def __init__(self, zoom):
     self.vel = Vector()
     self.source = img
     self.centreSource = Vector(307, 307)
     self.dimSource = Vector(614, 614)
     self.moveP = Vector(307, 307)
     self.imgZoom = Vector(614 * zoom, 614 * zoom)
示例#2
0
 def update(self):
     if self.keyboard.left:
         self.tMap.vel.add(Vector(0.1, 0))
     if self.keyboard.right:
         self.tMap.vel.add(Vector(-0.1, 0))
     if self.keyboard.down:
         self.tMap.vel.add(Vector(0, -0.1))
     if self.keyboard.up:
         self.tMap.vel.add(Vector(0, 0.1))
示例#3
0
 def update(self):
     if Vector(self.mapPos[0], self.mapPos[1]).copy().subtract(
             Vector(pygame.mouse.get_pos()[0],
                    pygame.mouse.get_pos()
                    [1])).length() >= self.lightRadius - 20:
         self.mousePos = pygame.mouse.get_pos()
     if self.isSmaTorch:
         self.createSmaTorch()
     if self.isMedTorch:
         self.createMedTorch()
     if self.isBigTorch:
         self.createBigTorch()
class Player:
    def __init__(self):
        self.pos = Vector(CANVASWIDTH / 2, CANVASHEIGHT / 2)
        self.vel = Vector()
        self.radius = 10
        self.colour = 'Green'

    def draw(self, canvas):
        canvas.draw_circle(self.pos.get_pos(), self.radius, 1, self.colour, self.colour)

    def update(self):
        self.pos.add(self.vel)
        self.vel.multiply(0.85)
示例#5
0
class spawn_point:
    def __init__(self, pos):
        self.vel = Vector()
        self.moveP = Vector(pos[0], pos[1])
        self.startPos = Vector(0, 0)
        self.endPos = Vector(0, 0)

    def draw(self, canvas):
        canvas.draw_circle(self.moveP.get_pos(), 10, 5, 'Red', 'Red')

    def update(self):
        self.moveP.add(self.vel)
        self.vel.multiply(0.85)
        screenPos = self.moveP
class Obstacle:
    def __init__(self, x1, y1, x2, y2):
        self.startPos = imgCentre.copy().add(Vector(x1, y1).multiply(mapZoom))
        self.endPos = imgCentre.copy().add(Vector(x2, y2).multiply(mapZoom))
        self.vel = Vector()
        self.colour = 'Blue'

    def draw(self, canvas):
        canvas.draw_line(self.startPos.get_pos(), self.endPos.get_pos(), 7, self.colour)

    def update(self):
        self.startPos.add(self.vel)
        self.endPos.add(self.vel)
        self.vel.multiply(0.85)
示例#7
0
    def update(self):
        self.remove = []
        self.clock += 1
        for enemy in self.enemies:
            if enemy.is_fleeing():
                offset = enemy.pos.copy().subtract(
                    Vector(self.player.mouse_pos[0], self.player.mouse_pos[1]))
                enemy.aim = enemy.aim.copy().add(offset)
            else:
                enemy.aim = enemy.target.copy()
            if self.clock % 1.5 == 0:
                enemy.update()
            if enemy.target.copy().subtract(enemy.pos).length() < 3:
                self.player.take_damage(enemy.attack_str)
            if self.clock % 5 == 0:
                if enemy.pos.copy().subtract(
                        Vector(self.player.mouse_pos[0],
                               self.player.mouse_pos[1])).length(
                               ) <= self.player.inven.torch.lightRadius:
                    enemy.take_damage(self.player.inven.torch.damage)
            if enemy.pos.copy().subtract(
                    Vector(self.player.mouse_pos[0], self.player.mouse_pos[1])
            ).length() <= self.player.inven.torch.lightRadius * (3 / 4):
                enemy.flee = True
            if enemy.pos.copy().subtract(
                    Vector(self.player.mouse_pos[0], self.player.mouse_pos[1])
            ).length() >= self.player.inven.torch.lightRadius * (6 / 4):
                enemy.flee = False
            if not enemy.is_alive():
                self.remove.append(enemy)

        for item in self.remove:
            self.enemies.remove(item)
            self.player.update_score(5)
        if self.clock % 30 == 0 and len(self.enemies) < self.max_enemy:
            for i in range(self.max_enemy - len(self.enemies)):
                self.enemies.append(
                    Shuffler(random.choice(self.spawn_points), self.settings))

        self.max_enemy = 10 + (self.player.score // 60)
示例#8
0
 def draw(self, canvas):
     if self.visible:
         if self.moving == 'up':
             self.row = 3
         if self.moving == 'right':
             self.row = 2
         if self.moving == 'down':
             self.row = 0
         if self.moving == 'left':
             self.row = 1
         canvas.draw_image(
             self.img,
             (self.frameWidth * self.column + self.frameCentreX,
              self.frameHeight * self.row +
              self.frameCentreY),  # center_source
             (self.frameWidth, self.frameHeight),  # width_height_source
             self.pos.get_pos(),  # center_dest
             (20, 20))
         canvas.draw_line(
             self.pos.copy().add(Vector(-10, -20)).get_pos(),
             self.pos.copy().add(Vector(-10 + self.health * (2 / 3),
                                        -20)).get_pos(), 3, 'Red')
示例#9
0
 def __init__(self, position, settings_args):
     Enemy.__init__(self, position, True, False, 0.1, 10, 30, 0)
     self.img = simplegui._load_local_image(
         os.path.join(
             os.path.dirname(__file__), "../../textures/sprite_sheets"
             "/enemies"
             "/ghosts.png"))
     self.zombie = SpriteSheet(self.img, 12, 8, 100, 100)
     self.frameWidth = (self.img.get_width() / 12)
     self.frameHeight = (self.img.get_height() / 8)
     self.frameCentreX = self.frameWidth / 2
     self.frameCentreY = self.frameHeight / 2
     self.settings = settings_args
     self.target = Vector(
         self.settings.get('width') / 2,
         self.settings.get('height') / 2)
     self.aim = self.target.copy()
     self.pos = position
     self.row = None
     self.moving = 'up'
     self.column = 0
     self.path = None
示例#10
0
 def update_rot(self):
     if Vector(self.x, self.y).copy().subtract(
             Vector(pygame.mouse.get_pos()[0],
                    pygame.mouse.get_pos()
                    [1])).length() >= self.inven.torch.lightRadius - 20:
         self.mouse_pos = pygame.mouse.get_pos()
     if self.mouse_pos[0] > self.x and self.mouse_pos[1] > self.y:
         self.rot = -(math.pi + math.asin(
             (self.mouse_pos[0] - self.x) / math.sqrt(
                 math.pow(self.mouse_pos[0] - self.x, 2) +
                 math.pow(self.mouse_pos[1] - self.y, 2))))
     if self.mouse_pos[0] > self.x and self.mouse_pos[1] < self.y:
         self.rot = math.asin((self.mouse_pos[0] - self.x) / math.sqrt(
             math.pow(self.mouse_pos[0] - self.x, 2) +
             math.pow(self.mouse_pos[1] - self.y, 2)))
     if self.mouse_pos[0] < self.x and self.mouse_pos[1] < self.y:
         self.rot = math.asin((self.mouse_pos[0] - self.x) / math.sqrt(
             math.pow(self.mouse_pos[0] - self.x, 2) +
             math.pow(self.mouse_pos[1] - self.y, 2)))
     if self.mouse_pos[0] < self.x and self.mouse_pos[1] > self.y:
         self.rot = -(math.pi + math.asin(
             (self.mouse_pos[0] - self.x) / math.sqrt(
                 math.pow(self.mouse_pos[0] - self.x, 2) +
                 math.pow(self.mouse_pos[1] - self.y, 2))))
示例#11
0
class tMap:
    def __init__(self, zoom):
        self.vel = Vector()
        self.source = img
        self.centreSource = Vector(307, 307)
        self.dimSource = Vector(614, 614)
        self.moveP = Vector(307, 307)
        self.imgZoom = Vector(614 * zoom, 614 * zoom)
        self.startPos = Vector(0, 0)
        self.endPos = Vector(0, 0)

    def draw(self, canvas):
        canvas.draw_image(img, self.centreSource.get_pos(),
                          self.dimSource.get_pos(), self.moveP.get_pos(),
                          self.imgZoom.get_pos())

    def update(self):
        self.moveP.add(self.vel)
        self.vel.multiply(0.85)
        screenPos = self.moveP
示例#12
0
try:
    import simplegui
except ImportError:
    import SimpleGUICS2Pygame.simpleguics2pygame as simplegui

import math, random
from lib.util.vector import Vector

CANVASHEIGHT = 614
CANVASWIDTH = 614
MIN_RAD = 1
img = simplegui.load_image('https://raw.githubusercontent.com/Bill-Ferny/CS1830-LightsOut/master/gameMap.jpg')
imgCentre = Vector(307, 307)
mapZoom = 2


class Player:
    def __init__(self):
        self.pos = Vector(CANVASWIDTH / 2, CANVASHEIGHT / 2)
        self.vel = Vector()
        self.radius = 10
        self.colour = 'Green'

    def draw(self, canvas):
        canvas.draw_circle(self.pos.get_pos(), self.radius, 1, self.colour, self.colour)

    def update(self):
        self.pos.add(self.vel)
        self.vel.multiply(0.85)

示例#13
0
                return 'up'
            else:
                return 'right'
        elif self.pos.get_pos()[0] > self.frameCentreX and self.pos.get_pos(
        )[1] <= self.frameCentreY:
            if self.pos.get_pos()[0] >= -self.pos.get_pos()[1]:
                return 'down'
            else:
                return 'right'
        elif self.pos.get_pos()[0] <= self.frameCentreX and self.pos.get_pos(
        )[1] < self.frameCentreY:
            if self.pos.get_pos()[0] <= self.pos.get_pos()[1]:
                return 'left'
            else:
                return 'down'
        elif self.pos.get_pos()[0] < self.frameCentreX and self.pos.get_pos(
        )[1] >= self.frameCentreY:
            if self.pos.get_pos()[0] <= -self.pos.get_pos()[1]:
                return 'left'
            else:
                return 'up'
        return self.moving


if __name__ == '__main__':
    settings = {'width': 1000, 'height': 750, 'font': 'monospace', 'fps': 60}
    frame = simplegui.create_frame("LightsOut", 1000, 750)
    test = Shuffler(Vector(100, 310), settings)
    frame.set_draw_handler(test.draw)
    frame.start()
示例#14
0
 def __init__(self):
     self.pos = Vector(CANVASWIDTH / 2, CANVASHEIGHT / 2)
     self.vel = Vector()
     self.radius = 10
     self.colour = 'Green'
示例#15
0
 def __init__(self, x1, y1, x2, y2):
     self.startPos = imgCentre.copy().add(Vector(x1, y1).multiply(mapZoom))
     self.endPos = imgCentre.copy().add(Vector(x2, y2).multiply(mapZoom))
     self.vel = Vector()
     self.colour = 'Blue'
示例#16
0
 def collide_check(self, wall, tMap, keyboard):
     if (((int(wall.startPos.x) == int(wall.endPos.x))
          and ((CANVASWIDTH / 2) - 7 < int(wall.startPos.x) <
               (CANVASWIDTH / 2) + 7) and
          (int(wall.endPos.y) < CANVASHEIGHT / 2 < int(wall.startPos.y) or
           int(wall.startPos.y) < CANVASHEIGHT / 2 < int(wall.endPos.y)))):
         for wall in self.Map:
             if keyboard.left:
                 wall.vel.add(Vector(-1, 0))
                 tMap.vel.add(Vector(-1, 0))
             if keyboard.right:
                 wall.vel.add(Vector(1, 0))
                 tMap.vel.add(Vector(1, 0))
             if keyboard.down:
                 wall.vel.add(Vector(0, 1))
                 tMap.vel.add(Vector(0, 1))
             if keyboard.up:
                 wall.vel.add(Vector(0, -1))
                 tMap.vel.add(Vector(0, -1))
             #print("Collision handled")
         return True
     elif (((int(wall.startPos.y) == int(wall.endPos.y))
            and ((CANVASHEIGHT / 2) - 7 < int(wall.startPos.y) <
                 (CANVASHEIGHT / 2) + 7) and
            (int(wall.endPos.x) < CANVASWIDTH / 2 < int(wall.startPos.x) or
             int(wall.startPos.x) < CANVASWIDTH / 2 < int(wall.endPos.x)))):
         for wall in self.Map:
             if keyboard.left:
                 wall.vel.add(Vector(-1, 0))
                 tMap.vel.add(Vector(-1, 0))
             if keyboard.right:
                 wall.vel.add(Vector(1, 0))
                 tMap.vel.add(Vector(1, 0))
             if keyboard.down:
                 wall.vel.add(Vector(0, 1))
                 tMap.vel.add(Vector(0, 1))
             if keyboard.up:
                 wall.vel.add(Vector(0, -1))
                 tMap.vel.add(Vector(0, -1))
             #print("Collision handled")
         return True
     # print("False")
     return False
示例#17
0
 def __init__(self, pos):
     self.vel = Vector()
     self.moveP = Vector(pos[0], pos[1])
     self.startPos = Vector(0, 0)
     self.endPos = Vector(0, 0)
示例#18
0
class Shuffler(Enemy):
    def __init__(self, position, settings_args):
        Enemy.__init__(self, position, True, False, 0.1, 10, 30, 0)
        self.img = simplegui._load_local_image(
            os.path.join(
                os.path.dirname(__file__), "../../textures/sprite_sheets"
                "/enemies"
                "/ghosts.png"))
        self.zombie = SpriteSheet(self.img, 12, 8, 100, 100)
        self.frameWidth = (self.img.get_width() / 12)
        self.frameHeight = (self.img.get_height() / 8)
        self.frameCentreX = self.frameWidth / 2
        self.frameCentreY = self.frameHeight / 2
        self.settings = settings_args
        self.target = Vector(
            self.settings.get('width') / 2,
            self.settings.get('height') / 2)
        self.aim = self.target.copy()
        self.pos = position
        self.row = None
        self.moving = 'up'
        self.column = 0
        self.path = None

    def draw(self, canvas):
        if self.visible:
            if self.moving == 'up':
                self.row = 3
            if self.moving == 'right':
                self.row = 2
            if self.moving == 'down':
                self.row = 0
            if self.moving == 'left':
                self.row = 1
            canvas.draw_image(
                self.img,
                (self.frameWidth * self.column + self.frameCentreX,
                 self.frameHeight * self.row +
                 self.frameCentreY),  # center_source
                (self.frameWidth, self.frameHeight),  # width_height_source
                self.pos.get_pos(),  # center_dest
                (20, 20))
            canvas.draw_line(
                self.pos.copy().add(Vector(-10, -20)).get_pos(),
                self.pos.copy().add(Vector(-10 + self.health * (2 / 3),
                                           -20)).get_pos(), 3, 'Red')

    def update(self):
        self.path = self.aim.copy().subtract(self.pos).normalize() * 3
        self.column += 1
        if self.column > 2:
            self.column = 0
        self.moving = self.get_orientation()
        self.pos.add(self.path)

    def is_fleeing(self):
        return self.flee

    def get_orientation(self):
        if self.pos.get_pos()[0] >= self.frameCentreX and self.pos.get_pos(
        )[1] > self.frameCentreY:
            if self.pos.get_pos()[0] >= self.pos.get_pos()[1]:
                return 'up'
            else:
                return 'right'
        elif self.pos.get_pos()[0] > self.frameCentreX and self.pos.get_pos(
        )[1] <= self.frameCentreY:
            if self.pos.get_pos()[0] >= -self.pos.get_pos()[1]:
                return 'down'
            else:
                return 'right'
        elif self.pos.get_pos()[0] <= self.frameCentreX and self.pos.get_pos(
        )[1] < self.frameCentreY:
            if self.pos.get_pos()[0] <= self.pos.get_pos()[1]:
                return 'left'
            else:
                return 'down'
        elif self.pos.get_pos()[0] < self.frameCentreX and self.pos.get_pos(
        )[1] >= self.frameCentreY:
            if self.pos.get_pos()[0] <= -self.pos.get_pos()[1]:
                return 'left'
            else:
                return 'up'
        return self.moving
示例#19
0
    import simplegui
except ImportError:
    import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
from lib.player.interactions.keyboard import Keyboard
import random
from lib.util.vector import Vector
from lib.player.Player import Player
from lib.enemies.shuffler import Shuffler

CANVASHEIGHT = 750
CANVASWIDTH = 1000
MIN_RAD = 1
img = simplegui.load_image(
    'https://raw.githubusercontent.com/Bill-Ferny/CS1830-LightsOut/master/textures/backgrounds/maps/gameMap.jpg'
)
imgCentre = Vector(307, 307)
mapZoom = 2
screenPos = Vector(307, 307)


class Obstacle:
    def __init__(self, x1, y1, x2, y2):
        self.startPos = imgCentre.copy().add(Vector(x1, y1).multiply(mapZoom))
        self.endPos = imgCentre.copy().add(Vector(x2, y2).multiply(mapZoom))
        self.vel = Vector()
        self.colour = 'Blue'

    def draw(self, canvas):
        canvas.draw_line(self.startPos.get_pos(), self.endPos.get_pos(), 1,
                         self.colour)