def _cargar_terreno(self): # terreno self.terreno = Terreno(self.base, self.bullet_world) self.terreno.iniciar() self.terreno.nodo.reparentTo(self.nodo) self.terreno.update() # cielo self.cielo = Cielo(self.base, Sistema.TopoAltitudOceano - 20.0) self.cielo.nodo.reparentTo(self.nodo) # agua self.agua = Agua(self.base, Sistema.TopoAltitudOceano) self.agua.nodo.reparentTo(self.nodo) # estaba self.base.render self.agua.generar() # self.agua.mostrar_camaras() # sol self.sol = Sol(self.base, Sistema.TopoAltitudOceano - 20.0) self.sol.pivot.reparentTo(self.nodo) # self.cielo.nodo # self.sol.mostrar_camaras() self.nodo.setLight(self.sol.luz) # objetos # self.objetos=Objetos(self.base) # self.objetos.iniciar() # self.objetos.nodo.reparentTo(self.nodo) # self.objetos.update() # # self.cielo.nodo.setBin("background", 0) # self.agua.nodo.setBin("background", 1) # self.sol.nodo.setBin("background", 2) # self.terreno.nodo.setBin("opaque", 0) # self.objetos.nodo.setBin("transparent", 0) # self.controlador_camara.altitud_agua = Sistema.TopoAltitudOceano
def __init__(self): self.ecran = pygame.display.set_mode((1100, 600)) pygame.display.set_caption('Jeu De Combat') self.jeu_encours = True self.joueur_x, self.joueur_y = 600, 100 self.taille = [32, 64] self.joueur_vitesse_x = 0 self.joueur = Joueur(self.joueur_x, self.joueur_y, self.taille) self.enemie_x, self.enemie_y = 100, 400 self.enemie_taille = [88, 60] self.image_enemie = pygame.image.load('knight.png') self.enemie = Enemie(self.enemie_x, self.enemie_y, self.enemie_taille) self.image_arriere_plan = pygame.image.load( 'PC Computer - RPG Maker VX Ace - Battle Background Overlays 33.png' ) self.arriere_plan_rect = [34, 34, 574, 214] self.image_ciel_bleu = self.image_arriere_plan.subsurface( self.arriere_plan_rect) self.image_ciel_bleu = pygame.transform.scale(self.image_ciel_bleu, (1100, 600)) self.image_sol_plat = pygame.image.load( 'Game Boy Advance - Sonic Advance - Background Elements 1.gif') self.image_sol_rect = [542, 3693, 373, 117] self.image_sol = self.image_sol_plat.subsurface(self.image_sol_rect) self.image_sol = pygame.transform.scale(self.image_sol, (1100, 170)) self.image_plat_rect = [535, 3689, 379, 123] self.image_plat = self.image_sol_plat.subsurface(self.image_plat_rect) self.image_plat = pygame.transform.scale(self.image_plat, (300, 50)) self.sol = Sol(self.image_sol) self.gravite = (0, 10) self.resistance = (0, 0) self.rect = pygame.Rect(0, 0, 1100, 600) self.collision_sol = False self.horloge = pygame.time.Clock() self.fps = 30 self.projectile_groupe = Group() self.t1, self.t2 = 0, 0 self.delta_temps = 0 self.image_joueur = pygame.image.load( 'WonderSwan WSC - RockmanEXE WS - MegaManEXE Heat Style.png') self.image_joueur_rect = pygame.Rect(124, 453, 8, 8) self.image_boule_de_feu = self.image_joueur.subsurface( self.image_joueur_rect) self.plateforme_groupe = Group() self.plateforme_liste_rect = [ pygame.Rect(0, 300, 300, 50), pygame.Rect(800, 300, 300, 50), pygame.Rect(400, 150, 300, 50) ] self.slash_groupe = Group() self.slash_image_rect = pygame.Rect(108, 232, 24, 43) self.image_slash = self.image_enemie.subsurface(self.slash_image_rect) self.image_slash = pygame.transform.scale(self.image_slash, (30, 30))
def __init__(self, shotlabel=None, mode=None): sys.dont_write_bytecode = True # Create shotlabel as an attribute of plasma class self.shotlabel = shotlabel self.inp = ReadInfile(self.shotlabel) self.core = Core(self.inp) if mode == 'coreonly': pass if mode == 'coreandsol': self.sol = Sol(self.inp, self.core) elif mode == 'thermaliol': self.iol = IOL(self.inp, self.core) elif mode == 'fulliol': self.iol = IOL(self.inp, self.core) elif mode == 'imp': self.imp = ImpRad(core=self.core) elif mode == 'ntrls': self.ntrl = Neutrals(self.inp, self.core) elif mode == 'ntrlsandiol': self.nbi = BeamDeposition(self.inp, self.core) self.iol = IOL(self.inp, self.core) self.ntrl = Neutrals(self.inp, self.core) elif mode == 'nbi': self.nbi = BeamDeposition(self.inp, self.core) elif mode == 'marfe_denlim': self.nbi = BeamDeposition(self.inp, self.core) self.ntrl = Neutrals(self.inp, self.core) self.imp = ImpRad(core=self.core) self.dl = DensityLimit(self.core, self.nbi) self.mar = Marfe(core=self.core) elif mode == 'marfe': self.nbi = BeamDeposition(self.inp, self.core) self.ntrl = Neutrals(self.inp, self.core) self.imp = ImpRad(core=self.core) self.mar = Marfe(core=self.core) elif mode == 'allthethings': self.nbi = BeamDeposition(self.inp, self.core) self.iol = IOL(self.inp, self.core) self.ntrl = Neutrals(self.inp, self.core) self.imp = ImpRad(core=self.core) self.dl = DensityLimit(self.inp, self.core, self.nbi, self.imp, self.ntrl) self.mar = Marfe(self.inp, self.core, self.imp) elif mode == 'radialtrans': self.iol = IOL(self.inp, self.core) self.nbi = BeamDeposition(self.inp, self.core) self.ntrl = Neutrals(self.inp, self.core) # self.imp = ImpRad(z=None, core=self.core) self.rtrans = RadialTransport(self.inp, self.core, self.iol, self.nbi)
def __init__(self, planetas, dia=0): """ Parametros ---------- planetas: arreglo de 3 planetas (planeta1, planeta2, planeta3) dia: dia actual """ self._clima = Clima() self._sol = Sol() self._dia = dia if len(planetas) != SistemaSolar.CANT_PLANETAS: raise ValueError("El sistema debe tener %s planetas") self._planetas = planetas
def __init__(self, player): self.races = {} self.races["Elders"] = Race("Elders", None, "E", colorama.Fore.LIGHTWHITE_EX) self.races["Humans"] = Race("Human", None, "H", colorama.Fore.WHITE) self.races["Rindhalu"] = Race("Rindhalu", None, "R", colorama.Fore.GREEN) self.races["Jeraptha"] = Race("Jeraptha", self.races["Rindhalu"], "J", colorama.Fore.BLUE) self.races["Ruhar"] = Race("Ruhar", self.races["Jeraptha"], "R", colorama.Fore.LIGHTCYAN_EX) self.races["Maxolhx"] = Race("Maxolhx", None, "M", colorama.Fore.LIGHTMAGENTA_EX) self.races["Thuranin"] = Race("Thuranin", self.races["Maxolhx"], "T", colorama.Fore.MAGENTA) self.races["Kristang"] = Race("Kristang", self.races["Thuranin"], "K", colorama.Fore.YELLOW) self.races["Bosphuraq"] = Race("Bosphuraq", self.races["Maxolhx"], "B", colorama.Fore.RED) self.races["Wurgalan"] = Race("Wurgalan", self.races["Bosphuraq"], "W", colorama.Fore.LIGHTYELLOW_EX) self.news = {} self.news["global"] = [] self._star_names = StarNamesStack() self.stars = [] for n in range(len(self._star_names.names)): star = Star(random.randrange(config.world_width), random.randrange(config.world_height), self._star_names.pop(), self.get_random_owner_race()) self.stars.append(star) self.news[star.name] = [] self._scatter_stars() self._scatter_stars() sol = Sol(self, player.world_x, player.world_y) self.stars.append(sol) player.star = sol for b in sol.bodies: if b.name == 'Planet Earth (Medium Terran)': player.system_x = b.body_x player.system_y = b.body_y player.body = b break self.fleets = [] self.spawn_fleets() self.spawn_investigator_fleet()
def __init__(self): self.ecran = pygame.display.set_mode((1100, 600)) pygame.display.set_caption('Jeu Combat') self.jeu_encours = True self.joueur_x, self.joueur_y = 700, 200 self.joueur_vitesse_x = 0 self.joueur_taille = [32, 64] self.joueur = Joueur(self.joueur_x, self.joueur_y, self.joueur_taille) self.sol = Sol() self.gravite = (0, 10) self.resistance = (0, 0) self.clock = pygame.time.Clock() self.fps = 30 self.rect = pygame.Rect(0, 0, 1100, 600) self.collision_sol = False
def __init__(self): #chargement joueur self.player = Player() #chargement enemy self.enemy = Enemy() #chargement sol self.sol = Sol() #chargement effects self.effects = Effects() #chargement plateforme self.plateforme = Plateforme() #chargement sonore self.sonore = Sonore() #définir pressed self.pressed = {} #touches actionnées par le joueur #création gravité self.gravite = 3 self.resistance = 0
#charger images arriere plan background=pygame.image.load('assets/bg2.png').convert() bgOver=pygame.image.load('assets/bg1.png').convert_alpha() maison=pygame.image.load('assets/bg3.png').convert_alpha() #chargement classe Player(), etc... player = Player() #chargement jeu game = Game() #chargement sol sol = Sol() #Plateforme plateforme = Plateforme() #chargement enemy enemy = Enemy() #chargement effets effects = Effects() #chargement sonor sonore = Sonore() font=pygame.font.Font(None, 50) #PV Joueur PV = 10 music_1PV = False PV_im = pygame.image.load('assets/PV.png').convert_alpha()