示例#1
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文件: mundo.py 项目: fnadalt/mundo
 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
示例#2
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    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))
示例#3
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    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)
示例#4
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 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
示例#5
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    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()
示例#6
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    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
示例#7
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 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
示例#8
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#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()