def main(): L = [] while True: menu() s = input("请选择:") if s == '1': L += input_student() elif s == '2': output_student(L) elif s == '3': change_student(L) elif s == '4': delete_student(L) elif s == '5': scoreHighToLow(L) elif s == '6': scoreLowToHigh(L) elif s == '7': ageOldToYoung(L) elif s == '8': ageYoungToOld(L) elif s == '9': student_info_save(L) elif s == '10': student_info_read() else: break
def main(): while True: menu() cmd = input("请输入命令:") if cmd not in ['1', '2', '3', '4', '5', '6', '7', '8'] or not cmd: print("输入命令错误,请重新输入") else: if cmd == "1": scode1(cmd) elif cmd == "2": scode2(cmd) elif cmd == "3": scode3(cmd) elif cmd == "4": scode4(cmd) elif cmd == "5": scode5(cmd) elif cmd == "6": scode6(cmd) elif cmd == "7": scode7(cmd) elif cmd == "8": data = input("是否退出系统,Y/N") if data == 'Y': print("退出系统") return elif data == 'N': continue
def main(): try: with open("reminders.json") as f: reminders = json.load(f) except FileNotFoundError: reminders = [] while True: menu() choice = get_int("Choose from menu: ") if choice == 1: reminder = input("Type reminder: ") reminders.append(reminder) with open("reminders.json", "w") as f: json.dump(reminders, f) elif choice == 2: reminder_index = get_int("Give index of the reminder: ") - 1 reminders.pop(reminder_index) with open("reminders.json", "w") as f: json.dump(reminders, f) elif choice == 3: for i in range(len(reminders)): print(f"{i+1}. {reminders[i]}") elif choice == 4: print("Bye!") break
def move_brush(): global gui_on global select_column global select_row global c press = pygame.key.get_pressed() if press[K_w] == 1: Brush.move(0,-3) if press[K_a] == 1: Brush.move(-3,0) if press[K_s] == 1: Brush.move(0,3) if press[K_d] == 1: Brush.move(3,0) if press[K_MINUS] or press[K_KP_MINUS] == 1: Brush.size(-3,-3) if press[K_EQUALS] or press[K_PLUS] or press[K_KP_PLUS] == 1: Brush.size(3,3) if press[K_c] == 1: pygame.mouse.set_visible(1) select_column = 70 select_row = 75 menu() Brush.change_colors() pygame.mouse.set_visible(0)
def main(): L = [] f = Student() while True: menu() s = input("请选择:") if s == '1': L = f.input_student() f.set_L(L) elif s == '2': f.output_student() elif s == '3': f.change_student() elif s == '4': f.delete_student() elif s == '5': f.scoreHighToLow() elif s == '6': f.scoreLowToHigh() elif s == '7': f.ageOldToYoung() elif s == '8': f.ageYoungToOld() elif s == '9': f.student_info_save() elif s == '10': f.student_info_read() else: break
def move_brush(): global gui_on global select_column global select_row global c press = pygame.key.get_pressed() if press[K_w] == 1: Brush.move(0, -3) if press[K_a] == 1: Brush.move(-3, 0) if press[K_s] == 1: Brush.move(0, 3) if press[K_d] == 1: Brush.move(3, 0) if press[K_MINUS] or press[K_KP_MINUS] == 1: Brush.size(-3, -3) if press[K_EQUALS] or press[K_PLUS] or press[K_KP_PLUS] == 1: Brush.size(3, 3) if press[K_c] == 1: pygame.mouse.set_visible(1) select_column = 70 select_row = 75 menu() Brush.change_colors() pygame.mouse.set_visible(0)
def get_client_id(message, tekUser): Found = 0 tekUser.Cards = [] url = 'http://185.80.232.179:8090/FB570E97-40C5-4690-9037-94E20BC0BC88/dcard?dcardcode=' + tekUser.phone_nuber # print(url) res = requests.get(url) filename = pth + str(tekUser.chat_id) + '.xml' f = open(filename, 'w') f.write(res.text) f.close() tree = ET.parse(filename) root = tree.getroot() ErrorCode = root[0][0].text print('ErrorCode = ', ErrorCode) if ErrorCode != '0': print('Неизвестный номер телефона') tekUser.Last_message = bot.send_message(message.from_user.id, 'В базі даних не знайдено жодного запису, Такого номера телефону немає.') else: for child in root: if child.tag == 'Results': for child1 in child: if child1.tag == 'ResultQuery': Found = 1 s = [] for child2 in child1: if child2.tag == 'DCARDID': s.append(child2.text) if child2.tag == 'CLNTID': s.append(child2.text) if child2.tag == 'DCARDCODE': s.append(child2.text) if child2.tag == 'LOCKED': s.append(child2.text) if s[3] == '0': print(s[2],len(s[2])) if len(s[2]) == 13: tekUser.Cards.append(s) # s = tekUser.Cards[0] # print(s[2]) if Found == 1: if len(tekUser.Cards) > 1: s = tekUser.Cards[0] tekUser.client_id = s[1] ChoiseCard(message, tekUser) else: s = tekUser.Cards[0] tekUser.karta_id = s[0] tekUser.client_id = s[1] tekUser.karta = s[2] get_client(message, tekUser) AfterAvtor(message, tekUser) else: print('Неизвестный номер телефона') tekUser.Last_message = bot.send_message(message.from_user.id, 'В базі даних не знайдено жодного запису, Такого номера телефону немає.') menu(message, tekUser)
def wronans(message, tekUser): if tekUser == -1: Kepper.NewChat(message.chat.id) tekUser = Kepper.find(message) tekUser.Last_message = bot.send_message(message.from_user.id, 'Не той код. Авторизація не пройдена') tekUser.enter_sms = 0 tekUser.enter_mode = 0 menu(message, tekUser)
def main(scr): neophyte.default_color() m = menu("menu1", ["Yes", "No"]) y = menu("menu2" ,["Either", "Or"]) m.display(scr) y.display(scr) scr.curse.getkey() m.hide(scr) scr.curse.getkey()
def main(): # getAllStats() menu() players = gatherPlayers() name = input('Enter the full name of the player you want stats on:') careerStats(name, players)
def go_to_game(): ans_human = menu('Введите кол-во игроков (людей)', ['1. 1-игрок', '2. 2-игрока', '0. Без людей'], ['1', '2', '0']) ans_computer = menu('Введите кол-во игроков (компьютеров)', ['1. 1-игрок', '2. 2-игрока', '0. Без компьютеров'], ['1', '2', '0']) if int(ans_human) + int(ans_computer) == 0: print('Нужен хотя-бы один игрок, хоть сам с собой') return game(int(ans_human), int(ans_computer))
def main(): modes = ["user", "automatic"] mode = menu(modes, "Method of gathering data:", "Choose a data gathering method: ") labels = ["attentive", "inattentive"] label_idx = menu(labels, "Label:", "Enter the label you would like to add data for: ") label = labels[label_idx] print(f"Capturing data for label: {label}") if mode == 0: capture(label) else: auto_capture(label)
def menu(): menu = {} menu['1'] = "Easy level with 7 lives" menu['2'] = "Medium level with 5 lives" menu['3'] = "Hard level with 3 lives" menu['4'] = "Exit" while True: options = menu.keys() options.sort() for entry in options: print(entry, menu[entry]) selection = raw_input("Please Select:") if selection == '1': print("Selected: easy level with 7 lives!") elif selection == '2': print("Selected: medium level with 5 lives!") elif selection == '3': print("Selected: hard level with 3 lives!") elif selection == '4': break else: print("Unknown Option Selected!") return menu()
def main(): logging.basicConfig( datefmt="%Y-%m-%dT%H:%M:%S", format='%(asctime)s+%(msecs)03d %(name)s %(levelname)s: %(message)s', level=logging.INFO) # Assure py3 assure_py3() # Get the cli params cli_params = menu() if cli_params.manual: print(open('README.md').read()) # Interface interface = { "inventory": cli_params.inventory, "output": cli_params.output, #"plot": cli_params.inventory.replace(".", "_plot."), } # declare meta list to log the program progress logging.info("cli_params " + str(cli_params)) logging.info("interface " + str(interface)) #if cli_params.net: # tnet.main(inventory_jl=interface["inventory"], network_jl=interface["network"], pvs_jl=interface["pvs"]) yaml2xml.main(in_yl=interface["inventory"], out_xl=interface["output"])
def main(): # quantidade de atendentes da simulação atendentes = 2 # salvar as opções do usuário tec_distr = {} ts_distr = {} # menu que apresenta as opções tec_nome, tec_valor, ts_nome, ts_valor, limite_fila = menu() # distribuição do tec e ts tec_distr[tec_nome] = tec_valor ts_distr[ts_nome] = ts_valor resultado_simulacao = realiza_simulacao(atendentes, tec_distr, ts_distr, limite_fila) resultado_simulacao[["Cliente", "Atendente" ]] = resultado_simulacao[["Cliente", "Atendente"]].astype(int) print(resultado_simulacao.to_string(index=False)) # relatório das estatísticas print("\nNúmero Médio de Entidades nas Filas:", entidades_fila(resultado_simulacao)) print("Tempo Médio de uma Entidade na Fila:", tempo_fila(resultado_simulacao)) print("Tempo Médio no Sistema:", tempo_sistema(resultado_simulacao)) medias = ocupacao_servidores(resultado_simulacao, atendentes) for atendente, media in enumerate(medias): print(f"Taxa Média de Ocupação do Servidor {atendente+1}:", media)
def setUp(self): db.delete('MenuItems', where='1=1') self.input_mock = MagicMock() self.winput = patch('web.input') self.config_mock = MagicMock() self.config = patch('web.config', new=self.config_mock) self.config_mock._session.roleid = 1 self.menued = menu()
def main(): difficulty = menu() board = create_board(difficulty) print_board(board) result = 1 while result != 0: win = 0 board, message = user_insert(board) print_board(board, message) result = check_win(board, win)
def main(sc): sc.nodelay(1) curses.curs_set(0) while True: men1 = menu(3,3, ["Fitxategia", "Belle la France", "Aux Chiottes"]) sc.refresh() men1.refresh() if sc.getch() == ord('q'): break time.sleep(1)
def main(): #création des objets p = Partie() pl = Plateau() m = menu() #définition du choix à 0 choix = 0 #Tant que le choix n'est pas de lancer une partie while choix != 1: m.affichage_main_menu() #On affiche le menu choix = m.user_choix() #On demande à l'utilisateur son choix if choix == 2: #Si son choix est de changer la taille pl.dimenssion = m.taille() #On lui demande la taille qu'il veut elif choix == 3: #Si son choix est de changer le nombre de joueurs p.nbr_joueurs = m.nbr_joueur() #On lui demande le nombre de joueurs elif choix == 4: #Si il veut connaitre les règles webbrowser.open("http://www.ffothello.org/othello/regles-du-jeu/") #On le redirige vers la page officiel avec les règles print("") #saut de ligne #Une fois qu'il à lancer une partie on initialise la partie p.tab = pl.initialisation(nbr_joueurs=p.nbr_joueurs) #tant que la fin de partie n'est vérifié while pl.test(p.tab) == 0: p.joueurs() #On définie qui joue if pl.joueur_eliminer(p.tour, p.nbr_joueurs) == 0 : #Si le joueur n'est pas éliminé pl.affiche(p.tab, pl.dimenssion) #On affiche le plateau de jeu print("C'est à", p.joueurs_du_tour[0], "de jouer !") #On affiche le nom du joueur qui doit jouer a = p.coup() #On lui demande ou il veux jouer if a[0] != "": #Si l'utilisateur rentre autre chose que entrer(qui sert a sauté le tour) if p.validite_case(a, p.tab) == 0: #Si la case est vide possibilite, valid_dir_lg, valid_dir_cl = p.validite_pos(a, p.tab) #On récupère les variables de la methode validite_pos if possibilite >= 1: #Si on a au moins une possibilité de retourner un ou plusieurs pions p.ajout_pion(a, p.tab) #On ajoute son pion p.inversement(p.tab, a, valid_dir_lg, valid_dir_cl) #On retourne les pions encadrés p.tour += 1 #On passe au tour suivant else: #Sinon print("Merci de choisir un emplacement correct") #On lui demande de choisir une position correcte else: #Sinon print("Cette emplacement est déjà pris !") #On lui dis que la case est deja occupé else: p.tour += 1 #Sinon on saute son tour else: #Sinon on saute son tour p.tour +=1 #Quand la partie prend fin on affiche le tableau final pl.affiche(p.tab,pl.dimenssion)
def select(self): file_name = self.file_name.get() if file_name == "academy.py": academy(self) if file_name == "basicCalc.py": basicCalc(self) if file_name == "click_counter.py": click_counter(self) if file_name == "calendar.py": calendar(self) if file_name == "color_changer.py": color_changer(self) if file_name == "color_quiz.py": color(self) if file_name == "disney_princess.py": disney_princess(self) if file_name == "font_change.py": font_change(self) if file_name == "hogwarts_house.py": hogwarts(self) if file_name == "mad_lib.py": madlib(self) if file_name == "mean_median.py": mean_median(self) if file_name == "meme_gen.py": meme_gen(self) if file_name == "menu.py": menu(self) if file_name == "Periodic_table.py": Periodic_table(self) if file_name == "rand_num_gen.py": rand_num_gen(self) if file_name == "spiritAnimal.py": spiritAnimal(self) if file_name == "surprise.py": surprise(self) if file_name == "third_grade_quiz.py": third_grade_quiz(self) if file_name == "wallet.py": wallet(self)
def menu(): import menu nombre= str(input("Ingrese el nombre de la gramatica o AFD\n ")) op = 0 while op != 4: print("=========================================================") print("=\t\t 1. Ver Detalles\t\t\t=") print("=\t\t 2. Reporte general \t\t\t=") print("=\t\t 3. Menu Principal\t\t\t=") print("=========================================================") op = str(input("Elige una opcion:\n")) if op == '1' : detalles(nombre) break elif op == '2' : graph.Pdf() break elif op == '3': menu.prueba() else: menu()
def login_verificar(): username1 = user_verificar.get() password1 = pass_virificar.get() username_entry1.delete(0, END) password_entry1.delete(0, END) list_of_files = os.listdir( ) # este es el algoritmo para verificar que no se repita el log if username1 in list_of_files: file1 = open(username1, "r") verify = file1.read().splitlines() if password1 in verify: # login_sucess() menu() # screen.place_forget() screen2.destroy() # menu.focus_set() # menu.grab_set() # # menu.menu.wait_window(menu) else: pass_no_reconocido() else: user_no_encontrado()
def main(): class Error(Exception): pass class NotFound(Error): pass scene = "menu" scores = getHighScores() joysticks = [] for i in range(pygame.joystick.get_count()): joysticks.append(pygame.joystick.Joystick(i)) joysticks[-1].init() joystick_control = False #screen = pygame.display.set_mode((1300,700)) resolution = pygame.display.Info() screen = pygame.display.set_mode( (resolution.current_w, resolution.current_h), pygame.FULLSCREEN) #intro(screen) while scene != "Exit": try: if scene == "Exit": pass elif scene == "menu": scene = menu(screen, joysticks, joystick_control) elif scene == "High Scores": scene = scoreboards(screen, scores, joysticks, joystick_control) elif scene == "Arcade": score = arcade(screen, joysticks, joystick_control) if score > scores[-1][0]: name = keyboard(screen, joysticks, joystick_control) scores[-1] = [score, name] scores.sort(reverse=True) screen.fill((0, 0, 0)) scene = restart(screen, joysticks, joystick_control, score) else: raise NotFound except NotFound: scene = Error404(screen, joysticks) saveHighScores(scores) pygame.display.quit()
def main(): logging.basicConfig(format='%(asctime)s - %(message)s', level=logging.INFO) # Assure py3 assure_py3() # Check epics logging.info("libca " + str(epics.ca.find_libca())) # tn os.environ["EPICS_CA_ADDR_LIST"] = "10.0.16.85" # lab # os.environ["EPICS_CA_ADDR_LIST"] = "10.0.16.92" os.environ["EPICS_CA_AUTO_ADDR_LIST"] = "NO" logging.info("EPICS_CA_ADDR_LIST" + " " + os.environ['EPICS_CA_ADDR_LIST']) logging.info("EPICS_CA_AUTO_ADDR_LIST" + " " + os.environ['EPICS_CA_AUTO_ADDR_LIST']) # Get the cli params cli_params = menu() if cli_params.manual: print(open('README.md').read()) # Interface interface = { "inventory": cli_params.inventory, "network": cli_params.inventory.replace(".", "_net."), "plot": cli_params.inventory.replace(".", "_plot."), "limits": "inventory/limits.json", "pvs": cli_params.pvs, "errors": cli_params.inventory.replace(".", "_err.") } if cli_params.dev: for el in interface: interface[el] = interface[el].replace(".", "_dev.") # declare meta list to log the program progress logging.info("cli_params " + str(cli_params)) logging.info("interface " + str(interface)) if cli_params.net: tnet.main(inventory_jl=interface["inventory"], network_jl=interface["network"], pvs_jl=interface["pvs"]) if cli_params.plot: tplot.main(network_jl=interface["network"], plot_jl=interface["plot"]) if cli_params.check: tcheck.main(network_jl=interface["network"], limits_jl=interface["limits"], output_jl=interface["errors"])
def guessTheNumber(): choix = menu() choix = int(choix) if choix == 1: nbAdeviner = random.randint(0, 100) jeu(demande_saisie_nb_mystere(1),nbAdeviner,0,100) elif choix == 2: nbAdeviner = random.randint(0, 1000) jeu(demande_saisie_nb_mystere(2),nbAdeviner,0,1000) elif choix == 3: nbAdeviner = random.randint(0, 1000000) jeu(demande_saisie_nb_mystere(3),nbAdeviner,0,1000000) else: nbAdeviner = random.randint(0, 1000000000000) jeu(demande_saisie_nb_mystere(4),nbAdeviner,0,1000000000000)
def main(mode, report, fullscreen): if report: print "initializing" if mode == 2: level = "levels/level" framerate = 60 pygame.time.set_timer(pygame.VIDEOEXPOSE, 1000 / framerate) screen = pygame.display.set_mode((screen_width, screen_height)) if fullscreen: pygame.display.toggle_fullscreen() while mode != -1: if mode == 0: mode, level = menu(screen) elif mode == 1: mode = play(screen, level, report) elif mode == 2: play(screen, level, report) return
def multiplayer(self): self.perso.reset() self.partie = ["Multi", 0] self.perso.map = 0 const.runned = True const.input = [] const.output == "" const.host = ask(self, "Enter the IP of the server :").lower() thread=threading.Thread(target=client.connect) const.input.append("co_perso;"+self.perso.get_char(";")) const.input_udp = "set_adr_udp;"+self.perso.nom thread.start() tps_connect = 0 cmd = 1 while const.output == "": tps_connect +=1 if const.output != "Connected": cmd = menu(self, const.output, ["Ok"]) const.output = "" else: const.output = "" const.input.append("get_inv") const.input.append("get_mobs") while const.output == "": tps_connect +=1 self.perso.inv.empty() self.perso.inv.load(const.output) const.output = "" const.input.append("get_welcome") while not cmd in [5,0]: const.input.append("set_map;"+str(self.partie[1])) const.input.append("get_map;"+str(self.partie[1])) const.input.append("get_last_event_map;"+str(self.partie[1])) const.input.append("get_last_event") while const.map == []: tps_connect +=1 cmd = jeu(self, const.map, self.perso) const.map = [] self.partie[1] = self.perso.map const.runned = False const.mobs = True return cmd
def InputSenha(self): login_us = self.usuario_entrada.text() senhaUs = self.senha_entrada.text() verificador = False conexao = sqlite3.connect('eh.db') cursor = conexao.cursor() cursor.execute('SELECT nome FROM usuarios WHERE nome="%s" ' %login_us ) resultado1 = cursor.fetchone() ''' x = print('Resultado da busca: %s' %resultado1) y = print('Nome usuario: %s' % login_us) #print('Senha usuario: %s' % senhaUs) if x == y : print('resultado dos nomes iguais') else: print('Resultado dos nomes diferentes ') cursor.execute('SELECT senha FROM usuarios WHERE senha="%s" ' %senhaUs) resultado2 = cursor.fetchone() w = print('Resultado da senha: %s' %resultado2) z = print('Senha campo: %s' %senhaUs) if w == z: print('Senhas iguais') else: print('Senhas diferentes') ''' ui = menu() ui.setupUi(MainWindow)
def InputSenha(self): login_us = self.usuario_entrada.text() senhaUs = self.senha_entrada.text() verificador = False conexao = sqlite3.connect('eh.db') cursor = conexao.cursor() cursor.execute('SELECT nome FROM usuarios WHERE nome="%s" ' % login_us) resultado1 = cursor.fetchone() ''' x = print('Resultado da busca: %s' %resultado1) y = print('Nome usuario: %s' % login_us) #print('Senha usuario: %s' % senhaUs) if x == y : print('resultado dos nomes iguais') else: print('Resultado dos nomes diferentes ') cursor.execute('SELECT senha FROM usuarios WHERE senha="%s" ' %senhaUs) resultado2 = cursor.fetchone() w = print('Resultado da senha: %s' %resultado2) z = print('Senha campo: %s' %senhaUs) if w == z: print('Senhas iguais') else: print('Senhas diferentes') ''' ui = menu() ui.setupUi(MainWindow)
def screen_main(self, menu_list, title): success = True try: #Begin GUI self.stdscr = curses.initscr() self.height = self.stdscr.getmaxyx()[0] self.width = self.stdscr.getmaxyx()[1] curses.noecho() curses.cbreak() self.stdscr.keypad(1) color = color_t() color.init_color() self.stdscr.nodelay(0) #Draw background self.stdscr.bkgd(' ', color.get_color(0, color_t.BLUE)) curses.curs_set(0) e = encoder() self.stdscr.addstr( 0, 0, e.convert(title), color.get_color(color_t.WHITE, color_t.BLUE) | curses.A_BOLD) self.update() #Create menu window m = menu(self, title) m.show_menu(menu_list) except: success = False finally: #End GUI self.stdscr.keypad(0) curses.echo() curses.nocbreak() curses.endwin() if not success: traceback.print_exc()
def nouvelle_partie(self, nom): partie = [nom, 0, 0] self.perso.inv.empty() self.perso.inv.add(Item(1,1)) # Copie map std i = 0 while True: if not os.path.isdir("data/save/"): os.mkdir("data/save/") if not os.path.isdir("data/save/"+nom+"/"): os.mkdir("data/save/"+nom+"/") break elif menu(self, "Warning : Erase existing game ?", ["Yes", "No"]) == 1: for entry in os.listdir("data/save/"+nom+"/"): os.remove("data/save/"+nom+"/"+entry) os.rmdir("data/save/"+nom+"/") os.mkdir("data/save/"+nom+"/") break else: nom = ask(self, "New Game] Game's name : ") while open_map("map/std/map"+str(i)) != []: save_map("save/"+nom+"/map"+str(i),open_map("map/std/map"+str(i))) i = i+1 # Génération sous-sol save_map("save/"+nom+"/map-1", self.gen_map(-1)) # Fichier global file = open("data/save/"+nom+"/"+nom, "w") file.write("map=0\nid=0\n") file.close() cine(self, 1) return partie
def screen_main(self,menu_list,title): success = True try: #Begin GUI self.stdscr = curses.initscr() self.height = self.stdscr.getmaxyx()[0] self.width = self.stdscr.getmaxyx()[1] curses.noecho() curses.cbreak() self.stdscr.keypad(1) color = color_t() color.init_color() self.stdscr.nodelay(0) #Draw background self.stdscr.bkgd(' ',color.get_color(0,color_t.BLUE)) curses.curs_set(0) e = encoder() self.stdscr.addstr(0,0,e.convert(title), color.get_color(color_t.WHITE,color_t.BLUE) | curses.A_BOLD) self.update() #Create menu window m = menu(self,title) m.show_menu(menu_list) except: success = False finally: #End GUI self.stdscr.keypad(0) curses.echo() curses.nocbreak() curses.endwin() if not success: traceback.print_exc()
def image_edit(filename, quick="N", image_path="pictures/"): image_file = Image.open(image_path + "downloaded/" + filename) if image_file.width > settings.img_final_sizes[0]\ or image_file.height > settings.img_final_sizes[1]: image_file.thumbnail(settings.img_final_sizes) image_file.save(image_path + filename, "PNG") image_file.close() print("Image has been edited") if quick != "Y": delete_dowloaded = input("Delete downloaded file (Y/N): ") if delete_dowloaded == "y": os.remove(image_path + "downloaded/" + filename) print("Downloaded file deleted") next_step = input("Next to outline (Y/N): ") if next_step == "y": return image_outline(filename) else: return menu.menu() else: os.remove(image_path + "downloaded/" + filename) print("Downloaded file deleted") return image_outline(filename, quick="Y") return menu()
from game import * from menu import * def go_to_game(): ans_human = menu('Введите кол-во игроков (людей)', ['1. 1-игрок', '2. 2-игрока', '0. Без людей'], ['1', '2', '0']) ans_computer = menu('Введите кол-во игроков (компьютеров)', ['1. 1-игрок', '2. 2-игрока', '0. Без компьютеров'], ['1', '2', '0']) if int(ans_human) + int(ans_computer) == 0: print('Нужен хотя-бы один игрок, хоть сам с собой') return game(int(ans_human), int(ans_computer)) while True: print('***', "ИГРА ЛОТО", '***') ans = menu('ГЛАВНОЕ МЕНЮ', ['1. Начать игру', '0. Выход'], ['1', '0']) if ans == '1': go_to_game() elif ans == '0': break
def main(): pygame.init() pygame.display.set_caption('Super Mario Bros.') pygame.display.set_icon(pygame.image.load(os.path.join('data', 'icon.gif'))) screen = pygame.display.set_mode(SCREENRECT.size, HWSURFACE|HWPALETTE|DOUBLEBUF) pygame.mouse.set_visible(0) font = BitmapFont("BMP font.bmp",8,9,"0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ.,-?! ") background = load_background('Overworld Background.png') nintendo_logo = load_image('Nintendo Logo.png') lives_icon = load_image('Lives Icon.png') castle = load_tile('Castle.png') castle2 = load_tile('Castle Right Half.png') coin_imgs = [] coin_imgs.append(load_image('Coin 1.png')) coin_imgs.append(load_image('Coin 2.png')) coin_imgs.append(load_image('Coin 3.png')) coin_imgs.append(load_image('Coin 4.png')) Player.containers = playerlayer Player.sprites = sprites Player.platforms = platforms Player.platforms3 = platforms3 PlayerWin.containers = outerlayer, sprites PlayerWin.platforms = allplatforms PlayerWin.flags = flags PlayerDie.containers = outerlayer, sprites Ground.containers = middlelayer, sprites, topplatforms, platforms, allplatforms Object.containers = middlelayer, sprites, platforms, allplatforms Object2.containers = middlelayer, sprites, middleplatforms, allplatforms Object3.containers = middlelayer, sprites, platforms2, allplatforms Object4.containers = middlelayer, sprites, platforms3, allplatforms Scenery.containers = innerlayer, sprites QuestionBlock.containers = middlelayer, sprites, questionblocks, platforms, allplatforms Goomba.containers = outerlayer, sprites, goombas Goomba.platforms = allplatforms Goomba.dirpoints = dirpoints Koopa.containers = middlelayer, sprites, koopas Koopa.platforms = allplatforms Koopa.dirpoints = dirpoints Goombadie.containers = middlelayer, sprites BaddieSpawnPoint.containers = innerlayer, sprites BaddieBoundary.containers = sprites, dirpoints Mushroom.containers = outerlayer, sprites, mushrooms Mushroom.platforms = allplatforms CoinUp.containers = middlelayer, sprites Flag.containers = middlelayer, sprites, flags Flag.platforms = allplatforms BrickParticle.containers = outerlayer, sprites Koopashell.containers = middlelayer, sprites, shells Koopashell.platforms = allplatforms FireFlower.containers = innerlayer, sprites, fireflowers FireFlower.platforms = allplatforms Fireball.containers = middlelayer, sprites, fireballs Fireball.platforms = allplatforms Rotodisk.containers = outerlayer, rotodisks, sprites clock = pygame.time.Clock() coin_img = coin_imgs[FRAME/4%4] player = Player(NAME, '') die = PlayerDie(player) win = PlayerWin(player) global LEVEL, SCORE, LIVES, TIME, WORLD, STATE, DEAD, COINS, FRAME, BG, FULLSCREEN, NAME, LEVEL_UP,joyLeft,joyRight STATE = 1 clouds = [] clouds.append(Cloud('Cloud Medium.png')) clouds.append(Cloud('Cloud Small.png')) clouds.append(Cloud('Cloud Large.png')) clouds.append(Cloud('Cloud Medium.png')) clouds.append(Cloud('Cloud Small.png')) clouds.append(Cloud('Cloud Small.png')) clouds.append(Cloud('Cloud Medium.png')) highscore = int(open(highscore_f).read()) the_level = load_level(LEVEL) music = load_music('World 1.ogg') clearlvl(player, sprites) menu(screen, player, sprites, music) LEVEL = 1 while 1: Koopashell.player = player innerlayer.clear(screen, background) innerlayer.update() middlelayer.clear(screen, background) middlelayer.update() outerlayer.clear(screen, background) outerlayer.update() clock.tick(FPS) event = pygame.event.poll() keystate = pygame.key.get_pressed() defaultkeys1 = handle_input1() defaultkeys2 = handle_input2(keystate) if event.type == QUIT: sys.exit() if (event.type == KEYDOWN and event.key == K_ESCAPE) or (event.type == JOYBUTTONDOWN and event.button == 8): menu(screen, player, sprites, music) if ((event.type == KEYDOWN and event.key == K_z) or (event.type == JOYBUTTONDOWN and event.button == 2)) and player.jumping == False and player.alive(): player.jump_speed = player.jump_power player.jumping = True player.y -= 5 jump_sound.play() if ((event.type == KEYDOWN and event.key == K_x) or (event.type == JOYBUTTONDOWN and event.button == 7)) and player.alive() and STATE == 3: Fireball(player) player.throw_timer = 5 if event.type == JOYBUTTONUP and event.button == 3 : joyRight,joyLeft = 0,0 if event.type == JOYBUTTONUP and event.button == 0 : joyRight,joyLeft = 0,0 if event.type ==JOYBUTTONDOWN and event.button == 3: joyRight = 1 joyLeft = 0 if event.type ==JOYBUTTONDOWN and event.button == 0: joyLeft = 1 joyRight = 0 moving = joyRight - joyLeft if player.alive(): player.move(moving) screenscroll(player, sprites, moving) for c in clouds: c.xpos -= int(player.speed) if player.jump_speed > player.max_fall_speed and (keystate[K_z]): player.jump_speed -= player.keydown_fall_speed if player.jump_speed > player.max_fall_speed and not (keystate[K_z]): player.jump_speed -= player.keyup_fall_speed for questionblock in pygame.sprite.spritecollide(player, questionblocks, 0): if player.jump_speed > 0 and (player.rect.top + 18 > questionblock.rect.bottom >= player.rect.top): player.jump_speed = -1 player.y += questionblock.rect.bottom - player.rect.top if not questionblock.hit and questionblock.type == 1: COINS += 1 SCORE += 25 coin_sound.play() CoinUp(questionblock) questionblock.hit = True if not questionblock.hit and questionblock.type == 2: questionblock.hit = True if STATE == 1: Mushroom(questionblock.rect.center) else: FireFlower(questionblock.rect.center) item_sound.play() questionblock.hit = True player.jump_speed = -1 player.rect.top = questionblock.rect.bottom questionblock.image = load_tile('Empty Block.png') questionblock.bounce() for platform in platforms: if player.rect.colliderect(platform.rect): if player.jump_speed > 0 and (player.rect.top + 18 > platform.rect.bottom >= player.rect.top): if platform.hittable: platform.bounce() if STATE > 1: brick_sound.play() platform.kill() BrickParticle(platform.rect.topleft, -1, -2, 0, 2) BrickParticle(platform.rect.topright, 1, -2, 0, 2) BrickParticle(platform.rect.bottomleft, -1, 2, 0, 2) BrickParticle(platform.rect.bottomright, 1, 2, 0, 2) if platform.landable: player.topwallcheck(platform.rect) if platform.hittable: player.bottomwallcheck(platform.rect) player.sidewallcheck(platform.rect, moving) if player.speed > 0 or player.speed < 0 and \ (platform.rect.left > player.rect.left or platform.rect.right < player.rect.right): if player.rect.bottom > platform.rect.top and player.rect.top < platform.rect.bottom - 16: for c in clouds: c.xpos += int(player.speed) for platform in middleplatforms: if player.rect.colliderect(platform.rect): if platform.landable: player.topwallcheck(platform.rect) player.sidewallcheck(platform.rect, moving) if player.speed > 0 or player.speed < 0 and \ (platform.rect.left > player.rect.left or platform.rect.right < player.rect.right): if player.rect.bottom > platform.rect.top and player.rect.top < platform.rect.bottom - 16: for c in clouds: c.xpos += int(player.speed) for platform in platforms2: if player.rect.colliderect(platform.rect): if platform.landable: player.topwallcheck(platform.rect) player.sidewallcheck(platform.rect, moving) if platform.hittable: player.bottomwallcheck(platform.rect) if player.speed > 0 or player.speed < 0 and \ (platform.rect.left > player.rect.left or \ platform.rect.right < player.rect.right): if player.rect.bottom > platform.rect.top and player.rect.top < platform.rect.bottom - 16: for c in clouds: c.xpos += int(player.speed) for platform in platforms3: if player.rect.colliderect(platform.rect): if player.jump_speed < 0 and \ (player.rect.bottom - 16 < platform.rect.top <= player.rect.bottom): player.rect.bottom = platform.rect.top player.jump_speed = -platform.yspeed player.jumping = False player.sidewallcheck(platform.rect, moving) player.bottomwallcheck(platform.rect) if player.speed > 0 or player.speed < 0 and \ (platform.rect.left > player.rect.left or platform.rect.right < player.rect.right): if player.rect.bottom > platform.rect.top and player.rect.top < platform.rect.bottom - 16: for c in clouds: c.xpos += int(player.speed) if player.jump_speed < 1 and player.jumping == True: for g in pygame.sprite.spritecollide(player, goombas, 0): if player.rect.bottom >= g.rect.top + 10 and player.alive(): stomp_sound.play() player.jump_speed = 9 SCORE += 100 g.kill() Goombadie(g) for k in pygame.sprite.spritecollide(player, koopas, 0): if player.rect.bottom >= k.rect.top + 5 and player.alive(): stomp_sound.play() player.jump_speed = 9 SCORE += 100 k.kill() Koopashell(k) else: #if player.alive(): for g in pygame.sprite.spritecollide(player, goombas, 0): if STATE == 1: DEAD = True if player.alive(): LIVES -= 1 g.kill() die = PlayerDie(player) die_sound.play() music.stop() player.kill() playery = player.rect.top if not DEAD: player = Player(NAME, '') player.rect.top = playery if STATE == 2: player.transferimgs = load_images(NAME + ' stand2.png', 'Super ' + NAME + ' Stand.png') if STATE == 3: player.transferimgs = load_images(NAME + ' stand2.png', 'Fiery ' + NAME + ' Stand.png') player.transfer() pd_sound.play() if STATE == 2 or STATE == 3: STATE = 1 for r in spritecollide_pp(player, rotodisks, 0): if STATE == 1: DEAD = True if player.alive(): LIVES -= 1 die = PlayerDie(player) die_sound.play() music.stop() player.kill() playery = player.rect.top if not DEAD: player = Player(NAME, '') player.rect.top = playery if STATE == 2: player.transferimgs = load_images(NAME + ' stand2.png', 'Super ' + NAME + ' Stand.png') if STATE == 3: player.transferimgs = load_images(NAME + ' stand2.png', 'Fiery ' + NAME + ' Stand.png') player.transfer() pd_sound.play() if STATE == 2 or STATE == 3: STATE = 1 for g in pygame.sprite.groupcollide(goombas, fireballs, 1, 1): Goombadie(g) stomp_sound.play() for mushroom in pygame.sprite.spritecollide(player, mushrooms, 1): pu_sound.play() SCORE += 1000 if STATE == 1: player.kill() playery = player.rect.top player = Player(NAME, 'Super ') player.rect.top = playery - 16 player.transfer() pu_sound.play() STATE = 2 for fireflower in pygame.sprite.spritecollide(player, fireflowers, 1): pu_sound.play() SCORE += 1000 if STATE <= 2: player.kill() playery = player.rect.top player = Player(NAME, 'Fiery ') player.rect.top = playery player.transfer() pu_sound.play() STATE = 3 if pygame.sprite.spritecollide(player, flags, 0): if player.alive(): player.kill() win = PlayerWin(player) music.stop() win_music.play() for c in pygame.sprite.spritecollide(player, coins, 1): coin_sound.play() COINS += 1 for g in pygame.sprite.groupcollide(goombas, shells, 1, 0): Goombadie(g) stomp_sound.play() if LEVEL_UP == True and LEVEL > 0: clearlvl(player, sprites) DEAD = False intermission(screen, LEVEL, WORLD, LIVES, SCORE, TIME, COINS, FRAME, coin_imgs, coin_img) if STATE == 1: player = Player(NAME, '') if STATE == 2: player = Player(NAME, 'Super ') if STATE == 3: player = Player(NAME, 'Fiery ') LEVEL_UP = False the_level = load_level(LEVEL) TIME = 201 music = load_music('World %d.ogg' % the_level.world).play(-1) if not player.alive() and not die.alive() and not win.alive(): if LIVES > 0: LEVEL_UP = True screen.blit(background, (0, 0)) TIME -= 0.02 BG = the_level.world if BG == 1: screen.fill((112, 168, 255)) for c in clouds: c.draw(screen) if BG == 2: screen.fill((0, 0, 0)) if BG == 3: screen.fill((112, 168, 255)) for c in clouds: c.draw(screen) if BG == 4: screen.fill((0, 0, 0)) if TIME <= 0: if player.alive(): die = PlayerDie(player) music.stop() die_sound.play() player.kill() TIME = 0 if player.rect.top >= 520 and player.alive(): player.kill() music.stop() die_sound.play() die = PlayerDie(player) STATE = 1 LIVES -= 1 FRAME += 1 dirty = innerlayer.draw(screen) middlelayer.draw(screen) for flag in flags: screen.blit(castle, (flag.rect.right + 45, flag.rect.bottom - castle.get_height() + 32)) outerlayer.draw(screen) for flag in flags: screen.blit(castle2, (flag.rect.right + 45, flag.rect.bottom - castle.get_height() + 32)) if player.alive(): screen.blit(player.image, (player.rect[0] - 8, player.rect[1])) ren = font.render(str(NAME)) screen.blit(ren, (40, 25)) ren = font.render('%06d' % SCORE) screen.blit(ren, (40, 40)) ren = font.render('X%02d' % COINS) screen.blit(ren, (190, 40)) ren = font.render('WORLD') screen.blit(ren, (280, 25)) ren = font.render('%d-%d' % (WORLD, LEVEL)) screen.blit(ren, (295, 40)) ren = font.render('TIME') screen.blit(ren, (410, 25)) ren = font.render('%03d' % TIME) screen.blit(ren, (420, 40)) coin_img = coin_imgs[FRAME/4%4] screen.blit(coin_img, (165, 30)) if SCORE > highscore: highscore = SCORE open(highscore_f, 'w').write(str(SCORE)) Koopashell.player = player if die.life <= 1 and die.alive() and LIVES == 0: gameover.play() if not die.alive(): if LIVES <= 0: screen.fill((0, 0, 0)) ren = font.render('GAME OVER') screen.blit(ren, (SCREENRECT.centerx - ren.get_width()/2, SCREENRECT.centery - ren.get_height())) pygame.display.update(dirty) pygame.display.flip()
def setUp(self): db.delete('MenuItems', where='1=1') self.menued = menu()
from menu import * menu()
del remoteObj remoteObj = LgRemote(arduinoPort) def exitFunction(): sys.exit() def menu(): options = [("Set COM port", setComPort), ("Basic menu", mainMenu.basicMenu.open), ("Service menu", mainMenu.serviceMenu.open), ("Settings/Menu menu", mainMenu.settingsMenu.open), ("Numpad menu", mainMenu.numpadMenu.open), ("Player menu", mainMenu.playerMenu.open), ("TV menu", mainMenu.tvMenu.open), ("Misc menu", mainMenu.miscMenu.open), ("Exit", exitFunction)] mainMenu.set_options(options) if __name__ == '__main__': menu() basicMenu(mainMenu, remoteObj) serviceMenu(mainMenu, remoteObj) settingsMenu(mainMenu, remoteObj) numpadMenu(mainMenu, remoteObj) playerMenu(mainMenu, remoteObj) miscMenu(mainMenu, remoteObj) tvMenu(mainMenu, remoteObj) mainMenu.open()
#!/bin/python3 # -*-coding:Utf-8 -* from menu import * #on importe les modules de menu et jeu from game import * while True: choice = menu() #on affiche le menu et demande quoi faire if choice == 1: #option1 : on affiche les regles menuSeeRules() if choice == 2: #option2 : on lance le jeu game() if choice == 3: #option3 : on quitte le jeu MenuQuit() continue
self.marcador= str(self.valor) + " - " + str(self.valor2) cancha.display.blit(self.imagen,(self.rect)) cronometro=reloj() c = Capture() c.calibrate() persona=personaje() persona2=personaje_2() pelota=bola(100,150) clock = pygame.time.Clock() cancha=fondo() text = Text() caja1=cajas() quit = False cur=cursor(100,15) men=menu(140,40) def menu_principal(): seleccion=True while seleccion==True: for event in pygame.event.get(): pass cancha.display.fill(FONDO) valor=cur.actualizar(cancha) men.actualizar(text) if pygame.key.get_pressed()[pygame.K_RETURN]: if valor==1: juego() if valor==2: calibracion()
def editeur(app, map, nom): input = Input() fond = Element() fond.changer_image(pygame.image.load(const.path_fond1).convert()) pointeur = element.Element() pointeur.changer_image(pygame.image.load("img/pointeur.png").convert_alpha()) b_txt = [] b_txt = write(app, "()", 0, 0) w_txt = [] w_txt = write(app, "()", 0, 0, (255,255,255)) blocs = [] blocs.append(Porte(0,0)) blocs.append(Bloc(1)) blocs.append(Bloc(5)) blocs.append(Bloc(6)) blocs.append(Lava()) blocs.append(BlocDanger(4,1)) blocs.append(Torch(13)) blocs.append(Terre(7)) choix=0 while not input.quit: input.update_event(app) pointeur.move_el(-pointeur.x+input.mouse[0], -pointeur.y+input.mouse[1]) if input.key[K_ESCAPE]: input.key[K_ESCAPE] = 0 cmd = menu(app, "Edit Level", ["Save Level","Save Level as", "Load Level","Try Level", "Quit"]) if cmd == 2: nom = ask(app, "Save as :") if cmd == 2 or cmd == 1: save_map("map/custom/"+nom, map) elif cmd == 3: nom = ask(app,"Load Level] Level's name : ") map = open_map("map/custom/"+nom) cmd =1 elif cmd == 4: jeu(app, map, app.perso) elif cmd == 0: return 5 if input.mousebuttons[4]: choix-=1 if choix < 0: choix = len(blocs)-1 input.mousebuttons[4] = 0 if input.mousebuttons[5]: choix+=1 if choix > len(blocs)-1: choix = 0 input.mousebuttons[5] = 0 if input.mousebuttons[1]: input.mousebuttons[1] = 0 for i in map: if (i.x == input.get_mouse_bloc()[0] and i.y == input.get_mouse_bloc()[1]) and choix != 6: map.remove(i) bloc = copy.copy(blocs[choix]) bloc.move_el(-bloc.x+input.get_mouse_bloc()[0], -bloc.y+input.get_mouse_bloc()[1]) map.append(bloc) if input.mousebuttons[3]: input.mousebuttons[3] = 0 for i in map: if (i.x == input.get_mouse_bloc()[0] and i.y == input.get_mouse_bloc()[1]): map.remove(i) b_txt = [] b_txt = write(app, str(input.get_mouse_bloc())+"\n"+nom, 0, 0) w_txt = [] w_txt = write(app, str(input.get_mouse_bloc())+"\n"+nom, 2, 2, (255,255,255)) app.blit(fond) for i in map: app.blit(i) for i in w_txt: app.blit(i) for i in b_txt: app.blit(i) blocs[choix].move_el(-blocs[choix].x+pointeur.x+25, -blocs[choix].y+pointeur.y+25) app.blit(blocs[choix]) app.blit(pointeur) app.flip() return 0
import pygame from menu import * from intro import * from juego import * import sys ventana_info = { "ancho": 1080, "alto": 720, "titulo": "titulo del juego", "color_fondo": (10,10,10) ## casi negro } Game_over = False while Game_over == False: intro(ventana_info) menu(ventana_info) juego(ventana_info)
def run(): menu(plot3d,calculPoints(readParameters()))
def pausa(): pygame.init() #DEFINICAO DA TELA screen = pygame.display.set_mode((screen_width,screen_height), 0, 32) pygame.display.set_caption("Fire shot") #definicao da imagem de fundo fundo_pausa = pygame.image.load('imagens'+ sep +"pausa" + sep + "fundo_pausa.png") icon = pygame.image.load('imagens'+ sep +"menu" + sep + "icon.bmp") pygame.display.set_icon(icon) fundo_pausa_size = fundo_pausa.get_size() fundo_pausa_position = [150,60] #DEFINICOES DOS BOTOES DO PAUSA #definicao do botao voltar botoes_voltar = [pygame.image.load("imagens" + sep+ 'pausa'+ sep + "voltar_pausa" + str(i) + \ ".png").convert_alpha() for i in xrange(2)] botao_voltar = botoes_voltar[0] voltar_size = botao_voltar.get_size() voltar_position = (350,150) #definicao do botao menu principal botoes_menu = [pygame.image.load("imagens" + sep+ 'pausa'+ sep + "menu_principal" + str(i) + \ ".png").convert_alpha() for i in xrange(2)] botao_menu = botoes_menu[0] menu_size = botao_menu.get_size() menu_position = (330,400) while True: for event in pygame.event.get(): if event.type == QUIT: exit #Chamada das teclas pressed_keys = pygame.key.get_pressed() pressed = False #CHAMADA DA UTILIZACAO DO MOUSE mouse_position = pygame.mouse.get_pos() mouse_pressionado = pygame.mouse.get_pressed() #escolha do botao voltar if voltar_position[0] <= mouse_position[0] <= voltar_position[0] + voltar_size[0] \ and voltar_position[1] <= mouse_position[1] <= voltar_position[1] + voltar_size[1]or pressed_keys[K_v]: botao_voltar = botoes_voltar[1] if mouse_pressionado[0]: break else: botao_voltar = botoes_voltar[0] #escolha do botao menu principal if menu_position[0] <= mouse_position[0] <= menu_position[0] + menu_size[0] \ and menu_position[1] <= mouse_position[1] <= menu_position[1] + menu_size[1]or pressed_keys[K_v]: botao_menu = botoes_menu[1] if mouse_pressionado[0]: menu() else: botao_menu = botoes_menu[0] screen.blit(fundo_pausa, fundo_pausa_position) screen.blit(botao_voltar, voltar_position) screen.blit(botao_menu, menu_position) pygame.display.update()
# Load fonts fonts = { "main": loadCFont("main.png", 20, 16, 36, size=1.8), "pickups": loadCFont("pickup.png", 10, 12, 10), "ticks": loadCFont("ticks.png", 4, 17 , 8), } # Begin main loop running = True while running: # Start by playing the title screen music playMusic("titleScreenLoop.ogg", intro="titleScreenIntro.ogg") # Begin menu characterType, controls, floorSeed = menu(screen, jController, sounds,nextSong, changeSong) # Floor setup seed(floorSeed) # Define current time currTime = 0 # Define clock (mainly for FPS) clock = time.Clock() # Play the choir noise when the user chooses a level # and show the random symboly playMusic("titleScreenJingle.ogg") showSymbol(screen, 4, randint(0, 55), textures)
def main(): #Initialize stuff pygame.init() screen = pygame.display.set_mode((globals.SCREEN_W, globals.SCREEN_H),)# FULLSCREEN) pygame.display.set_caption('PyClimb') pygame.mouse.set_visible(0) #hide the mouse clock = pygame.time.Clock() #initialize clock buffer = pygame.Surface(screen.get_size()) # create our buffer buffer = buffer.convert() buffer.fill((250, 250, 250)) # set up stuff world = "" player = "" textbuffer = "" globals.cursor = load_image("pointer.png") while not globals.done: clock.tick(60) #max out at 60 fps if(globals.menu): menu(screen, buffer, clock) #do the menu drawing else: # globals.loop = not globals.loop #init_game(world) # set up game according to gameoptions, this will only be run once if not globals.gameinit: intro4 = load_image("intro4.jpg") buffer.blit(intro4, (0,0)) if pygame.font: font = pygame.font.Font(None, 70) text = font.render(str("Loading............."), 1, (0, 10, 10)) buffer.blit(text, (globals.SCREEN_W/2-500,globals.SCREEN_H-75)) screen.blit(buffer, (0, 0)) pygame.display.update() world = World() player = Player() globals.gameinit = 1 globals.onmenu =0 globals.initing = 0 #handle input, do logic calculations, draw, and cleanup handle_input(world, player, screen) # handles mouse and keys player.update(world) world.update(player) #fill the buffer buffer.fill((200, 200, 250)) # fill the buffer # #draw the world first buffer.blit(world.buffer, (0,0)) #draw player stuff buffer.blit(player.image, (player.x_pos, player.y_pos)) for i in globals.rocks: buffer.blit(i.image, (i.x_pos, i.y_pos)) #draw them #for i in globals.powerups: #if(i.type == 1 and i.y_pos > world.view_y): # buffer.blit(i.image, (i.x_pos, i.y_pos - world.view_y)) # pygame.draw.circle(buffer, (0,255,255), (i.x_pos+14, i.y_pos+29), 30, 2) #if(i.type == 2 and i.y_pos > world.view_y): # buffer.blit(i.image, (i.x_pos, i.y_pos - world.view_y )) # pygame.draw.circle(buffer, (0,255,255), (i.x_pos+ 14, i.y_pos +29), 30, 2) for i in globals.snowflakes: # SNOW! With relativistic effects :D buffer.blit(i.snowflake, (i.x_pos, i.y_pos)) #draw player stuff if(player.percentage > 0): buffer.blit(player.getBar(), (10, 10)) pygame.draw.rect(buffer, (255,255,255), (10, 10, 300, 10), 2) else: globals.gamelost = 1 break pygame.draw.line(buffer, (0,255,0), (globals.SCREEN_W - 20, 85), ( globals.SCREEN_W - 20, globals.SCREEN_H - 80), 8) length = globals.SCREEN_H-130 x = float(world.view_y)/float(world.height) pygame.draw.rect(buffer,(255, 0, 0), (globals.SCREEN_W-23, int(x*length)+80, 8, 5)) for i in globals.bullets: pygame.draw.line(buffer, (255, 255, 0), (i.fx+i.x, i.fy+i.y), (i.bx+i.x, i.by+i.y)) #buffer.blit(load_image("enemy.png"), (100, 100)) # ak ammo and gun if(player.guntype == 2 and not player.akpouch==[]): #he's got an AK, corrected comparison prob for i in range(player.akpouch[player.akpouchclips]): buffer.blit(player.akammo, (20+15*i, globals.SCREEN_H -125)) buffer.blit(player.akclip, (20, globals.SCREEN_H -200)) if pygame.font: font = pygame.font.Font(None, 50) text = font.render(" X "+str(player.akpouchclips), 1, (0, 10,10)) buffer.blit(text, (45, globals.SCREEN_H -180)) ##### # handgun ammo and gun if(player.guntype == 1 and not player.handgunpouch==[]): #a lowly handgun for i in range(player.handgunpouch[player.handgunclips]): buffer.blit(player.handgunammo, (20+15*i, globals.SCREEN_H -100)) buffer.blit(player.m9clip, (20, globals.SCREEN_H - 160)) if pygame.font: font = pygame.font.Font(None, 50) text = font.render(" X "+str(player.handgunclips), 1, (0, 10, 10)) buffer.blit(text, (45, globals.SCREEN_H -150)) ##### if pygame.font: font = pygame.font.Font(None, 50) text = font.render(str(globals.points), 1, (255, 255, 255)) buffer.blit(text, (globals.SCREEN_W-100,25)) #fps if pygame.font: font = pygame.font.Font(None, 20) text = font.render(str(clock.get_fps()), 1, (255, 255, 255)) textpos = text.get_rect(centerx=buffer.get_width()/2) buffer.blit(text, (globals.SCREEN_W/2-100,0)) #mouse? if(globals.cursorvisible): buffer.blit(globals.cursor, pygame.mouse.get_pos()) screen.blit(buffer, (0, 0)) pygame.display.update() cleanup(0) # cleanup stuff like keypresses queue globals.donemenu = 1 if(done(screen, buffer, clock)): #done main()
def main(self): cmd = 1 while cmd: cmd = menu(self, "Main Menu", ["Play", "Edit Level", "Quit"]) if cmd == 2: self.perso.reset() self.perso.set_org_color() self.partie = ["Gen", 0] self.perso.map = 0 cmd = menu(self, "Edit Level", ["New level", "Load level"]) if cmd == 1: cmd = editeur(self, [], "Unnamed") elif cmd == 2: nom = ask(self, "Edit Level] Level's name :") cmd = editeur(self, open_map("map/custom/"+nom), nom) elif cmd == 1: if not os.path.isdir("data/perso/"): os.mkdir("data/perso/") characters = os.listdir("data/perso")[:5] characters = ["[ "+i+" ]" for i in characters] while len(characters) < 5: characters.append("--Empty--") characters.append("Cancel") cmd = menu(self, "Choose a Character", characters) if cmd > len(os.listdir("data/perso/")) and cmd != 6: self.perso.set_org_color() self.perso.nom = ask(self, "Enter a name for the Character") while cmd != 6: cmd = menu(self, "Choose "+self.perso.nom+"'s colors", ["Shirt", "Pants", "Hair", "Skin", "Other", "Done"], self.perso) if cmd != 6: menu_color(self, cmd-1, self.perso) self.perso.save() elif cmd < 6: self.perso.load(os.listdir("data/perso")[cmd-1]) cmd = menu(self, "Play", ["Single Player", "Multi Player", "Delete Character", "Edit Character", "Cancel"], self.perso) if cmd == 1: cmd = menu(self, "Single Player", ["Entering the Tower !", "Play Custom Level", "Cancel"], self.perso) if cmd == 1: if not os.path.isdir("data/save"): os.mkdir("data/save/") saves = os.listdir("data/save")[:5] saves = ["[ "+i+" ]" for i in saves] while len(saves) < 5: saves.append("--Empty--") saves.append("Cancel") cmd = menu(self, "Choose a Game", saves) if cmd < 6: self.perso.reset() if cmd > len(os.listdir("data/save/")) and cmd != 6: self.partie = [] self.partie = self.nouvelle_partie(ask(self, "New Game] Game's name : ")) else: self.partie = self.charger_partie(os.listdir("data/save")[cmd-1]) self.perso.map = self.partie[1] self.perso.id_porte = self.partie[2] cmd = 1 while open_map("save/"+self.partie[0]+"/map"+str(self.partie[1])) != [] and cmd == 1: cmd = jeu(self, open_map("save/"+self.partie[0]+"/map"+str(self.partie[1])), self.perso) self.partie[1] = self.perso.map if self.partie[1] < 0: if open_map("save/"+self.partie[0]+"/map"+str(self.partie[1])) == []: save_map("save/"+self.partie[0]+"/map"+str(self.partie[1]), self.gen_map(self.partie[1])) elif cmd == 2: self.perso.reset() self.partie = ["Gen", 0] self.perso.map = 0 cmd = jeu(self, open_map("map/custom/" + ask(self, "Load Level] Level's name :")), self.perso) elif cmd == 2: cmd = self.multiplayer() elif cmd == 3: cmd = menu(self, "Are you sure ?", ["Yes, delete "+self.perso.nom+" definitely !", "No, I want to keep "+self.perso.nom], self.perso) if cmd == 1: os.remove("data/perso/"+self.perso.nom) elif cmd == 4: old_name = self.perso.nom while cmd != 3: cmd = menu(self, "Edit Character", ["Rename", "Change colors", "Done"], self.perso) if cmd == 1: self.perso.nom = ask(self, "Enter a name") elif cmd == 2: while cmd != 6: cmd = menu(self, "Choose "+self.perso.nom+"'s colors", ["Shirt", "Pants", "Hair", "Skin", "Other", "Done"], self.perso) if cmd != 6: menu_color(self, cmd-1, self.perso) os.remove("data/perso/"+old_name) self.perso.save() const.runned = False pygame.quit()
def jeu(app, map, perso): input = Input() for i in map: if isinstance(i, Porte): if i.id == perso.id_porte: perso.move_el(-perso.x, -perso.y) perso.move_el(i.x, i.y) fond = Element() if app.partie[1] >= 0: fond.changer_image(pygame.image.load(const.path_fond1).convert()) else: fond.changer_image(pygame.image.load(const.path_fond2).convert()) pointeur = element.Element() pointeur.changer_image(pygame.image.load("img/pointeur.png").convert_alpha()) # Noir shadow = [] shadow = set_shadow(shadow, map, app.perso) dark = Element() dark.changer_image(pygame.Surface((50, 50))) dark_middle = Element() dark_middle.changer_image(pygame.Surface((50, 50))) dark_middle.image.set_alpha(75) mobs = [] mobs = popmobs(shadow, map) particules = [] # interface coeur = Element() coeur.changer_image(pygame.image.load("img/coeur.png").convert_alpha()) coeur.y = 540 coeur_vide = Element() coeur_vide.changer_image(pygame.image.load("img/coeur_vide.png").convert_alpha()) coeur_vide.y = 540 b_fond_barre_energie = Element() b_fond_barre_energie.changer_image(pygame.Surface((102, 12))) b_fond_barre_energie.image.fill(pygame.Color(0, 0, 0, 255)) b_fond_barre_energie.move_el(372, 568) fond_barre_energie = Element() fond_barre_energie.changer_image(pygame.Surface((100, 10))) fond_barre_energie.image.fill(pygame.Color(255, 255, 255, 255)) fond_barre_energie.move_el(373, 569) barre_energie = Element() barre_energie.changer_image(pygame.Surface((100, 10))) barre_energie.image.fill(pygame.Color(255, 180, 40, 255)) barre_energie.move_el(373, 569) energie = Element() energie.changer_image(pygame.image.load("img/energie.png").convert_alpha()) energie.move_el(383, 569) b_text_item = Element() b_text_item.changer_text(perso.inv.get_item().nom, app.font_petit) b_text_item.move_el(384, 569) w_text_item = Element() w_text_item.changer_text(perso.inv.get_item().nom, app.font_petit) w_text_item.move_el(380, 565) b_text_item2 = Element() b_text_item2.changer_text("x" + str(perso.inv.get_item().nbr), app.font_petit) b_text_item2.move_el(384, 584) w_text_item2 = Element() w_text_item2.changer_text("x" + str(perso.inv.get_item().nbr), app.font_petit) w_text_item2.move_el(380, 580) fps = 0 info_b_txt = [] info_b_txt = write(app, "V. " + str(const.version) + "\nFPS : " + str(fps) + "\nGame : " + app.partie[0], 4, 4) info_w_txt = [] info_w_txt = write( app, "V. " + str(const.version) + "\nFPS : " + str(fps) + "\nGame : " + app.partie[0], 0, 0, (255, 255, 255) ) commandes = "(Space) : Jump\n(Mouse Left) : Hit\n(TAB) : Sprint\n(Mouse Right) : Use/Put a bloc\n(Mouse scroll) : Scroll inventory\n(i) : Inventory \n(v) : Change View\n(ESC) : Break" b_commandes = [] b_commandes = write(app, commandes, 24, 64) w_commandes = [] w_commandes = write(app, commandes, 20, 60, (255, 255, 255)) # >> Multi # Nom joueurs nom_player_b = Element() nom_player_w = Element() # last_reset = time() cmd = 1 prev = time() + 1 if app.partie[0] == "Multi": map = const.map while not input.quit: if app.partie[0] == "Multi": for i in const.msg: const.chatbox.add(i) const.msg = [] const.input_udp = ( "set_pos;" + str(perso.x) + ";" + str(perso.y) + ";" + str(perso.v_x + perso.tend_x) + ";" + str(perso.v_y) + ";" + str(int(perso.sens)) + ";" + str(int(perso.hitting)) + ";" + str(int(perso.fired)) + ";" + str(int(perso.issprinting)) + ";" + str(perso.bras[0]) + ";" + str(perso.bras[1]) ) for event in const.events_map: buffer = event.split(";") const.events_map.remove(event) if len(buffer) > 1: print buffer if buffer[1] == "hit_block": x = int(buffer[2]) y = int(buffer[3]) damage = float(buffer[4]) for i in map: if i.x == x and i.y == y: if i.hit(damage, False): map.remove(i) if buffer[1] == "destroy_block": x = int(buffer[2]) y = int(buffer[3]) for i in map: if i.x == x and i.y == y: map.remove(i) if buffer[1] == "set_block": x = int(buffer[2]) y = int(buffer[3]) for i in map: if i.x == x and i.y == y: map.remove(i) map.append(char2bloc(buffer[4])) if buffer[1] == "lock_chest": x = int(buffer[2]) y = int(buffer[3]) for i in map: if i.x == x and i.y == y: if isinstance(i, Coffre): i.lock = bool(int(buffer[4])) elif buffer[1] == "add_block": map.append(char2bloc(buffer[2])) # controle fps fps = int(1 / (time() - prev)) while fps > const.fps: fps = int(1 / (time() - prev)) info_b_txt = [] info_b_txt = write( app, "V. " + str(const.version) + "\nFPS : " + str(fps) + "\nGame : " + app.partie[0] + "\nPlayer : " + perso.nom, 4, 4, ) info_w_txt = [] info_w_txt = write( app, "V. " + str(const.version) + "\nFPS : " + str(fps) + "\nGame : " + app.partie[0] + "\nPlayer : " + perso.nom, 0, 0, (255, 255, 255), ) prev = time() barre_energie.image = pygame.transform.scale(barre_energie.image, (int(perso.energie), 10)) if perso.inv.get_item().nbr > 1: b_text_item2.changer_text("x" + str(perso.inv.get_item().nbr), app.font_petit) w_text_item2.changer_text("x" + str(perso.inv.get_item().nbr), app.font_petit, (255, 255, 255)) else: b_text_item2.changer_text("", app.font_petit) w_text_item2.changer_text("", app.font_petit, (255, 255, 255)) # Shadow shadow = [] shadow = set_shadow(shadow, map, app.perso) # Physique Liquide for i in map: if isinstance(i, Liquid): i.chuter(map) # i.put_nbr(app.font) if i.unit < 0.1: map.remove(i) # Reset Blocs # if time()-last_reset > 10: # last_reset = time() # for i in copy.copy(map): # if isinstance(i, Liquid): # i.fixe = False # Hit perso for i in mobs: i.collided_perso(0, 0, perso) # Traitement events input.update_event(app) pointeur.move_el(-pointeur.x + input.mouse[0], -pointeur.y + input.mouse[1]) if const.chatbox.writing: const.chatbox.input = input.write(const.chatbox.input, True) # Sprint """ if input.key[K_LSHIFT]: if time() > perso.sprint_lock: perso.issprinting = True else: perso.issprinting = False """ if input.key[K_SPACE] and input.key[K_a] and perso.issprinting and perso.vie > 0 and not const.chatbox.writing: perso.sauter(-5, -15, map) input.key[K_SPACE] = 0 elif ( input.key[K_SPACE] and input.key[K_d] and perso.issprinting and perso.vie > 0 and not const.chatbox.writing ): perso.sauter(5, -15, map) input.key[K_SPACE] = 0 if input.key[K_SPACE] and perso.vie > 0 and not const.chatbox.writing: perso.sauter(0, -15, map) input.key[K_SPACE] = 0 if input.get_mouse(app)[0] >= perso.x + 25: perso.sens = True else: perso.sens = False if input.mousebuttons[1] and time() - perso.last_hit > 0.3 and perso.vie > 0: last_hit = time() perso.hit() if app.coef == 1: coord = (int(input.mouse[0] / 50) * 50, int(input.mouse[1] / 50) * 50) else: coord = ( int((input.mouse[0] + app.pos_screen[0]) / 100) * 50, int((input.mouse[1] + app.pos_screen[1]) / 100) * 50, ) if math.sqrt((coord[0] - perso.x) ** 2 + (coord[1] - perso.y) ** 2) < 100: if not isinstance(perso.inv.get_item(), Item_Bloc): perso.collided_type(-perso.x + coord[0], -perso.y + coord[1], map, Terre, particules) perso.collided_type(-perso.x + coord[0], -perso.y + coord[1], map, Stone, particules) perso.collided_type(-perso.x + coord[0], -perso.y + coord[1], map, Wood, particules) perso.collided_type(-perso.x + coord[0], -perso.y + coord[1], map, Deco) perso.collided_mob(mobs, particules) if input.mousebuttons[3] and perso.vie > 0: perso.hit() input.mousebuttons[3] = 0 if app.coef == 1: coord = (int(input.mouse[0] / 50) * 50, int(input.mouse[1] / 50) * 50) else: coord = ( int((input.mouse[0] + app.pos_screen[0]) / 100) * 50, int((input.mouse[1] + app.pos_screen[1]) / 100) * 50, ) if math.sqrt((coord[0] - perso.x) ** 2 + (coord[1] - perso.y) ** 2) < 100: if isinstance(perso.inv.get_item(), Item_Bloc): bloc = perso.inv.get_item().type(perso.inv.get_item().bloc.picture) bloc.move_el(coord[0], coord[1]) if not perso.collided_bloc(0, 0, bloc): collided = False for i in map: if i.x == bloc.x and i.y == bloc.y: collided = True if not collided: map.append(bloc) const.input.append("add_block;" + bloc2char(bloc)) perso.inv.delete() else: perso.collided_utils(-perso.x + coord[0], -perso.y + coord[1], map, app, input) if not input.mousebuttons[1] and not input.mousebuttons[3]: perso.hitting = False if input.mousebuttons[4]: perso.inv.changer_select(-1) input.mousebuttons[4] = 0 if input.mousebuttons[5]: perso.inv.changer_select(1) input.mousebuttons[5] = 0 if input.key[K_i] and not const.chatbox.writing: atelier(app, perso, "Inventory") const.input.append("set_inv;" + perso.inv.save()) input.key[K_i] = 0 # Zoom if input.key[K_v] and not const.chatbox.writing: app.coef += 1 if app.coef > 2: app.coef = 1 input.key[K_v] = 0 if perso.vie > 0 and not const.chatbox.writing: if input.key[K_w]: perso.monter_echelle(map) if input.key[K_LSHIFT] and time() > perso.sprint_lock: if input.key[K_a]: perso.issprinting = True perso.move(-10, 0, map) perso.tend_x = -10 perso.anim(True) if not perso.isingrav: for it in range(random.randint(1, 5)): new_particule = particule.Particule(6) new_particule.move_el(perso.x + 40, perso.y + 50) particules.append(new_particule) elif input.key[K_d]: perso.issprinting = True perso.move(10, 0, map) perso.tend_x = 10 perso.anim(True) if not perso.isingrav: for it in range(random.randint(1, 5)): new_particule = particule.Particule(7) new_particule.move_el(perso.x + 10, perso.y + 50) particules.append(new_particule) else: perso.issprinting = False else: perso.issprinting = False if input.key[K_a]: perso.move(-5, 0, map) perso.tend_x = -5 perso.anim(True) if not perso.isingrav: if random.randint(1, 5) == 1: new_particule = particule.Particule(8) new_particule.move_el(perso.x + 40, perso.y + 50) particules.append(new_particule) if input.key[K_d]: perso.move(5, 0, map) perso.tend_x = 5 perso.anim(True) if not perso.isingrav: if random.randint(1, 5) == 1: new_particule = particule.Particule(9) new_particule.move_el(perso.x + 10, perso.y + 50) particules.append(new_particule) if not input.key[K_a] and not input.key[K_d]: perso.anim(False) perso.tend_x = 0 if input.key[K_RETURN]: input.key[K_RETURN] = 0 if perso.vie <= 0: perso.vie = perso.vie_max perso.fired = False for i in map: if isinstance(i, Porte): if i.id == perso.id_porte: perso.move_el(-perso.x, -perso.y) perso.move_el(i.x, i.y) mobs = popmobs(shadow, map) elif not const.chatbox.writing and app.partie[0] == "Multi": const.chatbox.writing = True elif const.chatbox.writing and app.partie[0] == "Multi": const.chatbox.writing = False const.chatbox.send() if input.key[K_ESCAPE]: input.key[K_ESCAPE] = 0 if app.partie[0] != "Gen" and app.partie[0] != "Multi": cmd = menu(app, "Break", ["Resume", "Save game", "Quit"]) else: cmd = menu(app, "Break", ["Resume", "Quit"]) if cmd == 2: app.save_partie() save_map("save/" + app.partie[0] + "/map" + str(app.partie[1]), map) if cmd == 0: return 5 perso.tomber(map) # Affichage app.blit(fond) for i in map: if isinstance(i, BlocMouvant): i.move() app.blit(i) elif isinstance(i, BlocDisp): i.disp() if i.etat: app.blit(i) else: i.anim() app.blit(i) for i in mobs: i.update(map, perso) creat = True for coord_dark in shadow: if int(i.x / 50) == int(coord_dark[0] / 50) and int(i.y / 50) == int(coord_dark[1] / 50): if coord_dark[2]: creat = False if creat: i.update(map, perso) app.blit(i) for i in particules: i.update() app.blit(i) if time() - i.time_creat > 0.5: particules.remove(i) if app.partie[0] == "Multi": for i in const.persos: if i.map == perso.map: i.tendance(map) if i.hitting: i.hit() app.blit(i) app.blit(perso) for coord_dark in shadow: if coord_dark[2]: dark_middle.move_el(-dark_middle.x + coord_dark[0], -dark_middle.y + coord_dark[1]) app.blit(dark_middle) else: dark.move_el(-dark.x + coord_dark[0], -dark.y + coord_dark[1]) app.blit(dark) if app.coef > 1: app.scale(app.coef) if app.partie[0] == "Multi": for i in const.persos: if i.map == perso.map: nom_player_b.changer_text(i.nom, app.font_petit, (0, 0, 0)) nom_player_w.changer_text(i.nom, app.font_petit, (255, 255, 255)) if app.coef == 1: nom_player_b.move_el(-nom_player_b.x + i.x, -nom_player_b.y + i.y - 8) nom_player_w.move_el(-nom_player_w.x + i.x - 2, -nom_player_w.y + i.y - 10) else: nom_player_b.move_el( -nom_player_b.x + i.x * 2 - app.pos_screen[0], -nom_player_b.y + (i.y - 8) * 2 - app.pos_screen[1], ) nom_player_w.move_el( -nom_player_w.x + (i.x - 2) * 2 - app.pos_screen[0], -nom_player_w.y + (i.y - 10) * 2 - app.pos_screen[1], ) app.blit(nom_player_b) app.blit(nom_player_w) for i in range(perso.vie_max): if i < perso.vie: coeur.x = 370 + i * 15 app.blit(coeur) else: coeur_vide.x = 370 + i * 15 app.blit(coeur_vide) app.blit(perso.inv.get_element()) app.blit(b_fond_barre_energie) app.blit(fond_barre_energie) app.blit(barre_energie) app.blit(energie) # app.blit(b_text_item) app.blit(b_text_item2) # app.blit(w_text_item) app.blit(w_text_item2) for i in info_b_txt: app.blit(i) for i in info_w_txt: app.blit(i) if input.key[K_TAB]: for i in b_commandes: app.blit(i) for i in w_commandes: app.blit(i) for i in map: if isinstance(i, Sign): if perso.collided_bloc(0, 0, i): b_txt = [] b_txt = write(app, "Sign :\n\n " + i.txt, 24, 204) w_txt = [] w_txt = write(app, "Sign : \n\n " + i.txt, 20, 200, (255, 255, 255)) for i in b_txt: app.blit(i) for i in w_txt: app.blit(i) if app.partie[0] == "Multi": const.chatbox.blit_on(app) if perso.vie <= 0: b_txt = [] b_txt = write(app, "Hard luck ! You are dead...\n\n Press [RETURN] to respawn", 204, 204) w_txt = [] w_txt = write( app, "Hard luck ! You are dead...\n\n Press [RETURN] to respawn", 200, 200, (255, 255, 255) ) for i in b_txt: app.blit(i) for i in w_txt: app.blit(i) app.blit(pointeur) app.flip() if perso.map != app.partie[1]: if app.partie[0] != "Gen" and app.partie[0] != "Multi": app.save_partie() save_map("save/" + app.partie[0] + "/map" + str(app.partie[1]), map) return 1 if app.partie[1] == 19: if mobs[0].vie <= 0: cine(app, 2) return 5 return 0