def __init__(self, user, kit, turn): self.user = user if kit == 0: self.kit = hero.Hero("Knight", 6, 1, 12, [1, 1, 1, 1, 1, 1], [0, 0, 0, 0], 12) elif kit == 1: self.kit = hero.Hero("Paladin", 4, 2, 17, [0.8, 0.8, 0.8, 0.8, 0.8, 0.8], [0, 0, 0, 0], 17) elif kit == 2: self.kit = hero.Hero("Wizard", 2, 5, 10, [1, 1, 1, 1, 1, 1], [0, 0, 0, 0], 10) elif kit == 3: self.kit = hero.Hero("Archer", 7, 1, 7, [1, 1, 1, 1, 1, 1], [0, 0, 0, 0], 7) self.turn = turn
def __init__(self, width=640, height=480): pygame.init() self.width = width self.height = height self.screen = pygame.display.set_mode((self.width, self.height)) self.background = pygame.Surface(self.screen.get_size()).convert() """Load the sprites that we need""" self.enemies = [] for i in range(3): x = random.randrange(100, 400) y = random.randrange(100, 400) self.enemies.append(hero.Hero("Boogie", x, y, 'enemy.png')) self.hero = hero.Hero("Conan", 50, 50, "hero.png") self.sprites = pygame.sprite.Group((self.hero, ) + tuple(self.enemies))
def test_dungeon_move_fight(self): self.hero = hero.Hero("Bron", 200, 'DragonSlayer') self.orc = orc.Orc("Grom", 100, 2) self.weapon = weapon.Weapon("Axe", 10, 0.5) self.hero.equip_weapon(self.weapon) self.orc.equip_weapon(self.weapon) self.dungeon.spawn("player_1", self.hero) self.dungeon.spawn("player_2", self.orc) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "down")) self.assertTrue(self.dungeon.move("player_1", "down")) self.assertTrue(self.dungeon.move("player_1", "down")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "up")) self.assertTrue(self.dungeon.move("player_1", "up")) self.assertTrue(self.dungeon.move("player_1", "up")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "right")) self.assertTrue(self.dungeon.move("player_1", "down")) self.assertTrue(self.dungeon.move("player_1", "down")) self.assertTrue(self.dungeon.move("player_1", "down")) self.assertTrue(self.dungeon.move("player_1", "down"))
def makeHero(self): h = hero.Hero(self.heroes, random.choice(NAMES), heroclass=random.choice(CLASSES), race=random.choice(RACES)) self.heroes = self.heroes + 1 return h
def __init_hero(self): """ 初始化英雄 :return: """ self.hero = hero.Hero() self.add_sprite(self.hero)
def __init__(self): Game.screen_width = database.Database.screen_width Game.screen_height = database.Database.screen_height Game.highscore = database.Database.highscore self.score = 0 self.run = True self.pause = False self.game_over = False self.frame_counter = 0 self.abilities_recharge = 0 self.difficulty_spawn = database.Database.spawn_rate_on_start self.window = None self.background = None self.bullets = [] self.knights = [] self.copters = [] self.bombs = [] self.player = hero.Hero() ############# self.window = pygame.display.set_mode( (Game.screen_width, Game.screen_height)) # self.cop_ai = copterai.AI() pygame.display.set_caption("Game by Meleron") images.Images() self.launch_game()
def __init__(self): #flagi bohatera - byc moze powinny byc utworzone w bohaterze self.at_work = False self.at_rest = False self.at_adventure = False self.at_camp = False #referencja do bohatera self.bohater = hero.Hero("Qw") #tablica na przygody i prace aktualne i ukonczone self.current_adventure = Adventure([Decimal(0),Decimal(0),Decimal(0),Decimal(0)]) self.current_work = Work([Decimal(0),Decimal(0),Decimal(0),Decimal(0)]) self.rest = Rest() self.camp = Camp() self.completedAdventures = [] self.completedWorks = [] self.preparedAdventures = [] self.completedWorks = [] #timer self.clock_started = False self.continue_clock = False self.drop_timers = 0 self.seconds = 0 self.gui = Inter(self) self.gui.mainloop()
def test_spawn_hero(self): jax = hero.Hero("Jax", 150, "Killer") self.assertTrue(self.summoners_rift.spawn("Galin", jax)) urgot = orc.Orc("Urgot", 200, 1.6) self.assertTrue(self.summoners_rift.spawn("Emil", urgot)) sion = orc.Orc("Sion", 432, 2.6) self.assertFalse(self.summoners_rift.spawn("Sion", sion))
def initialize_world(self): self.log.info('Adding initial elements to world.') self.pfm = floor.PlatformManager() self.add_widget(self.pfm) self.pfm.add_ground_platform(pos=(0, 0), size=(BLOCK_SIZE*10, BLOCK_SIZE), num_blocks=10, block_type='question_block') self.pfm.add_hit_block(pos=(BLOCK_SIZE*9, BLOCK_SIZE*3), size=(BLOCK_SIZE, BLOCK_SIZE), block_type='yellow_block') self.pfm.add_floating_platform(pos=(BLOCK_SIZE*10, BLOCK_SIZE*3), size=(BLOCK_SIZE*5, BLOCK_SIZE*2), uvsize=(5,2), block_type='yellow_block') self.im = item.ItemManager() self.add_widget(self.im) self.im.add_feather(pos=(300, 300), size=(BLOCK_SIZE, BLOCK_SIZE), type='feather') self.im.add_feather(pos=(600, 500), size=(BLOCK_SIZE, BLOCK_SIZE), type='feather') mario = hero.Hero(pos=(BLOCK_SIZE, BLOCK_SIZE), size=(BLOCK_SIZE*2, BLOCK_SIZE*2.5)) ground = floor.GroundPlatform(pos=(0, 0), size=(BLOCK_SIZE*10, BLOCK_SIZE), num_blocks=10, block_type='question_block') hitblock = floor.HitBlock(pos=(BLOCK_SIZE, BLOCK_SIZE), size=(BLOCK_SIZE, BLOCK_SIZE), block_type='yellow_block') koopa = enemy.Koopa() pipe = feature.Pipe() self.add_widget(mario) self.add_widget(ground) self.add_widget(hitblock) self.add_widget(koopa) self.add_widget(pipe) self.log.info('Done adding initial elements to world.') self.input_controller.bring_touchscreen_components_to_front()
def start_the_game(): clock = pygame.time.Clock() score = Score(display) rocketa = hero.Hero() # enemy = rocket.Rocket(rocketa, display, 1000, 700) # enemy2 = rocket.Rocket(rocketa, display, 100, 100) coin = bonus.Bonus(display, rocketa, 10) coin_list = [] enemy_list = [] coin_counter = 0 time_start = pygame.time.get_ticks() run = True while run: if pygame.time.get_ticks() % 1500 == 0: enemy_list.append( rocket.Rocket(rocketa, display, random.randint(-200, const.width_display + 50), random.randint(-200, const.height_display + 50))) clock.tick(const.FPS) rocketa.change_xy() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() keys = pygame.key.get_pressed() display.blit(const.bg, (0, 0)) if keys[pygame.K_LEFT]: rocketa.go_left() rocketa.rotate_left() elif keys[pygame.K_RIGHT]: rocketa.go_right() rocketa.rotate_right() else: rocketa.rect() if keys[pygame.K_ESCAPE]: menu.Pause() if coin.check(): coin_counter += 1 # enemy.is_collision() # enemy2.is_collision() for i in enemy_list: i.enemy_change_xy() i.is_collision() coin.update() score.score_update(coin_counter) # enemy.enemy_change_xy() # enemy2.enemy_change_xy() pygame.display.flip()
def test_simulate_fight(self): hero1 = hero.Hero("Hero", 100, "WOW") orc1 = orc.Orc("Orc", 20, 1.5) sword = entity.Weapon("sword", 20, 0.4) hero1.equip_weapon(sword) fight1 = fight.Fight(hero1, orc1) winner = fight1.simulate_fight() self.assertEqual("Hero", winner)
def launch(self, audio, settings, summary): self.hiscores.hiscores_read(settings) self.player = hero.Hero(self.space_width // 2, self.space_height // 3 * 2) self.img_bg = self.pygame.image.load(settings.system['title_img']) self.img_bg.set_palette(settings.system['palettes'][0]) audio.play_music('menu')
def __init__(self) -> None: super().__init__() self.world = World() self.hero = hero.Hero(self.world) self.current_level = self.hero.room.level self.hero.register(self) # Look for the hero status self._events = [] self.look()
def set_hero(self): """Create hero""" self.hero = hero.Hero() self.hero.rect.x = self.viewport.x + 110 self.hero.rect.bottom = 560 self.pers = pygame.sprite.Group(self.hero) self.info_coin = Info_coin() self.info_hearts = Info_hearts() self.info = pygame.sprite.Group(self.info_coin, self.info_hearts)
def test_move(self): jax = hero.Hero("Jax", 150, "Killer") self.summoners_rift.spawn("Galin", jax) self.summoners_rift.move("Galin", "right") self.summoners_rift.move("Galin", "down") self.summoners_rift.move("Galin", "down") #self.summoners_rift.move("Galin", "down") urgot = orc.Orc("Emil", 200, 1.6) self.summoners_rift.spawn("Emil", urgot) self.summoners_rift.move("Emil", "up")
def setUp(self): self.sword = weapon.Weapon("Oathkeeper", 85, 0.1) self.axe = weapon.Weapon("Mighty Axe", 30, 0.2) self.crackhag_orc = orc.Orc("Crackhag", 120, True, 120, 1.5) self.bron_hero = hero.Hero("Bron", 120, "DragonSlayer", True, 120) self.crackhag_orc.equip_weapon(self.sword) self.bron_hero.equip_weapon(self.axe) self.battle = fight.Fight(self.bron_hero, self.crackhag_orc)
def test_fight_in_dungeon(self): jax = hero.Hero("Jax", 3000, "Killer") urgot = orc.Orc("Emil", 2000, 1.3) self.summoners_rift.spawn("Galin", jax) self.summoners_rift.spawn("Emil", urgot) self.summoners_rift.move("Galin", "right") self.summoners_rift.move("Galin", "down") self.summoners_rift.move("Galin", "down") self.summoners_rift.move("Emil", "left") self.summoners_rift.move("Galin", "down") self.summoners_rift.print_map()
def test_move_hero(self): good_hero = hero.Hero("Sebastian", 100, "The great") self.assertTrue(self.my_map.spawn("The Great", good_hero)) # self.my_map.print_map() bad_orc = orc.Orc("Mudagog", 100, 1.4) self.assertTrue(self.my_map.spawn("The Badass", bad_orc)) # self.my_map.print_map() self.assertFalse(self.my_map.move("The Great", "up")) self.assertFalse(self.my_map.move("The Great", "left")) self.assertTrue(self.my_map.move("The Badass", "up")) self.assertFalse(self.my_map.move("The Badass", "right")) self.my_map.print_map()
def __init__(self, stdscr, name): self.monsters = [] self.hero = hero.Hero(0, 0, 1) self.items = [] self.level_num = 0 self.gold = 0 self.title = "" self.level = [] self.rooms = [] self.hidden = [[True] * 80 for i in range(22)] self.game_over = False self.stdscr = stdscr self.name = name self.game_over_screen = game_over_screen.game_over_screen(self)
def __init__(self, list_moving, screen): self.x = 10 self.y = 10 self.figure = hero.Hero(self.x, self.y) self.list_moving = list_moving self.state_moving = 0 self.state_part = 0 self.xvel = 0 self.yvel = 0 self.last_time = time.time() self.dt = 0 self.screen = screen self.game_loop = True self.pred_v = 0 self.WIN_WIDTH = screen.get_width() self.WIN_HEIGHT = screen.get_height()
def __init__(self,width,height): self.envShop = environment.ShopScene(width,height) self.envAction = environment.ActionScene(width,height,5,5) self.mWidth = width self.mHeight = height self.GameOver = False self.HeroWins = False self.Right = False self.Left = False self.walkcount = 0 self.isJump = False self.jumpCount = 10 self.velocity = 5 self.mX = 50 self.mY = 400 self.mObjWidth = 40 self.mObjHeight = 60 self.mHero = hero.Hero(40,532,1,1,width,height,2) self.mBullet = []
def main(): """ Le main """ # déclaration du plateau plateau0 = plateau.Plateau() # Objets à ramasser liste_objets_aramass = [] for elt_dict in config.OBJETS_ARAMASSER: liste_objets_aramass.append( objramasse.ObjetRamasse(plateau0, elt_dict['nom'])) # déclaration du reste de la structure hero0 = hero.Hero(plateau0) sortie0 = sortie.Sortie(plateau0) gardien0 = gardien.Gardien(plateau0) mode_console = mgconsole.ModeConsole() mode_pygame = mgpygame.ModePygame() # Acceuil du jeu input_demarrage = input( " Bienvenu dans McGyver Labyrinthe game \n Entrez 'c' pour " "jouer en mode console\n Entrez 'p' pour jouer en mode " "pygame ( recommandé ) \n Entrez 'q' pour quitter\n ") while (input_demarrage not in ['c', 'p', 'q']): input_demarrage = input( " Bienvenu dans McGyver Labyrinthe game \n Entrez 'c' pour " "jouer en mode console\n Entrez 'p' pour jouer en mode " "pygame ( recommandé ) \n Entrez 'q' pour quitter\n ") if input_demarrage == 'c': mode_console.start(hero0, liste_objets_aramass, gardien0, sortie0, plateau0) elif input_demarrage == 'p': mode_pygame.start(hero0, liste_objets_aramass, gardien0, plateau0) elif input_demarrage == 'q': pass
def __init__(self, state): all_sprites.empty() ui_sprites.empty() lobby_sprites.empty() self.state = state self.camera = Vector2(0, 0) self.screen = pygame.display.set_mode([screen_width, screen_height]) self.background_surface = pygame.Surface([screen_width, screen_height]) self.running = True self.level = "none" self.GAME_FONT = pygame.freetype.Font("Assets/Fonts/Oswald-Bold.ttf", 128) self.MENU_FONT = pygame.freetype.Font("Assets/Fonts/Oswald-Bold.ttf", 96) self.DIAGNOSTICS_FONT = pygame.freetype.Font( "Assets/Fonts/Oswald-Bold.ttf", 12) # create a sprite group to hold all sprites self.forest_level_icon = levelicon.LevelIcon(1500, 1200, "Forest") self.swamp_level_icon = levelicon.LevelIcon(1300, 1200, "Swamp") self.mountain_level_icon = levelicon.LevelIcon(1100, 1200, "Mountain") self.mergamoth_level_icon = levelicon.LevelIcon(1300, 800, "Mergamoth") lobby_sprites.add(self.forest_level_icon) lobby_sprites.add(self.swamp_level_icon) lobby_sprites.add(self.mountain_level_icon) lobby_sprites.add(self.mergamoth_level_icon) # create our first game objects/sprites as a test self.hero = hero.Hero(screen_width, screen_height) self.hero.is_moving = False self.hero.is_dead = False self.time_of_death = 100000000000000000 # add all sprites to the group lobby_sprites.add(self.hero) self.forest_level = None self.mountain_level = None self.swamp_level = None self.mergamoth_level = None
def makeHeroes(self, cursor): heroes = [] for heroID, name, level, exp, stre, agi, con, wis, inte, hp, mana, currenthp, currentmana, meleeEquipment, rangedEquipment, armorEquipment, shieldEquipment, playerID, race, activeClass in cursor: h = hero.Hero(heroID, name, CLASSES[activeClass], RACES[race]) h.level = level h.exp = exp h.strength = stre h.agi = agi h.con = con h.wis = wis h.inte = inte h.playerID = playerID h.maxhp = hp h.maxMana = mana h.currenthp = currenthp h.currentMana = currentmana h.meleeWeapon = MELEE_WEAPONS[meleeEquipment] h.rangedWeapon = RANGED_WEAPONS[rangedEquipment] h.armor = ARMOR[armorEquipment] h.shield = SHIELDS[shieldEquipment] h.race = RACES[race] h.activeHeroClass = CLASSES[activeClass] heroes.append(h) return heroes
class Game: level_of_difficulty = 1 monsters_slayed = 0 rooms_cleared = 0 room_gen = None actions_taken = 0 hero = hero.Hero() def __init__(self): self.set_level_of_difficulty() self.room_gen = (Room(self.level_of_difficulty) for i in range(5)) def set_level_of_difficulty(self): lvl = None while lvl is None: lvl = input( 'Please select your level of difficulty:\n1: Easy\n2: Normal\n3: Hard\n' ) if lvl.isdigit(): lvl = int(lvl) if lvl == 1: self.level_of_difficulty = 1 elif lvl == 2: self.level_of_difficulty = 2 elif lvl == 3: self.level_of_difficulty = 3 else: lvl = None else: lvl = None def reset_game(self): self.monsters_slayed = 0 self.rooms_cleared = 0 self.actions_taken = 0 self.hero.hit_points = 50 self.room_gen = (Room(self.level_of_difficulty) for i in range(5)) def game_over(self): print("Game over!") self.print_game_stats() play_again = yes_no_response("Play again? (Y\\n)\n") if play_again: self.reset_game() self.clear_rooms() else: sys.exit(0) def print_game_stats(self): print('Total monsters slayed: {0}\n' 'Total rooms cleared: {1}\n' 'Total actions taken: {2}'.format(self.monsters_slayed, self.rooms_cleared, self.actions_taken)) def kill_monster(self): self.monsters_slayed += 1 def room_cleared(self): self.rooms_cleared += 1 def clear_rooms(self): """ Moves the player through the rooms of the dungeon. At the beginning of each room it will print the number of monsters present. :return: None """ room_text() for room in self.room_gen: if yes_no_response("Proceed to next room? (Y\\n)\n"): pass else: break # TODO figure out something better to do if they choose not to go to the next room if room.num_of_monsters == 0: print('No monsters here!') self.room_cleared() elif room.num_of_monsters == 1: print( "There is 1 monster in this room! Looks like it's time to fight!" ) self.battle(room) else: print("Oh no! There are {} monsters in this room! " "Looks like it's time to fight!".format( room.num_of_monsters)) self.battle(room) # TODO add a check_powerups call - also write check_powerups print("Congratulations! All rooms cleared!") self.game_over() def battle(self, room): """ Controls the battle between a player and all of the monsters in the room. :param room: The current room that the player is in :return: None """ for monster in room.monsters: print("It's a {}!".format(monster)) while self.hero.hit_points > 0 and monster.hit_points > 0: action = self.get_player_action() if action == 'attack': self.resolve_attack(monster) elif action == 'defend': print("You blocked the monster's blow.") if self.hero.hit_points > 0: print("You've defeated the {}!".format(monster)) self.monsters_slayed += 1 else: self.game_over() print("All monsters have been defeated!") self.room_cleared() def get_player_action(self): """ Get the action that the player wants to perform: attack, defend, or quit :return: None """ action = None while action is None: action = input( "Choose an action:\n1: Hit\n2: Defend\n3: Give up and print game stats\n" ) if action.isdigit(): action = int(action) if action == 1: self.actions_taken += 1 return "attack" elif action == 2: self.actions_taken += 1 return "defend" elif action == 3: self.game_over() break else: action = None else: action = None def resolve_attack(self, monster): """ If the player chooses to attack, determine which creature does damage :param monster: The current monster the player is battling :return: None """ h_attack = random.randint(1, 6) m_attack = random.randint(1, 6) if h_attack >= m_attack: monster.hit_points -= self.hero.damage() print("The {} has {} health left.".format(monster, monster.hit_points)) else: self.hero.hit_points -= monster.damage() print("You have {} health left.".format(self.hero.hit_points))
Requirments Adhere to PEP8 and utilize proper and efficient code Utilize a __init__() Ensure variables are correct type (class vs instance variables) Utilize methods: Start to format your class using getters and setters Create an instance of your class. Populate it with data utilzing a init and/or getters and setters Additional: Begin using encapsulation techniques """ import hero import villian a = hero.Hero() b = villian.Villian() c = hero.wol user_hero = hero.Hero() user_villian = villian.Villian() user_created1 = 0 user_created2 = 0 print("Default Hero") hero.Hero.default(a) print("Defualt Villian") villian.Villian.default(b) c.default() print("Would you like to create a new hero?") user_input = raw_input("(Y/N)\n").lower() create_new = 0 while (create_new == 0):
import hero, scene, locations Player = hero.Hero() playerScene = scene.Scene() print("Welcome, adventurer!") print("Choose a class to begin the game: ") print() Player.chooseClass() print() ### Game loop while(True): print("# # # # # # # #") cmd = input("NEW TURN --> Enter your next move: ") cmdList = cmd.split() ### Do stuff if(cmd == "getStats"): print("You are a Level " + str(Player.playerLevel) + " " + Player.playerClass) print() print("Your current attributes: ") print(Player.attributes) elif(cmd == "getInventory"): print(Player.inventory) elif(len(cmdList) == 2 and cmdList[0] == "move"): success = playerScene.navigate(cmdList[1]) if(success):
def main(): pygame.init() # инициация PyGame screen = pygame.display.set_mode(DISPLAY) pygame.display.set_caption("Super Mario Boy") BACKGROUND = pygame.image.load(os.path.join('fon', '0.jpg')).convert() timer = pygame.time.Clock() level = [ "--------------------------------------", "- -", "- -- - -", "- -", "- -- -", "- - -", "-- ------ -", "- Z -", "- - ---- --- -", "- -", "-- -- -- -", "- -- -", "- --- -", "- -- -- -", "- -- ---", "- --- * -", "- * -", "- ------- ---- -", "- -", "- - -", "-- -- -", "---- * -", "- -", "--------------------------------------" ] player = hero.Hero(40, 50) # создаем персонажа по (x,y) координатам left = right = False # по умолчанию — стоим up = False player2 = hero.Hero(70, 40) entities = pygame.sprite.Group() # все объекты platforms = [] # проверка на поверхность entities.add(player) entities.add(player2) animatedEntities = pygame.sprite.Group( ) # все анимированные объекты, за исключением героя tp = blocks.BlockTeleport(128, 512, 800, 64) entities.add(tp) platforms.append(tp) animatedEntities.add(tp) #!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!# x = y = 0 # координаты for row in level: # вся строка for col in row: # каждый символ if col == "-": pf = blocks.Platform(x, y) entities.add(pf) platforms.append(pf) if col == "*": bd = blocks.BlockDie(x, y) entities.add(bd) platforms.append(bd) if col == "Z": pr = blocks.Emblem(x, y) entities.add(pr) platforms.append(pr) animatedEntities.add(pr) x += PLATFORM_WIDTH #блоки платформы ставятся на ширине блоков y += PLATFORM_HEIGHT #то же самое и с высотой x = 0 total_level_width = len( level[0]) * PLATFORM_WIDTH # Высчитываем фактическую ширину уровня total_level_height = len(level) * PLATFORM_HEIGHT # высоту camera = Camera(camera_configure, total_level_width, total_level_height) TimeFor = time.time() ff = True running = False NFOn = 1 Nmonsters = pygame.sprite.Group() # Все передвигающиеся объекты mn1 = monsters.Monster(190, 200, 2, 2, 150, 15) mn2 = monsters.Monster(344, 511, 0, 1, 0, 150) entities.add(mn1) platforms.append(mn1) Nmonsters.add(mn1) entities.add(mn2) platforms.append(mn2) Nmonsters.add(mn2) pygame.joystick.init() while not player.winner: # основной цикл программы timer.tick(60) if time.time() - TimeFor > 5: if NFOn < 8: BACKGROUND = RFon(NFOn) TimeFor = time.time() NFOn += 1 else: NFOn = 0 BACKGROUND = RFon(NFOn) TimeFor = time.time() for e in pygame.event.get(): # обрабатываем события if e.type == pygame.QUIT: sys.exit() if e.type == pygame.KEYDOWN and e.key == pygame.K_LEFT: left = True if e.type == pygame.KEYDOWN and e.key == pygame.K_RIGHT: right = True if e.type == pygame.KEYUP and e.key == pygame.K_RIGHT: right = False if e.type == pygame.KEYUP and e.key == pygame.K_LEFT: left = False if e.type == pygame.KEYDOWN and e.key == pygame.K_UP or e.type == pygame.JOYBUTTONDOWN: up = True if e.type == pygame.KEYUP and e.key == pygame.K_UP or e.type == pygame.JOYBUTTONUP: up = False if e.type == pygame.KEYDOWN and e.key == pygame.K_LSHIFT: running = True if e.type == pygame.KEYUP and e.key == pygame.K_LSHIFT: running = False screen.blit(BACKGROUND, (0, 0)) # каждую итерацию необходимо всё перерисовывать #на каждой новой строчке начинаем с нуля camera.update(player) player.update(left, right, up, running, platforms) # player2.update(left,right, up, platforms) #player.draw(screen) #player.collide(screen) #entities.draw(screen) for e in entities: screen.blit(e.image, camera.apply(e)) animatedEntities.update() # показываем анимацию Nmonsters.update(platforms) # передвигаем всех монстров pygame.display.update() # обновление и вывод всех изменений на экран
def setUp(self): self.hero = hero.Hero('Konan', 100, 'Barbarian')
def setUp(self): self.bron_hero = hero.Hero("Bron", 100, "DragonSlayer")