Beispiel #1
0
 def createTimeBar(self):
     self.timeBar = TimeBar()
     self.timeBar.x = stage.width - 70
     self.timeBar.y = (stage.height - self.timeBar.height) / 2
     self.addChild(self.timeBar)
Beispiel #2
0
 def createTimeBar(self):
     self.timeBar = TimeBar()
     self.timeBar.x = stage.width - 70
     self.timeBar.y = (stage.height - self.timeBar.height) / 2
     self.addChild(self.timeBar)
Beispiel #3
0
class GameLayer(Sprite):
    def __init__(self, bg):
        super(GameLayer, self).__init__()

        self.blockLayer = None
        self.characters = (("我", "找"), ("王", "玉"), ("籍", "藉"), ("春", "舂"),
                           ("龙", "尤"), ("已", "己"), ("巳", "已"))

        # add background
        bg = Bitmap(BitmapData(bg, 50, 50))
        self.addChild(bg)

        # start game
        self.start()

    def createTimeBar(self):
        self.timeBar = TimeBar()
        self.timeBar.x = stage.width - 70
        self.timeBar.y = (stage.height - self.timeBar.height) / 2
        self.addChild(self.timeBar)

    def startLevel(self, char):
        # get random position of target
        targetX = random.randint(0, 9)
        targetY = random.randint(0, 9)

        self.blockLayer = Sprite()
        self.blockLayer.name = "xxx"
        self.blockLayer.x = 50
        self.blockLayer.y = 50
        self.blockLayer.alpha = 0.7
        self.blockLayer.mouseChildren = False
        self.addChild(self.blockLayer)

        shapeLayer = Sprite()
        self.blockLayer.addChild(shapeLayer)

        txtLayer = Sprite()
        self.blockLayer.addChild(txtLayer)

        # create blocks with a character
        for i in range(10):
            for j in range(10):
                block = Shape()
                block.x = j * 50
                block.y = i * 50
                block.graphics.beginFill("#33CCFF")
                block.graphics.lineStyle(5, "#0066FF")
                block.graphics.drawRect(0, 0, 50, 50)
                block.graphics.endFill()
                shapeLayer.addChild(block)

                txt = TextField()
                txt.size = 20
                txt.font = "Microsoft YaHei"

                # when this block is target
                if i == targetY and j == targetX:
                    txt.text = char[1]

                    block.isTarget = True
                # when this block is not target
                else:
                    txt.text = char[0]

                    block.isTarget = False

                txt.x = block.x + (50 - txt.width) / 2
                txt.y = block.y + (50 - txt.height) / 2
                txtLayer.addChild(txt)

        self.blockLayer.addEventListener(MouseEvent.MOUSE_UP, self.check)

    def check(self, e):
        global gameOver

        clickX = math.floor(e.selfX / 50)
        clickY = math.floor(e.selfY / 50)

        shapeLayer = self.blockLayer.getChildAt(0)

        b = shapeLayer.getChildAt(clickY * 10 + clickX)

        if b.isTarget:
            self.gameOver("win")

    def gameOver(self, flag):
        self.blockLayer.remove()

        if flag == "win":
            self.levelIndex += 1

            if self.levelIndex >= len(self.characters):
                self.addResultLayer("Level Clear!",
                                    "Time: %s" % int(self.timeBar.usedTime))

                self.timeBar.remove()
            else:
                self.startLevel(self.characters[self.levelIndex])
        elif flag == "lose":
            self.addResultLayer("Time is Up!", "Level: %s" % (self.levelIndex))

            self.timeBar.remove()

    def addResultLayer(self, *text):
        resultLayer = Sprite()
        self.addChild(resultLayer)

        for i in text:
            txt = TextField()
            txt.font = "Microsoft YaHei"
            txt.text = i
            txt.size = 40
            txt.textAlign = TextFormatAlign.CENTER
            txt.x = stage.width / 2
            txt.y = resultLayer.height + 20
            txt.textColor = "orangered"
            txt.weight = TextFormatWeight.BOLD
            resultLayer.addChild(txt)

        # add a botton used for restart
        restartBtn = Sprite()
        restartBtn.graphics.beginFill("yellow")
        restartBtn.graphics.lineStyle(3, "orangered")
        restartBtn.graphics.drawRect(0, 0, 200, 60)
        restartBtn.graphics.endFill()
        restartBtn.x = (stage.width - restartBtn.width) / 2
        restartBtn.y = resultLayer.height + 50
        resultLayer.addChild(restartBtn)

        restartTxt = TextField()
        restartTxt.font = "Microsoft YaHei"
        restartTxt.text = "Restart"
        restartTxt.textColor = "orangered"
        restartTxt.size = 30
        restartTxt.x = (restartBtn.width - restartTxt.width) / 2
        restartTxt.y = (restartBtn.height - restartTxt.height) / 2
        restartBtn.addChild(restartTxt)

        def restart(e):
            self.start()

            resultLayer.remove()

        restartBtn.addEventListener(MouseEvent.MOUSE_UP, restart)

        # make the result layer locate at vertical center
        resultLayer.y = (stage.height - resultLayer.height) / 2

    def start(self):
        self.levelIndex = 0

        # add time bar
        self.createTimeBar()

        # start level 1
        self.startLevel(self.characters[0])
Beispiel #4
0
class GameLayer(Sprite):
    def __init__(self, bg):
        super(GameLayer, self).__init__()

        self.blockLayer = None
        self.characters = (("我", "找"), ("王", "玉"), ("籍", "藉"), ("春", "舂"), ("龙", "尤"), ("已", "己"), ("巳", "已"))

        # add background
        bg = Bitmap(BitmapData(bg, 50, 50))
        self.addChild(bg)

        # start game
        self.start()

    def createTimeBar(self):
        self.timeBar = TimeBar()
        self.timeBar.x = stage.width - 70
        self.timeBar.y = (stage.height - self.timeBar.height) / 2
        self.addChild(self.timeBar)

    def startLevel(self, char):
        # get random position of target
        targetX = random.randint(0, 9)
        targetY = random.randint(0, 9)

        self.blockLayer = Sprite()
        self.blockLayer.name = "xxx"
        self.blockLayer.x = 50
        self.blockLayer.y = 50
        self.blockLayer.alpha = 0.7
        self.blockLayer.mouseChildren = False
        self.addChild(self.blockLayer)

        shapeLayer = Sprite()
        self.blockLayer.addChild(shapeLayer)

        txtLayer = Sprite()
        self.blockLayer.addChild(txtLayer)

        # create blocks with a character
        for i in range(10):
            for j in range(10):
                block = Shape()
                block.x = j * 50
                block.y = i * 50
                block.graphics.beginFill("#33CCFF")
                block.graphics.lineStyle(5, "#0066FF")
                block.graphics.drawRect(0, 0, 50, 50)
                block.graphics.endFill()
                shapeLayer.addChild(block)

                txt = TextField()
                txt.size = 20
                txt.font = "Microsoft YaHei"

                # when this block is target
                if i == targetY and j == targetX:
                    txt.text = char[1]

                    block.isTarget = True
                    # when this block is not target
                else:
                    txt.text = char[0]

                    block.isTarget = False

                txt.x = block.x + (50 - txt.width) / 2
                txt.y = block.y + (50 - txt.height) / 2
                txtLayer.addChild(txt)

        self.blockLayer.addEventListener(MouseEvent.MOUSE_UP, self.check)

    def check(self, e):
        global gameOver

        clickX = math.floor(e.selfX / 50)
        clickY = math.floor(e.selfY / 50)

        shapeLayer = self.blockLayer.getChildAt(0)

        b = shapeLayer.getChildAt(clickY * 10 + clickX)

        if b.isTarget:
            self.gameOver("win")

    def gameOver(self, flag):
        self.blockLayer.remove()

        if flag == "win":
            self.levelIndex += 1

            if self.levelIndex >= len(self.characters):
                self.addResultLayer("Level Clear!", "Time: %s" % int(self.timeBar.usedTime))

                self.timeBar.remove()
            else:
                self.startLevel(self.characters[self.levelIndex])
        elif flag == "lose":
            self.addResultLayer("Time is Up!", "Level: %s" % (self.levelIndex))

            self.timeBar.remove()

    def addResultLayer(self, *text):
        resultLayer = Sprite()
        self.addChild(resultLayer)

        for i in text:
            txt = TextField()
            txt.font = "Microsoft YaHei"
            txt.text = i
            txt.size = 40
            txt.textAlign = TextFormatAlign.CENTER
            txt.x = stage.width / 2
            txt.y = resultLayer.height + 20
            txt.textColor = "orangered"
            txt.weight = TextFormatWeight.BOLD
            resultLayer.addChild(txt)

            # add a botton used for restart
        restartBtn = Sprite()
        restartBtn.graphics.beginFill("yellow")
        restartBtn.graphics.lineStyle(3, "orangered")
        restartBtn.graphics.drawRect(0, 0, 200, 60)
        restartBtn.graphics.endFill()
        restartBtn.x = (stage.width - restartBtn.width) / 2
        restartBtn.y = resultLayer.height + 50
        resultLayer.addChild(restartBtn)

        restartTxt = TextField()
        restartTxt.font = "Microsoft YaHei"
        restartTxt.text = "Restart"
        restartTxt.textColor = "orangered"
        restartTxt.size = 30
        restartTxt.x = (restartBtn.width - restartTxt.width) / 2
        restartTxt.y = (restartBtn.height - restartTxt.height) / 2
        restartBtn.addChild(restartTxt)

        def restart(e):
            self.start()

            resultLayer.remove()

        restartBtn.addEventListener(MouseEvent.MOUSE_UP, restart)

        # make the result layer locate at vertical center
        resultLayer.y = (stage.height - resultLayer.height) / 2

    def start(self):
        self.levelIndex = 0

        # add time bar
        self.createTimeBar()

        # start level 1
        self.startLevel(self.characters[0])