示例#1
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def main(canvas):
    curses.curs_set(False)
    canvas.border()
    canvas.nodelay(True)

    height, width = canvas.getmaxyx()

    coroutines = [
        blink(canvas, row, column, symbol, random.randint(0, 3))
        for row, column, symbol in stars_generator(height, width)
    ]

    start_row = height - 2
    start_col = width / 2
    coro_shot = fire(canvas, start_row, start_col)
    coroutines.append(coro_shot)

    rocket_frame_1 = load_frame_from_file(
        'anim_frames/rocket/rocket_frame_1.txt')
    rocket_frame_2 = load_frame_from_file(
        'anim_frames/rocket/rocket_frame_2.txt')

    rocket_frames = (rocket_frame_1, rocket_frame_2)

    start_rocket_row = height / 2
    coro_rocket_anim = animate_frames(canvas, start_rocket_row, start_col,
                                      rocket_frames)
    coroutines.append(coro_rocket_anim)

    canvas.refresh()

    run_event_loop(coroutines)
示例#2
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async def run_spaceship(canvas, row, column):
    """ Анимация ракеты с поддержкой перемещения"""
    global year
    row_speed = column_speed = 0
    MAX_Y, MAX_X = canvas.getmaxyx()
    while True:
        current_frame, current_row, current_column = spaceship_frame, row, column
        draw_frame(canvas, row, column, spaceship_frame)

        row_acceleration, column_acceleration, space_pressed = read_controls(
            canvas)
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               row_acceleration,
                                               column_acceleration)

        for obstacle in obstacles:
            if obstacle.has_collision(row, column):
                await show_gameover(canvas)
                return

        if (BORDER < row + row_speed < MAX_Y - FRAME_HEIGHT - BORDER):
            row += row_speed
        if (BORDER < column + column_speed < MAX_X - FRAME_WIDTH - BORDER):
            column += column_speed
        if space_pressed and year >= 2020:
            coroutines.append(
                fire(canvas, row, column + FRAME_WIDTH / 2, obstacles,
                     obstacles_in_last_collisions))
        await sleep(0.1)
        draw_frame(canvas, current_row, current_column, current_frame, True)
        draw_frame(canvas, row, column, spaceship_frame)
示例#3
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 async def add_fire(self):
     while True:
         if self.is_shot and self.current_year > 2019:
             coroutine = fire(self.canvas, self.space_coords[1],
                              self.space_coords[0] + 2,
                              self.obstacles, self.destroyed_obstacle_ids)
             self.coroutines.append(coroutine)
         await sleep(1)
示例#4
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async def run_spaceship(canvas, coros, start_row, start_column,
                        frame_container, level, start_year):

    height, width = canvas.getmaxyx()
    border_size = 1

    frame_size_y, frame_size_x = get_frame_size(frame_container[0])
    frame_pos_x = round(start_column) - round(frame_size_x / 2)
    frame_pos_y = round(start_row) - round(frame_size_y / 2)

    row_speed, column_speed = 0, 0

    while True:

        direction_y, direction_x, spacebar = read_controls(canvas)

        current_year = start_year + level[0]
        if spacebar and current_year >= 2020:
            shot_pos_x = frame_pos_x + round(frame_size_x / 2)
            shot_pos_y = frame_pos_y - 0
            shot_coro = fire(canvas, shot_pos_y, shot_pos_x)
            coros.append(shot_coro)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               direction_y, direction_x)

        frame_pos_x += column_speed
        frame_pos_y += row_speed

        frame_x_max = frame_pos_x + frame_size_x
        frame_y_max = frame_pos_y + frame_size_y
        field_x_max = width - border_size
        field_y_max = height - border_size
        frame_pos_x = min(frame_x_max, field_x_max) - frame_size_x
        frame_pos_y = min(frame_y_max, field_y_max) - frame_size_y
        frame_pos_x = max(frame_pos_x, border_size)
        frame_pos_y = max(frame_pos_y, border_size)

        current_frame = frame_container[0]
        draw_frame(canvas, frame_pos_y, frame_pos_x, current_frame)
        await asyncio.sleep(0)
        draw_frame(canvas,
                   frame_pos_y,
                   frame_pos_x,
                   current_frame,
                   negative=True)

        for obstacle in obstacles_actual:
            if obstacle.has_collision(frame_pos_y, frame_pos_x):
                game_over_coro = show_gameover(
                    canvas, height, width,
                    load_frame_from_file('game_over/game_over.txt'))
                coros.append(game_over_coro)
                return
async def run_spaceship(canvas, coroutines, frames_container, border_size):
    main_window_height, main_window_width = canvas.getmaxyx()

    start_ship_row = main_window_height - border_size
    start_ship_column = main_window_width / 2

    frame_size_y, frame_size_x = get_frame_size(frames_container[0])

    frame_pos_x = round(start_ship_row) - round(frame_size_x / 2)
    frame_pos_y = round(start_ship_column)

    row_speed, column_speed = 0, 0

    while True:
        direction_y, direction_x, spacepressed = read_controls(canvas)

        if spacepressed:
            shot_pos_x = frame_pos_x + round(frame_size_x / 2)
            shot_pos_y = frame_pos_y
            shot_coroutine = fire(canvas, shot_pos_y, shot_pos_x)
            coroutines.append(shot_coroutine)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               direction_y, direction_x)

        frame_pos_x += column_speed
        frame_pos_y += row_speed

        frame_pos_x_max = frame_pos_x + frame_size_x
        frame_pos_y_max = frame_pos_y + frame_size_y

        game_field_x_max = main_window_width - border_size
        game_field_y_max = main_window_height - border_size

        frame_pos_x = min(frame_pos_x_max, game_field_x_max) - frame_size_x
        frame_pos_y = min(frame_pos_y_max, game_field_y_max) - frame_size_y

        frame_pos_x = max(frame_pos_x, border_size)
        frame_pos_y = max(frame_pos_y, border_size)
        frame = frames_container[0]

        draw_frame(canvas, frame_pos_y, frame_pos_x, frame)
        await asyncio.sleep(0)
        draw_frame(canvas, frame_pos_y, frame_pos_x, frame, negative=True)

        gameover_frame = load_frame_from_file(GAME_OVER_FRAME_PATH)
        for obstacle in obstacles:
            if obstacle.has_collision(frame_pos_y, frame_pos_x):
                gameover_coroutine = show_gameover(canvas, gameover_frame)
                coroutines.append(gameover_coroutine)
                return
示例#6
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async def run_spaceship(canvas, start_row, start_column, frames, obstacles,
                        obstacles_in_last_collisions):
    global current_spaceship_frame
    row, column = int(start_row), int(start_column)
    row_speed, column_speed = 0, 0
    rows, columns = canvas.getmaxyx()
    height, width = get_frame_size(frames[0])
    max_row = rows - height - 1
    max_column = columns - width - 1

    while True:
        old_row, old_column = row, column
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               rows_direction,
                                               columns_direction)
        row += row_speed
        column += column_speed
        if row < 1 or row > max_row:
            row = old_row
        if column < 1 or column > max_column:
            column = old_column

        for obstacle in obstacles:
            if obstacle.has_collision(row, column, *get_frame_size(frames[0])):
                obstacles_in_last_collisions.add(obstacle)
                coroutines.append(show_gameover(canvas, gameover_banner))
                return

        if space_pressed and current_year >= PLASMA_GUN_YEAR:
            coroutines.append(
                fire(canvas,
                     row,
                     column + 2,
                     obstacles=obstacles,
                     obstacles_in_last_collisions=obstacles_in_last_collisions,
                     coroutines=coroutines))

        current_frame = current_spaceship_frame
        draw_frame(canvas, row, column, frames[current_frame])
        await asyncio.sleep(0)

        draw_frame(canvas, row, column, frames[current_frame], negative=True)
示例#7
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async def run_spaceship(canvas, row, column, col_max, row_max):
    border = 1
    frame_rows, frame_cols = curses_tools.get_frame_size(spaceship_frame)
    row_speed = column_speed = 0
    while True:
        rows_direction, columns_direction, space = curses_tools.read_controls(
            canvas)
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               rows_direction,
                                               columns_direction)

        if row + row_speed + frame_rows >= row_max:
            row = row_max - frame_rows - border
        elif row + row_speed <= 0:
            row = border
        else:
            row += row_speed

        if column + column_speed + frame_cols >= col_max:
            column = col_max - frame_cols - border
        elif column + column_speed <= 0:
            column = border
        else:
            column += column_speed

        if space and globs.year >= 2020:
            globs.coroutines.append(
                fire_animation.fire(canvas, row, column + 2))

        for obstacle in obstacles:
            if obstacle.has_collision(row, column):
                await explode(canvas, row, column)
                globs.coroutines.append(
                    show_gameover(canvas, row, column, gameover_frame))
                return

        curses_tools.draw_frame(canvas, row, column, spaceship_frame)
        old_frame = spaceship_frame
        await asyncio.sleep(0)
        curses_tools.draw_frame(canvas, row, column, old_frame, negative=True)
示例#8
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def make_fire(canvas, row, column):
    offset = 2
    globals_vars.coroutines.append(
        fire(canvas, row, column + offset, rows_speed=-3))