def update(self, delta_time): _x = ScoreManager.playerX - self.center_x _y = ScoreManager.playerY - self.center_y d = math.sqrt(_x ** 2 + _y ** 2) self.shooting_timer -= delta_time self.change_x = 0 self.change_y = 0 if d <= SHORT_DISTANCE_MIN: if d <= SHOOTING_DISTANCE_MAX: if self.shooting_timer <= 0: self.bullet_controller.shoot_bullet(self.center_x, self.center_y, _x / d, _y / d, 3) self.shooting_timer = 2 SoundsManager.play_sound('shooting') if d <= SHOOTING_DISTANCE_MIN: self.change_x = _x * self.speed / d self.change_y = _y * self.speed / d self.physics_engine.check(self.map.walls_layer) self.physics_engine.check(self.map.collidable_objects_layer) self.physics_engine.resolve() self.physics_engine.update() self.bullet_controller.update(delta_time)
def on_hit(self): if self.timer == 0: self.timer = MAX_TIMER if self.health > 0: self.health -= 1 else: self.remove_from_sprite_lists() self.update_colour() SoundsManager.play_sound("destroy")
def __init__(self): super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) self.current = None self.scenes = {"game": GameScene(self), "menu": GameMenu(self)} self.current = self.scenes['menu'] self.player = None SceneManager.setup(self) SoundsManager.load_settings()
def on_hit(self): event_name = "ON_DOOR_{}_OPEN".format(self.door_id) EventManager.emit(event_name) SoundsManager.play_sound('coins') self.remove_from_sprite_lists()
def on_hit(self): ScoreManager.gameIsActive = False SoundsManager.play_sound("win") print("I've finished the level")
def on_hit(self): SoundsManager.play_sound("stars") print("I've found a star") super().on_hit()
def on_hit(self): ScoreManager.invincibilityTimer = MAX_INVINCIBILITY_TIMER ScoreManager.isInvincible = True SoundsManager.play_sound("invincible") super().on_hit()
def setup(self): self.gui = MyGui() #self.bullet_controller = BulletController(self) self.map = Map.load(self, "./maps/template.tmx") self.players_list = arcade.SpriteList() self.players_list.append(self.player) self.player_physics_engine = PhysicsEngineSimple(self.player) #self.following_enemy = FollowingEnemy(self, "assets/sprites/enemies/fly.png", TILE_SCALE, 400, 400, None) #self.shooting_enemy = ShootingEnemy(self, "assets/sprites/enemies/frog_move.png", TILE_SCALE, -100, 00, None, self.bullet_controller) self.camera = Camera(self.player) SoundsManager.register_sound("coins", "./assets/sounds/coins.wav"), SoundsManager.register_sound("hearts", "./assets/sounds/hearts.wav"), SoundsManager.register_sound("gems", "./assets/sounds/gems.wav"), SoundsManager.register_sound("stars", "./assets/sounds/stars.wav") SoundsManager.register_sound("losing", "./assets/sounds/losing_sound.wav"), SoundsManager.register_sound("shooting", "./assets/sounds/shooting_enemy.wav"), SoundsManager.register_sound("win", "./assets/sounds/finish_level.wav"), SoundsManager.register_sound("invincible", "./assets/sounds/invincibility.wav"), SoundsManager.register_sound("door", "./assets/sounds/door_key.wav"), SoundsManager.register_sound("destroy", "./assets/sounds/destroy_wall.wav") SoundsManager.setup_music("./assets/sounds/game_music.wav") SoundsManager.play_music()