Asteroid, col_gameover)
    engine.register_collision(Asteroid, Me, col_gameover)

    draw_score()

    s.playing = True
    engine.engine()
示例#26
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def play():
	global s
	s = S()

	engine.init_engine()
	engine.set_keyboard_handler(input_cb)

	s.me = Me()
	engine.add_obj(s.me)
	
	engine.add_random_event(0.01, spawn_asteroid_cb)

	engine.register_collision(Asteroid, MyShot, col_asteroid)
	engine.register_collision(MyShot, Asteroid, col_asteroid2)
	engine.register_collision(Me, Asteroid, col_gameover)
	engine.register_collision(Asteroid, Me, col_gameover)

	draw_score()

	s.playing = True
	engine.engine()
示例#27
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文件: game2.py 项目: ZeGmX/Projet_jeu
def keyboard_cb(key):

    global rocket, COUNTDOWN, gravity

    if key == 'Escape':
        engine.exit_engine()

    if key == 'Up':
        rocket.speed -= SPEEDBOOST
        rocket.shape = skin + " powered"
        COUNTDOWN = 20
        gravity = max(0, gravity - 1)

    if key == 'Left':
        rocket.angle += 30

    if key == 'Right':
        rocket.angle -= 30

    if key == 'space':
        engine.add_obj(NiceBullet(rocket.x, rocket.y, 90 + rocket.angle))
示例#28
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def col_asteroid(obj1, obj2):
    if iscoll_circle(obj1, obj2):
        x1, y1, r1 = obj1.get_bc()
        x2, y2, r2 = obj2.get_bc()
        engine.del_obj(obj1)
        engine.del_obj(obj2)
        s.shots -= 1
        s.curas -= 1
        s.score += 1
        draw_score()
        #create 2 new asteroids
        if (obj1.sizex > 2 or obj1.sizey > 2):
            xpos = obj1.x
            ypos = obj1.y
            if (obj1.sizex == 1):
                xsize = 1
            else:
                xsize = random.randint(1, obj1.sizex - 1)
            if (obj1.sizey == 1):
                ysize = 1
            else:
                ysize = random.randint(1, obj1.sizey - 1)
            deltx = random.randint(-1, 1)
            delty = random.randint(-1, 1)
            obj = Asteroid(xpos, ypos, deltx, delty, xsize, ysize)
            engine.add_obj(obj)
            xpos = obj1.x
            ypos = obj1.y
            if (obj1.sizex == 1):
                xsize = 1
            else:
                xsize = random.randint(1, obj1.sizex - 1)
            if (obj1.sizey == 1):
                ysize = 1
            else:
                ysize = random.randint(1, obj1.sizey - 1)
            deltx = random.randint(-1, 1)
            delty = random.randint(-1, 1)
            obj = Asteroid(xpos, ypos, deltx, delty, xsize, ysize)
            engine.add_obj(obj)
示例#29
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def col_asteroid(obj1, obj2):
	if iscoll_circle(obj1, obj2):
		x1, y1, r1 = obj1.get_bc()
		x2, y2, r2 = obj2.get_bc()
		engine.del_obj(obj1)
		engine.del_obj(obj2)
		s.shots -= 1
		s.curas -= 1
		s.score += 1
		draw_score()
		#create 2 new asteroids
		if(obj1.sizex > 2 or obj1.sizey > 2):
			xpos = obj1.x
			ypos = obj1.y
			if(obj1.sizex == 1):
				xsize = 1
			else:
				xsize = random.randint(1, obj1.sizex-1)
			if(obj1.sizey == 1):
				ysize = 1
			else:
				ysize = random.randint(1, obj1.sizey-1)
			deltx = random.randint(-1, 1)
			delty = random.randint(-1, 1)
			obj = Asteroid(xpos, ypos, deltx, delty, xsize, ysize)
			engine.add_obj(obj)
			xpos = obj1.x
			ypos = obj1.y
			if(obj1.sizex == 1):
				xsize = 1
			else:
				xsize = random.randint(1, obj1.sizex-1)
			if(obj1.sizey == 1):
				ysize = 1
			else:
				ysize = random.randint(1, obj1.sizey-1)
			deltx = random.randint(-1, 1)
			delty = random.randint(-1, 1)
			obj = Asteroid(xpos, ypos, deltx, delty, xsize, ysize)
			engine.add_obj(obj)
示例#30
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def play():
    global s
    s = S()

    engine.init_engine()
    engine.set_keyboard_handler(input_cb)

    s.me = Me()
    engine.add_random_event(0.01, leftturn_straight_cb)
    engine.add_random_event(0.01, rightturn_straight_cb)
    engine.add_obj(s.me)

    place_default_post_cb()

    engine.register_collision(Me, Post, col_post)
    engine.register_collision(Post, Me, col_post2)

    draw_text()
    draw_score()

    s.playing = True
    engine.engine()
示例#31
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def play():
	global s
	s = S()

	engine.init_engine()
	engine.set_keyboard_handler(input_cb)

	s.me = Me()
	engine.add_random_event(0.01, leftturn_straight_cb)
	engine.add_random_event(0.01, rightturn_straight_cb)
	engine.add_obj(s.me)

	place_default_post_cb()

	engine.register_collision(Me, Post, col_post)
	engine.register_collision(Post, Me, col_post2)

	draw_text()
	draw_score()

	s.playing = True
	engine.engine()
示例#32
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文件: game.py 项目: ZeGmX/Projet_jeu
def keyboard_cb(key):

    global speed, rocket, countdown, angle, gravity

    if key == 'Escape':
        engine.exit_engine()

    if key == 'Up':
        speed -= speedboost
        rocket.shape = skin + " powered"
        countdown = 20
        gravity = 0

    if key == 'Left':
        angle += 30

    if key == 'Right':
        angle -= 30

    if key == 'm':
        speed = 0
        rocket = Rocket()
        engine.add_obj(rocket)
示例#33
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def keyboard_cb(key):
    """keyboard manager"""
    turtle.setx(0)
    turtle.sety(0)
    Stats.key_pressed += 1
    Game.freeze_spawn = False
    if key == 'Return':  # Enter
        Game.pause = not Game.pause
    if key == 'Escape':
        engine.exit_engine()
        Stats.display_stats()
    if not Game.pause:
        if key == 'Up' or key == 'z':
            Game.rocket.rocket_up()
        if key == 'Left' or key == 'q':
            Game.rocket.rocket_left()
        if key == 'Right' or key == 'd':
            Game.rocket.rocket_right()
        if key == 'space':
            engine.add_obj(
                bullets.Bullet(Game.rocket.x, Game.rocket.y,
                               90 + Game.rocket.angle, True))
            Stats.bullets_fired += 1
示例#34
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文件: game2.py 项目: ZeGmX/Projet_jeu
    def isoob(self):
        global ground, posi, posj
        if super().isoob():
            for door in LDOOR[posi][posj]:
                engine.del_obj(door)
            if self.y < -300:
                posi += 1
                self.y = 280
            elif self.y > 300:
                posi -= 1
                self.y = -280
            elif self.x < -300:
                posj -= 1
                self.x = 280
            elif self.x > 300:
                posj += 1
                self.x = -280
        engine.del_obj(ground)
        ground = Ground(level[posi][posj])
        for door in LDOOR[posi][posj]:
            engine.add_obj(door)

        return False
示例#35
0
文件: menu.py 项目: ZeGmX/Projet_jeu
    def display_skin():
        y_arrow = - game.Game.LENGTH / 6
        arrow_height = 34.6
        y0 = y_arrow + arrow_height / 2 + 20
        r = Menu.skin_radius_list[Menu.skin_cursor]
        pos_skin_unpowered = 0, y0 + (Menu.SKIN_WINDOW_HEIGHT - r) / 3
        pos_skin_powered = 0, pos_skin_unpowered[1] + (Menu.SKIN_WINDOW_HEIGHT + 2 * r) / 3
        font_size = 15
        txt_pos = 0, y_arrow - font_size / 2 - 5

        if Menu.current_skin is not None:
            engine.del_obj(Menu.current_skin)
            engine.del_obj(Menu.current_skin_powered)
        Menu.current_skin = engine.GameObject(*pos_skin_unpowered, 0, 0, Menu.skin_list[Menu.skin_cursor], "white",
                                              True)
        Menu.current_skin_powered = engine.GameObject(*pos_skin_powered, 0, 0,
                                                      Menu.skin_list[Menu.skin_cursor] + "_powered", "white", True)
        Menu.current_skin.angle = 90
        Menu.current_skin_powered.angle = 180
        engine.add_obj(Menu.current_skin)
        Menu.skin_rect.draw()
        turtle.setpos(*txt_pos)
        turtle.pencolor("black")
        turtle.write(Menu.skin_list[Menu.skin_cursor], align="center", font=("Arial", font_size, "normal"))
示例#36
0
文件: menu.py 项目: ZeGmX/Projet_jeu
    def load_main_menu():
        print("Loading the main menu...")
        pos_arrow = - game.Game.LENGTH / 5, game.Game.LENGTH / 9
        pos_title = 0, game.Game.LENGTH / 3
        x0, y0 = pos_arrow[0] + 40, pos_arrow[1] - Menu.LINE_HEIGHT / 2 + 5  # + 5 to have arrow and text aligned
        font_size_title = 55

        engine.set_keyboard_handler(Menu.keyboard_main)
        assert Menu.select_arrow is None, "Select arrow already initialized"
        Menu.select_arrow = engine.GameObject(*pos_arrow, 0, 0, "select_arrow", "black")
        engine.add_obj(Menu.select_arrow)
        Menu.cursor_position = 0

        turtle.clear()
        turtle.setpos(*pos_title)  # options to select
        turtle.write("Name of the game", align="center", font=("Arial", font_size_title, "normal"))
        str_list = ["Choose a level", "Tutorial", "Choose a skin", "Quit game"]
        for i in range(len(str_list)):
            turtle.setpos(x0, y0 - i * Menu.LINE_HEIGHT)
            turtle.write(str_list[i], font=("Arial", Menu.FONT_SIZE, "normal"))

        if not Menu.engine_launched:
            Menu.engine_launched = True
            engine.engine()
示例#37
0
def init():
    global score
    score = 0
    engine.init_screen(W, H)
    engine.init_engine()
    turtle.bgcolor('black')
    engine.set_keyboard_handler(inputs)
    engine.add_random_event(0.01, rock)
    engine.add_random_event(0.01, hole)
    engine.add_random_event(0.1, newStar)
    engine.add_obj(buggy1)
    engine.add_obj(_ground(120, 320, -320, 240))
    draw_score()
    engine.add_obj(_starstuff(1, 1))
    engine.register_collision(_buggy, _rock, collbr)
    engine.register_collision(_rock, _buggy, collrb)
    engine.register_collision(_buggy, _hole, collbh)
    engine.register_collision(_hole, _buggy, collhb)
    engine.register_collision(_rocket, _rock, collrtr)
    engine.register_collision(_rock, _rocket, collrrt)
示例#38
0
def play():
	global s
	s = S()

	engine.init_engine()
	engine.set_keyboard_handler(input_cb)
	engine.add_obj(Ground(MINX, GROUNDY, MAXX, MINY))

	s.me = Me(0, GROUNDY + 10)
	engine.add_obj(s.me)

	# the grid o' evil
	for i in range(INVADERROWS):
		for j in range(INVADERCOLS):
			enemy = Invader(XGRIDSTART + j * INVADERHSPACE,
					YGRIDSTART - i * INVADERVSPACE,
					INVADERSPEED, 0)
			s.invaders.append(enemy)
			engine.add_obj(enemy)
	engine.add_random_event(FIREPROB, fire_cb)
	engine.add_random_event(UFOPROB, ufo_cb)

	# not quite so random - do this at start of each time step
	# order is important - if no invaders left, gridmove won't be happy
	engine.add_random_event(1.0, winlose_cb)
	engine.add_random_event(1.0, gridmove_cb)

	engine.register_collision(Ground, Bomb, coll_ground1)
	engine.register_collision(Bomb, Ground, coll_ground2)
	engine.register_collision(UFO, MyShot, coll_air2air_bonus)
	engine.register_collision(MyShot, UFO, coll_air2air_bonus)
	engine.register_collision(Invader, MyShot, coll_air2air)
	engine.register_collision(MyShot, Invader, coll_air2air)
	engine.register_collision(Ground, Invader, coll_gameover1)
	engine.register_collision(Invader, Ground, coll_gameover2)
	engine.register_collision(Me, Bomb, coll_loselife1)
	engine.register_collision(Bomb, Me, coll_loselife2)

	draw_score()

	engine.engine()
示例#39
0
def play():
    global s
    s = S()

    engine.init_engine()
    engine.set_keyboard_handler(input_cb)
    engine.add_obj(Ground(MINX, GROUNDY, MAXX, MINY))

    s.me = Me(0, GROUNDY + 10)
    engine.add_obj(s.me)

    # the grid o' evil
    for i in range(INVADERROWS):
        for j in range(INVADERCOLS):
            enemy = Invader(XGRIDSTART + j * INVADERHSPACE, YGRIDSTART - i * INVADERVSPACE, INVADERSPEED, 0)
            s.invaders.append(enemy)
            engine.add_obj(enemy)
    engine.add_random_event(FIREPROB, fire_cb)
    engine.add_random_event(UFOPROB, ufo_cb)

    # not quite so random - do this at start of each time step
    # order is important - if no invaders left, gridmove won't be happy
    engine.add_random_event(1.0, winlose_cb)
    engine.add_random_event(1.0, gridmove_cb)

    engine.register_collision(Ground, Bomb, coll_ground1)
    engine.register_collision(Bomb, Ground, coll_ground2)
    engine.register_collision(UFO, MyShot, coll_air2air_bonus)
    engine.register_collision(MyShot, UFO, coll_air2air_bonus)
    engine.register_collision(Invader, MyShot, coll_air2air)
    engine.register_collision(MyShot, Invader, coll_air2air)
    engine.register_collision(Ground, Invader, coll_gameover1)
    engine.register_collision(Invader, Ground, coll_gameover2)
    engine.register_collision(Me, Bomb, coll_loselife1)
    engine.register_collision(Bomb, Me, coll_loselife2)

    draw_score()

    engine.engine()
示例#40
0
def hole():
    hole1 = _hole()
    engine.add_obj(hole1)
示例#41
0
def newenemy_cb():
	xpos = random.randint(MINX, MAXX)
	obj = Enemy(xpos, MAXY, math.copysign(XFALLRATE, xpos)*-1.25, YFALLRATE)
	engine.add_obj(obj)
示例#42
0
def fire_cb():
	# pick an invader randomly
	obj = random.choice(s.invaders)
	x, y = obj.get_bc()[:2]
	# bombs away!
	engine.add_obj(Bomb(x, y))
示例#43
0
def rock():
    rock1 = _rock()
    engine.add_obj(rock1)
示例#44
0
def collbr(buggy1, rock1):
    if buggy1.intersect(rock1.getx(), rock1.gety()):
        engine.del_obj(buggy1)
        engine.add_obj(Boom(0, -120, 20))
示例#45
0
def collbh(buggy1, hole1):
    if buggy1.intersect(hole1.getx(), hole1.gety()):
        engine.del_obj(buggy1)
        engine.add_obj(Boom(0, -120, 20))
示例#46
0
	turtle.fd(B)			# roof
	turtle.rt(45)
	turtle.fd(B * 3/4)		# windshield
	turtle.lt(45)
	turtle.fd(B)			# hood
	turtle.rt(90)
	turtle.fd(B * 3/4)		# front
	turtle.rt(90)
	turtle.fd(B * 1/7)
	turtle.lt(90)
	turtle.circle(-B/2, 180)	# front tire
	turtle.lt(90)
	turtle.fd(B)
	turtle.lt(90)
	turtle.circle(-B/2, 180)	# back tire
	turtle.lt(90)
	turtle.fd(B * 1/7)
	turtle.rt(90)
	turtle.fd(B * 5/6)		# back
	turtle.end_poly()
	poly = turtle.get_poly()
	turtle.register_shape('car', poly)

if __name__ == '__main__':
	engine.init_screen(WIDTH, HEIGHT)
	engine.init_engine()
	makeshape()
	car = Car()
	engine.add_obj(car)
	engine.engine()
示例#47
0
def keyboard_cb(key):
        if key == 'space':
                box = Box()
                engine.add_obj(box)
        if key == 'Escape' :
                engine.exit_engine()
示例#48
0
def makescenery():
	turtle.bgcolor(BGCOLOR)
	makeshape()

	# ground
	makebigrect(GRHEIGHT, HEIGHT - abs(GRHEIGHT), GRCOLOR)
	# ceiling
	makebigrect(HEIGHT / 2, HEIGHT / 2 - (TOPROW + SPACER), ROOFCOLOR)

	# top row
	engine.add_obj(TargetWindow(TOPROW))
	for i in range(NTARGETS):
		spacing = WIDTH / NTARGETS
		x = i * spacing - WIDTH / 2
		engine.add_obj(Target(x, TOPROW, TOPROWDELTA))
	engine.add_obj(Obscurer(TWWIDTH/-2 - TWWIDTH, TOPROW))
	engine.add_obj(Obscurer(TWWIDTH/2, TOPROW))
	
	# bottom row
	engine.add_obj(TargetWindow(BOTROW))
	for i in range(NTARGETS):
		spacing = WIDTH / NTARGETS
		x = i * spacing - WIDTH / 2
		engine.add_obj(Target(x, BOTROW, BOTROWDELTA))
	engine.add_obj(Obscurer(TWWIDTH/-2 - TWWIDTH, BOTROW))
	engine.add_obj(Obscurer(TWWIDTH/2, BOTROW))
	
	# walls - need to be created after obscuring panels
	turtle.register_shape("LeftWall", (
		(0,0), (HEIGHT,0), (TWWIDTH, TOPROW - SPACER),
		(BOTROW - SPACER, TOPROW - SPACER)
	))
	turtle.register_shape("RightWall", (
		(0,0), (HEIGHT,0), (TWWIDTH, -TOPROW + SPACER),
		(BOTROW - SPACER, -TOPROW + SPACER)
	))
	engine.add_obj(LeftWall())
	engine.add_obj(RightWall())
示例#49
0
def mouse_cb(x, y):
    box = Box()
    engine.add_obj(box)
    print('Mouse click at', x, y)
示例#50
0
文件: demo.py 项目: sbihel/retrogames
def circle_cb():
	obj = Circle(0, 0, 1, 1)
	engine.add_obj(obj)

def quit_cb(key):
	if key == 'q' or key == 'Q':
		engine.exit_engine()

# main routine

if __name__ == '__main__':
	#random.seed(86753)

	engine.init_screen(WIDTH, HEIGHT)
	engine.init_engine()
	engine.set_keyboard_handler(quit_cb)
	engine.add_random_event(0.005, circle_cb)
	engine.register_collision(Circle, Circle, coll_circle)
	engine.register_collision(Boom, Circle, coll_boom1)
	engine.register_collision(Circle, Boom, coll_boom2)
	for i in range(4):
		ypos = engine.MAXY - i * HEIGHT/3
		obj = DelayedBox(engine.MINX, ypos, i*250)
		engine.add_obj(obj)
	engine.add_obj(PulsingCircle(50, 50, 100))
	engine.add_obj(BigRect(engine.MINX + 25, 0,
			       engine.MAXX - 25, engine.MINY + 25))
	engine.add_obj(BigRect(0, 100, 25, 25))
	engine.add_obj(BigRect(-200, 150, -100, 125))
	engine.engine()
示例#51
0
    turtle.rt(45)
    turtle.fd(B * 3 / 4)  # windshield
    turtle.lt(45)
    turtle.fd(B)  # hood
    turtle.rt(90)
    turtle.fd(B * 3 / 4)  # front
    turtle.rt(90)
    turtle.fd(B * 1 / 7)
    turtle.lt(90)
    turtle.circle(-B / 2, 180)  # front tire
    turtle.lt(90)
    turtle.fd(B)
    turtle.lt(90)
    turtle.circle(-B / 2, 180)  # back tire
    turtle.lt(90)
    turtle.fd(B * 1 / 7)
    turtle.rt(90)
    turtle.fd(B * 5 / 6)  # back
    turtle.end_poly()
    poly = turtle.get_poly()
    turtle.register_shape('car', poly)


if __name__ == '__main__':
    engine.init_screen(WIDTH, HEIGHT)
    engine.init_engine()
    makeshape()
    car = Car()
    engine.add_obj(car)
    engine.engine()
示例#52
0
def sidemissile_cb():
    obj = missileside(0, 0, 0, +1)
    engine.add_obj(obj)
示例#53
0
    # secondary ground
    sec_ground = Ground()
    sec_ground.gndIdentifier = 2
    sec_ground.ground = lvl
    sec_ground.x = wlength / 2

    # for now, the ground is assumed to be the primary
    gnd = pri_ground

    sol = Sun()

    # these are level bars
    ess = GreenBarFuel()
    spd = SpeedBar()

    engine.add_obj(pri_ground)
    engine.add_obj(sec_ground)
    engine.add_obj(sol)
    engine.add_obj(ess)
    engine.add_obj(spd)

    # display the gifs on screen
    logo = FuelLogo()
    accl = AccelerationLogo()
    engine.add_obj(logo)
    engine.add_obj(accl)

    engine.add_obj(ship)

    # create a random number of enemies located at random places
    nb_enemies = random.randint(5, 10)
示例#54
0
def coll_city1(city, obj):
	if iscoll_circle(city, obj):
		x, y, r = city.get_bc()
		engine.add_obj(Boom(x, y, r))
		engine.del_obj(obj)
		city.hit()
示例#55
0
文件: demo.py 项目: sbihel/retrogames
def coll_boom1(obj1, obj2):
	# circle getting drawn into an explosion in progress - obj1 is Boom inst
	if iscoll_circle(obj1, obj2):
		x, y, r = obj2.get_bc()
		engine.add_obj(Boom(x, y, r))
		engine.del_obj(obj2)
示例#56
0
		engine.del_obj(target)
		ntargets -= 1
		if ntargets == 0:
			win(timer.gettime())

def draw_score(time):
	turtle.goto(0, HEIGHT//2 - 25)
	turtle.dot(50, ROOFCOLOR)
	turtle.color('black')
	turtle.write(time, align='center', font=('Arial', 14, 'normal'))

def win(time):
	mesg = 'Time to complete: %d' % time
	turtle.goto(0, -30)
	turtle.color('black')
	turtle.write(mesg, True, align='center', font=('Arial', 24, 'italic'))

if __name__ == '__main__':
	engine.init_screen(WIDTH, HEIGHT)
	engine.init_engine()
	engine.set_keyboard_handler(input_cb)
	makescenery()
	makeguns()
	me = Gun()
	engine.add_obj(me)
	timer = Timer()
	engine.add_obj(timer)
	engine.register_collision(Shot, Target, coll1)
	engine.register_collision(Target, Shot, coll2)
	engine.engine()
示例#57
0
# moving box, shifting colors by overriding draw() method
# XXX doesn't work if draw() is used instead; internal turtle module issue?

import random
import engine

WIDTH = 640
HEIGHT = 480

class Box(engine.GameObject):
	def __init__(self):
		super().__init__(0, 0, +1, 0, 'square', 'red')
	def update(self):
		if random.random() < 0.1:
			self.color = random.choice([
				'red', 'blue', 'green', 'yellow',
				'black', 'orange', 'purple'
			])
		super().update()

if __name__ == '__main__':
	engine.init_screen(WIDTH, HEIGHT)
	engine.init_engine()
	box = Box()
	engine.add_obj(box)
	engine.engine()
示例#58
0
文件: demo.py 项目: sbihel/retrogames
def circle_cb():
	obj = Circle(0, 0, 1, 1)
	engine.add_obj(obj)
示例#59
0
# basic moving box

import engine

WIDTH = 640
HEIGHT = 480


class Box(engine.GameObject):
    def __init__(self):
        super().__init__(0, 0, +1, 0, 'square', 'red')


if __name__ == '__main__':
    engine.init_screen(WIDTH, HEIGHT)
    engine.init_engine()
    box = Box()
    engine.add_obj(box)
    engine.engine()
示例#60
0
    Test and deal with for the landing/crashing of the ship.
    :param groundInst: Instance of the Ground class.
    :param landerInst: Instance of the Lander class.
    :return: None
    """
    collision_cb_GL(groundInst, landerInst)


if __name__ == '__main__':
    # Create the various elements of the game
    engine.init_screen(WIDTH, HEIGHT)
    engine.init_engine()
    makeshape()
    lander = Lander()
    engine.set_keyboard_handler(keyboard_cb)
    sun = Sun()
    ground = Ground(groundS1)
    engine.add_obj(sun)
    engine.add_obj(lander)
    engine.add_obj(ground)

    # Call collision_cb_SL() each step for each pair of {Sun, Lander}
    engine.register_collision(Sun, Lander, collision_cb_SL)
    # Call collision_cb_LS() each step for each pair of {Lander, Sun}
    engine.register_collision(Lander, Sun, collision_cb_LS)
    engine.register_collision(Ground, Lander, collision_cb_GL)
    engine.register_collision(Lander, Ground, collision_cb_LG)

    # Start the game
    engine.engine()