Beispiel #1
0
def init():
    global INIT_DONE
    if not INIT_DONE:
        global INPUT_CURSOR
        INPUT_CURSOR = image.Image("sys_textcursor.png", 8, 16)

        global SMALLFONT
        SMALLFONT = pygame.font.Font(util.image_dir("VeraBd.ttf"), 12)

        global TINYFONT
        TINYFONT = pygame.font.Font(util.image_dir("VeraBd.ttf"), 9)

        global ANIMFONT
        ANIMFONT = pygame.font.Font(
            util.image_dir("DejaVuSansCondensed-Bold.ttf"), 16)

        global ITALICFONT
        ITALICFONT = pygame.font.Font(util.image_dir("VeraBI.ttf"), 12)

        global BIGFONT
        BIGFONT = pygame.font.Font(util.image_dir("Gamaliel.otf"), 23)

        global POSTERS
        POSTERS += glob.glob(util.image_dir("poster_*.png"))

        if android:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

        # Set key repeat.
        pygame.key.set_repeat(200, 75)

        INIT_DONE = True
Beispiel #2
0
    def __init__(self, width, height):
        pygame.init()
        pygame.font.init()
        if android:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

        self.width = width
        self.height = height
        os.environ["SDL_VIDEO_CENTERED"] = "1"
        pygame.display.set_caption("Freefall")
        self.screen = SCREEN.video_mode
        #self.screen = pygame.display.set_mode((self.width, self.height), DOUBLEBUF | FULLSCREEN)

        self.fpsClock = pygame.time.Clock()
        self.state = STATE.title_screen
        self.score = 0
        self.best = 0
        self.retries = 0
        self.avg = 0
        self.total = 0
        self.screen_number = 1

        self.capture_video = False

        #self.bg = grid_image
        self.bg = bg

        self.stage = Stage(player)
        self.hud = Hud(0, 0, HUD.width, HUD.height)
        self.menu = Menu(0, 0, SCREEN.width, SCREEN.height)
        self.gameover = GameOverScreen(0, 0, MENU.width, MENU.height)
        self.ripple = HudObject(64, 120, RIPPLE.width, RIPPLE.height, HUD.ripple)        
        self.overlay = Overlay(0, 0, SCREEN.width/2, SCREEN.height, HUD.overlay)
Beispiel #3
0
def main():
  pygame.init()
  mixer.init()

  screen = pygame.display.set_mode([480, 700])

  if android:
    android.init()
    android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    android.accelerometer_enable(True)

  game = Game(screen, "images")

  ret = game.startScreen()

  if ret == False:
    pygame.quit()
    sys.exit(1)

  while 1:
    game.init()
    for life in range(3):
        ball = game.createBall()
        game.balls.append(ball)
        ret = game.play()
        if ret == False:
          pygame.quit()
          sys.exit(1)

    ret = game.gameOver()
    if ret == False:
      pygame.quit()
      sys.exit(1)
Beispiel #4
0
def main():
    # Mapeando o botao voltar do android como K_ESCAPE (ESC)
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    # Usando timer para controlar os FPS
    pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

    # A cor da tela
    global color
    controle = Controle(LARGURA, ALTURA)
    while True:

        ev = pygame.event.wait()

        # Especifico para android
        if android:
            if android.check_pause():
                android.wait_for_resume()

        if ev.type == TIMEREVENT:
            screen.fill(color)
            controle.desenha(screen)
            pygame.display.flip()
        else:
            controle.evento(ev, color)

        if (ev.type == pygame.KEYDOWN
                and ev.key == pygame.K_ESCAPE) or ev.type == pygame.QUIT:
            break
Beispiel #5
0
def main():
    # create configuration object
    if android is not None or len(sys.argv) == 1:
        # Map the back button to the escape key.

        if android is not None:
            pygame.init()
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
        else:
            icon = pygame.image.load(os.path.join('res', 'icon', 'ico256.png'))
            pygame.display.set_icon(icon)
        configo = classes.config.Config(android)

        # create the language object
        lang = classes.lang.Language(configo, path)

        # create the Thread objects and start the threads
        speaker = classes.speaker.Speaker(lang, configo, android)

        #cancel out checking for updates so that the PC does not have to connect to the Internet
        updater = None #classes.updater.Updater(configo, android)

        app = GamePlay(speaker, lang, configo, updater)
        if android is None:
            speaker.start()
        app.run()
    elif len(sys.argv) == 2:
        if sys.argv[1] == "v" or sys.argv[1] == "version":
            from classes.cversion import ver
            print("eduactiv8-%s" % ver)
    else:
        print("Sorry arguments not recognized.")
Beispiel #6
0
    def post_build_init(self,ev): 
        import android 
        import pygame 

        android.map_key(android.KEYCODE_BACK, 1001) 
        win = self._app_window 
        win.bind(on_keyboard=self._key_handler) 
def main():
    """ Initializes PyGame and pgs4a and starts the game loop. """
    # Variables.
    screen = None

    # Init PyGame.
    pygame.init()
    pygame.font.init()
    mixer.init()

    if android:
        # Init pgs4a and map Android's back button to PyGame's escape key.
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
        # Get the device's screen size and request a surface of that size.
        screen_size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
        screen = pygame.display.set_mode(screen_size)
    else:
        screen = pygame.display.set_mode((1024, 768), pygame.FULLSCREEN | pygame.HWSURFACE)
    pygame.display.set_caption("Super HUGS Revolution 98")
    pygame.mouse.set_visible(False)

    # Create the game object and start the main game loop.
    game = Game(screen)
    game.game_loop()

    # Cleanly terminate PyGame.
    database.scores.close()
    pygame.quit()
Beispiel #8
0
    def post_build_init(self, ev):
        import android
        import pygame

        android.map_key(android.KEYCODE_BACK, 1001)
        win = self._app_window
        win.bind(on_keyboard=self._key_handler)
Beispiel #9
0
 def post_build_init(self, ev):
     if platform == 'android':
         import android
         android.map_key(android.KEYCODE_BACK, 1000)
         android.map_key(android.KEYCODE_MENU, 1001)
     win = self._app_window
     win.bind(on_keyboard=self._key_handler)
Beispiel #10
0
def main():
	pygame.init()
	screen = pygame.display.set_mode()
		
	if android:	
		android.init()
		## setup the android exit button
		android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

	## Event constant.
	TIMEREVENT = pygame.USEREVENT
	FPS = 30
	pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

	while True:
	
		ev = pygame.event.wait()

		## Allows Android_OS to take control (ex. pause for phone call) 		
		if android:
			if android.check_pause():
				android.wait_for_resume()
		
		## refresh Screen
		if ev.type == TIMEREVENT:
			pygame.display.flip()
			
		## Draw a blue circle where the screen is touched
		pygame.draw.circle(screen, (0, 128, 255), pygame.mouse.get_pos(), 10)
		
		## Break the while loop to exit if android-back button pressed
		if ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
			break
Beispiel #11
0
def main():
    # create configuration object
    if android is not None or len(sys.argv) == 1:
        # Map the back button to the escape key.

        if android is not None:
            pygame.init()
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
        configo = classes.config.Config(android)

        # create the language object
        lang = classes.lang.Language(configo, path)

        # create the Thread objects and start the threads
        speaker = classes.speaker.Speaker(lang, configo, android)

        updater = classes.updater.Updater(configo, android)

        app = GamePlay(speaker, lang, configo, updater)
        if android is None:
            speaker.start()
        app.run()
    elif len(sys.argv) == 2:
        if sys.argv[1] == "v" or sys.argv[1] == "version":
            from classes.cversion import ver
            print("eduactiv8-%s" % ver)
    else:
        print("Sorry arguments not recognized.")
Beispiel #12
0
	def init(self):
		flags = 0
		if not ANDROID:
			os.environ['SDL_VIDEO_CENTERED'] = '1'
			WINSIZE = 480, 800
		else:
			WINSIZE = 0, 0
			flags |= pygame.FULLSCREEN
		pygame.init()	
		mixer.init()
		
		# Map the back button to the escape key.
		if ANDROID:
			android.init()
			android.map_key(android.KEYCODE_BACK, pygame.K_b)

		self.clock = pygame.time.Clock()			
		if not ANDROID:
			self.icon = pygame.image.load(get_resource('android-icon.png'))
			pygame.display.set_icon(self.icon)
		screen = self.screen = pygame.display.set_mode(WINSIZE, flags)
		self.width, self.height = screen.get_width(), screen.get_height()		
		pygame.display.set_caption('Mazenum')
		
		self.score_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 25)
		self.completed_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 40)
		
		self.start_button = Button("Start game")
						
		self.playboard = PlayBoard(screen, 
				self.COLUMNS, self.ROWS, self.header_height)
		self._set_background()
		self.is_game_over = False						
Beispiel #13
0
    def post_build_init(self, *args):
        if platform() == 'android':
            import android
            android.map_key(android.KEYCODE_BACK, 1001)

        win = Window
        win.bind(on_keyboard=self.my_key_handler)
Beispiel #14
0
    def post_build_init(self, ev):
        if platform() == 'android':
            import android
            android.map_key(android.KEYCODE_BACK, 1001)

        win = Window
        win.bind(on_keyboard=self.my_key_handler)
Beispiel #15
0
    def __init__(self):
        self.heigth = 480
        self.width = 800
        #        self.heigth=1024
        #        self.width=1280
        self.csize = 20
        self.xmargin = 0
        self.ymargin = 0

        self.sel = 0

        self.defy = get_random_defykub(**param_random)
        self.update_const()
        #        self.defy=defykub()
        #        self.load_from_file('test.xml')

        # set start loop to menu
        self.loop = l_play

        self.imgs = load_images()

        self.screen = pygame.display.set_mode((self.width, self.heigth), pygame.SWSURFACE)
        # pygame.display.set_caption("Defykub")

        if android:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
Beispiel #16
0
    def on_start(self):
        Logger.debug("%s: on_start %s" % (APP, datetime.now()))

        from kivy.core.window import Window
        Window.bind(on_keyboard=self.on_keypress)

        if platform == 'android':
            android.map_key(android.KEYCODE_BACK, 1001)

            import android.activity as python_activity
            python_activity.bind(on_new_intent=self.on_new_intent)
            self.on_new_intent(activity.getIntent())

        self.server_url = self.config.get('general', 'server_url')

        self.root.bind(
            on_touch_down=lambda *a: setattr(self, 'delay_image_loading', True
                                             ),
            on_touch_up=lambda *a: setattr(self, 'delay_image_loading', False))

        imagedir = ImageDir(server_url=self.server_url)
        wp = 'with_previous'
        imagedir.bind(
            on_navigate_top=lambda *a: setattr(self.root, wp, False),
            on_navigate_down=lambda *a: setattr(self.root, wp, True),
            on_img_selected=self.load_carousel,
            path=lambda w, v: setattr(self.root, 'title', v),
            on_loading_start=lambda *a: setattr(self.root, 'loading', True),
            on_loading_stop=lambda *a: setattr(self.root, 'loading', False))
        self.imagedir = imagedir

        self.root.container.add_widget(imagedir)
        self.root.bind(on_touch_down=lambda *a: Loader.pause(),
                       on_touch_up=lambda *a: Loader.resume())
        Loader.max_upload_per_frame = 1  # Maximize interactivity
Beispiel #17
0
def main():
    try:
        adv=advertise.advertise('http://ammar.pythonanywhere.com/adv/snake',g.canvas,(0,0),(240,320))
        while adv.show:
            adv.adv_cont.read_input()
            pygame.display.update()
    except:
        pass
    #print "running1"
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.QUIT)
    while g.running:
        if android:
            android.accelerometer_enable(bool(accelerometer))
            if accelerometer:
                d=check_dir_acc()
                if d=="up":
                    g.up()
                elif d=="down":
                    g.down()
                elif d=="left":
                    g.left()
                elif d=="right":
                    g.right()
                else:
                    pass
        #print "running2"
        g.move()
        #print "moved"
        try:
            ao_sleep(slow)
        except:
            pass
        ao_yield()
Beispiel #18
0
    def on_start(self):
        Logger.debug("%s: on_start %s" % (APP, datetime.now()))

        from kivy.core.window import Window
        Window.bind(on_keyboard=self.on_keypress)

        if platform == 'android':
            android.map_key(android.KEYCODE_BACK, 1001)

            import android.activity as python_activity
            python_activity.bind(on_new_intent=self.on_new_intent)
            self.on_new_intent(activity.getIntent())

        self.server_url = self.config.get('general', 'server_url')

        self.root.bind(
            on_touch_down=lambda *a: setattr(self, 'delay_image_loading', True),
            on_touch_up=lambda *a: setattr(self, 'delay_image_loading', False))

        imagedir = ImageDir(server_url=self.server_url)
        wp = 'with_previous'
        imagedir.bind(
            on_navigate_top=lambda *a: setattr(self.root, wp, False),
            on_navigate_down=lambda *a: setattr(self.root, wp, True),
            on_img_selected=self.load_carousel,
            path=lambda w,v: setattr(self.root, 'title', v),
            on_loading_start=lambda *a: setattr(self.root, 'loading', True),
            on_loading_stop=lambda *a: setattr(self.root, 'loading', False))
        self.imagedir = imagedir

        self.root.container.add_widget(imagedir)
        self.root.bind(on_touch_down=lambda *a: Loader.pause(),
                       on_touch_up=lambda *a: Loader.resume())
        Loader.max_upload_per_frame = 1  # Maximize interactivity
Beispiel #19
0
def main():
  pygame.init()

  screen = pygame.display.set_mode([480, 800])

  if android:
    android.init()
    android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    android.accelerometer_enable(True)

  game = Game(screen, "images")

  ret = game.startScreen()

  if ret == False:
    pygame.quit()
    sys.exit(1)

  while 1:
    game.init()
    ret = game.play()
    if ret == False:
      pygame.quit()
      sys.exit(1)

    ret = game.gameOver()
    if ret == False:
      pygame.quit()
      sys.exit(1)
Beispiel #20
0
    def post_build_init(self, *args):
        if platform() == 'android':
            import android
            android.map_key(android.KEYCODE_BACK, 1001)

        window = EventLoop.window
        window.bind(on_keyboard=self.on_keyboard)
Beispiel #21
0
def init():
    global INIT_DONE
    if not INIT_DONE:
        global INPUT_CURSOR
        INPUT_CURSOR = image.Image( "sys_textcursor.png" , 8 , 16 )

        global SMALLFONT
        SMALLFONT = pygame.font.Font( util.image_dir( "VeraBd.ttf" ) , 12 )

        global TINYFONT
        TINYFONT = pygame.font.Font( util.image_dir( "VeraBd.ttf" ) , 9 )

        global ANIMFONT
        ANIMFONT = pygame.font.Font( util.image_dir( "DejaVuSansCondensed-Bold.ttf" ) , 16 )

        global ITALICFONT
        ITALICFONT = pygame.font.Font( util.image_dir( "VeraBI.ttf" ) , 12 )

        global BIGFONT
        BIGFONT = pygame.font.Font( util.image_dir( "Gamaliel.otf" ) , 23 )

        global POSTERS
        POSTERS += glob.glob( util.image_dir("poster_*.png") )

        if android:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

        # Set key repeat.
        pygame.key.set_repeat( 200 , 75 )

        INIT_DONE = True
Beispiel #22
0
def main():
    # Mapeando o botao voltar do android como K_ESCAPE (ESC)
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    # Usando timer para controlar os FPS
    pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

    # A cor da tela
    global color
    controle = Controle(LARGURA,ALTURA)
    while True:

        ev = pygame.event.wait()

        # Especifico para android
        if android:
            if android.check_pause():
                android.wait_for_resume()

        if ev.type == TIMEREVENT:
            screen.fill(color)
            controle.desenha(screen)
            pygame.display.flip()
        else:
            controle.evento(ev, color)

        if (ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE) or ev.type == pygame.QUIT:
            break
Beispiel #23
0
def main():
    # create configuration object
    if android is not None or len(sys.argv) == 1:
        # Map the back button to the escape key.
        # initialize pygame
        pygame.init()
        if android is not None:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
        configo = classes.config.Config(android)

        # create the language object
        lang = classes.lang.Language(configo)

        # create the Thread objects and start the threads
        speaker = classes.speaker.Speaker(lang, configo, android)

        app = GamePlay(speaker, lang, configo)
        if android is None:
            speaker.start()
            app.start()
        else:
            app.run()
    elif len(sys.argv) == 2:
        if sys.argv[1] == "v" or sys.argv[1] == "version":
            from classes.cversion import ver
            print("pysiogame-%s" % ver)
    else:
        print("Sorry arguments not recognized.")
Beispiel #24
0
	def post_build_init(self, *args):
		# Map Android keys
		if platform == 'android':
			android.map_key(android.KEYCODE_BACK, 1000)
			android.map_key(android.KEYCODE_MENU, 1001)
		win = self._app_window
		win.bind(on_keyboard=self._key_handler)
    def post_build_init(self, *args):
        if platform() == 'android':
            import android
            android.map_key(android.KEYCODE_BACK, 1001)

        window = EventLoop.window
        window.bind(on_keyboard=self.on_keyboard)
Beispiel #26
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def install_android():
    '''Install hooks for android platform.

    * Automaticly sleep when the device is paused
    * Auto kill the application is the return key is hitted
    '''
    try:
        import android
    except ImportError:
        print 'Android lib is missing, cannot install android hooks'
        return

    from kivy.clock import Clock
    import pygame

    print '==========+> Android install hooks'

    # Init the library
    android.init()
    android.map_key(android.KEYCODE_MENU, pygame.K_MENU)

    # Check if android must be paused or not
    # If pause is asked, just leave the app.

    def android_check_pause(*largs):
        if not android.check_pause():
            return
        from kivy.base import stopTouchApp
        stopTouchApp()
        #android.wait_for_resume()

    Clock.schedule_interval(android_check_pause, 0)
Beispiel #27
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	def __init__(self):		
		self.loopFlag = True
				
		#Display
		if not ANDROID:
			os.environ['SDL_VIDEO_CENTERED'] = '1'		
		
		pygame.init()	
		if ANDROID:
			android.init()
			android.accelerometer_enable(True)
			android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
			
		width, height = 800, 480
		self.displaySize = width, height
		self.display = pygame.display.set_mode(self.displaySize)
		self.fps = 60		

		#Peripherals
		self.keyboard = Keyboard()
		self.mouse = Mouse()
				
		# world
		self.world = World(width, height)

		#Other objects
		self.clock = pygame.time.Clock()		
Beispiel #28
0
 def post_build_init(self, ev):
     if platform == 'android':
         import android
         android.map_key(android.KEYCODE_BACK, 1000)
         android.map_key(android.KEYCODE_MENU, 1001)
     win = self._app_window
     win.bind(on_keyboard=self._key_handler)
Beispiel #29
0
def main():
    pygame.init()

    print pygame.display.list_modes()
    if not android:
        # Pick a size one smaller than our desktop to save room for WM stuff.
        modes = pygame.display.list_modes()
        if len(modes) > 1: mode = modes[1]
        else: mode = modes[0]
        screen_w, screen_h = mode
    else:
        # Fullscreen always
        _info = pygame.display.Info()
        screen_w = _info.current_w
        screen_h = _info.current_h
    global WIDTH, HEIGHT
    WIDTH = screen_w
    HEIGHT = screen_h

    #This means we must scale everything horizontally by screen_ratio
    global RATIO
    RATIO = WIDTH/HEIGHT

    # Set the screen size.
    pygame.display.set_mode((screen_w, screen_h))

    # Map the back button to the escape key.
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    # Use a timer to control FPS.
    pygame.time.set_timer(TIMEREVENT, int(1000 / FPS))

    # Set up our scenegraph
    setup()

    while True:

        ev = pygame.event.wait()

        # Android-specific:
        if android:
            if android.check_pause():
                android.wait_for_resume()

        # Draw the screen based on the timer.
        if ev.type == TIMEREVENT:
            update()
            draw()

        # When the touchscreen is pressed, change the color to green.
        elif ev.type == pygame.MOUSEBUTTONDOWN:
            handle_click()

        # When the user hits back, ESCAPE is sent. Handle it and end
        # the game.
        elif ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
            break
Beispiel #30
0
 def load(self):
     if android:
         android.init()
         android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
     self.clock = pygame.time.Clock()
     gfx.fontSmall = pygame.font.Font(main.cwd+"/font/CALIBRI.TTF", 30)
     gfx.font = pygame.font.Font(main.cwd+"/font/CALIBRI.TTF", 50)
     gfx.fontBig = pygame.font.Font(main.cwd+"/font/CALIBRI.TTF", 75)
Beispiel #31
0
    def post_build_init(self):
        """ Bind the android or the keyboard key """
        if platform() == "android":
            import android

            android.map_key(android.KEYCODE_BACK, 1001)
        win = Window
        win.bind(on_keyboard=self.key_handler)
Beispiel #32
0
 def post_build_init(self, instance):    # voláno po spuštění programu, namapuje systémové klávesy Androidu
     android.map_key(android.KEYCODE_MENU, 1000)
     android.map_key(android.KEYCODE_BACK, 1001)
     android.map_key(android.KEYCODE_HOME, 1002)
     android.map_key(android.KEYCODE_SEARCH, 1003)
     android.map_key(android.KEYCODE_APP_SWITCH, 1004)
     win = self._app_window
     win.bind(on_keyboard=self._key_handler)
Beispiel #33
0
 def load(self):
     if android:
         android.init()
         android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
     self.clock = pygame.time.Clock()
     gfx.fontSmall = pygame.font.Font(main.cwd + "/font/CALIBRI.TTF", 30)
     gfx.font = pygame.font.Font(main.cwd + "/font/CALIBRI.TTF", 50)
     gfx.fontBig = pygame.font.Font(main.cwd + "/font/CALIBRI.TTF", 75)
Beispiel #34
0
 def __init__ (self, mdl):
     self.state = True   #used to see if anything in model was changed due to Controller
     self.drag = False   #used to determine if a click and drag is being established
     Controller.model = mdl
     # Map the back button to the escape key.
     if android:
         android.init()
         android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
Beispiel #35
0
    def post_build_init(self, *args):

        if constants.PLATFORM_ANDROID:
            import android
            android.map_key(android.KEYCODE_BACK, 1001)

        win = Window
        win.bind(on_keyboard=self.my_key_handler)
Beispiel #36
0
def do_main(no_intro=0, the_level=0):
    global flags

    print("hello from zanthor do_main")

    pygame.mixer.pre_init(22050, -16, 2, 1024)

    pygame.init()
    pygame.font.init()
    #pygame.display.set_caption("The Wrath of ZANTHOR") #It's powered by steam!")
    pygame.display.set_caption(
        "The Wrath of ZANTHOR!  It's powered by steam!  h key for help")

    #flags = FULLSCREEN
    print flags
    print(SW, SH)
    screen = pygame.display.set_mode((SW, SH), flags)

    # Map the back button to the escape key.
    if android:
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    print("initialising joystick module")

    pygame.joystick.init()
    joystics = []
    num_joys = pygame.joystick.get_count()

    print "initialising joys", num_joys
    for x in range(num_joys):
        print "x joy is:", x
        j = pygame.joystick.Joystick(x)
        j.init()
        joystics.append(j)

    print "initialising joys: done."

    game = Game()
    game.should_restore_stats = True
    game.backup_upgradable_amounts = None
    game.backup_castle_stats = None

    # the intro is not done first.
    #game.run(states.Title(game),screen)
    if no_intro == 0:
        game.run(intro.Intro(game), screen)

    elif no_intro == 1:
        #game.run(level.Level(game, 0,100),screen)
        game.run(menu.Menu(game), screen)
    elif no_intro == 3:
        # we load the level number from the levels defined in menu.
        n = menu.data[no_intro][4]
        perc = menu.data[no_intro][5]
        music = menu.data[no_intro][7]
        game.run(level.Level(game, n, perc, music), screen)
    else:
        game.run(level.Level(game, no_intro, 100, None), screen)
Beispiel #37
0
    def __init__(self, info):
        self.info = info
        pygame.mixer.init()    # is this necessary?
        pygame.mixer.pre_init(44100, -16, 2, 2048)

        pygame.init()

        # Set the screen size.
        size = self.width, self.height = 480, 800
        self.screen = pygame.display.set_mode(size)

        # Map the back button to the escape key.
        if android:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

        # load our sounds
        snddir = 'sounds'
        self.soundtrack \
           = pygame.mixer.Sound(os.path.join(snddir, 'soundtrack.wav'))
        self.soundtrack.set_volume(0.3)
        self.soundtrack.play(-1, 0, 2000)
        self.win_sound \
           = pygame.mixer.Sound(os.path.join(snddir, 'win2.wav'))
        self.click_sound \
           = pygame.mixer.Sound(os.path.join(snddir, 'plug.wav'))
        self.lose_sound \
           = pygame.mixer.Sound(os.path.join(snddir, 'lose.wav'))
        self.gameover_sound \
           = pygame.mixer.Sound(os.path.join(snddir, 'gameover.wav'))

        # load our images
        imgdir = 'images'
        self.or_img = [load_image('or0.png').convert_alpha(), \
                       load_image('or1.png').convert_alpha() ]
        self.notr_img = [load_image('not0.png').convert_alpha(), \
                         load_image('not1.png').convert_alpha() ]
        self.notl_img = [pygame.transform.flip(self.notr_img[i], True, False) \
                         for i in range(2)] 
        self.var_img = [load_image('var0.png').convert_alpha(), \
                        load_image('var1.png').convert_alpha()]

        # load our font
        fontfile = pygame.font.match_font('gfsneohellenic,sans')
        self.font = pygame.font.Font(fontfile, 40)
        if self.font == None:    # always have a backup plan
            self.font = pygame.font.SysFont(None, 40)
        self.font = pygame.font.SysFont(None, 40)

        # pick colors
        self.bg_color = BLACK
        self.wire_colors = [BROWN, LIGHTGREEN]

        # compute on-screen locations of everything
        self.updated_formula()
        
        # start up some timers
        pygame.time.set_timer(TIMEREVENT, 1000 // FPS)
Beispiel #38
0
def main():
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    respawn = Respawn()
    turn = Turn()
    background = pygame.Surface((DISPLAYHEIGHT, DISPLAYWIDTH))
    drawBoard(background)
    shouldUpdate = 1
    pygame.init()

    pygame.display.set_caption("Keys")

    keys = pygame.Surface((DISPLAYHEIGHT, DISPLAYWIDTH))
    drawKeysOnBoard(keys, BOARD)

    DISP.blit(background, (0, 0))
    DISP.blit(keys, (0, 0))
    while True:

        if android:
            if android.check_pause():
                android.wait_for_resume()

        for event in pygame.event.get():

            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            if event.type == MOUSEBUTTONDOWN:
                handleKeyPress(event, turn, respawn)

            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                pygame.quit()
                sys.exit()
                #for i in SQUARESTOHIGHLIGHT:
                # highlightSquare((i[1],i[0]),DISP,(213,23,12))
            shouldUpdate = 1
        #pygame.display.update()
        shouldUpdate = 1

        if shouldUpdate:
            DISP.blit(background, (0, 0))
            drawLockedKeysOnBoard(DISP, BOARD)
            drawKeysOnBoard(DISP, BOARD)
            for i in ROTATEPOINTS:
                highlightSquare((i[1], i[0]), DISP, (23, 223, 12))
            for i in SQUARESTOHIGHLIGHT:
                highlightSquare((i[1], i[0]), DISP, (213, 23, 12))

            for i in RESPAWNPOINTS:
                highlightSquare((i[1], i[0]), DISP, (233, 34, 223))
            if gameover:
                drawGameOverScreen(DISP, background, winner="none")
            pygame.display.update()
        fpsclock.tick(FPS)
Beispiel #39
0
    def __init__(self,width,height):
        pygame.init()

	if android:
            android.init()
            android.map_key(android.KEYCODE_DPAD_CENTER,pygame.K_SPACE)
	    android.map_key(android.KEYCODE_B,pygame.K_ESCAPE)

        self.width = width
        self.height = height
        self.done = False
        self.oldTime = time.time()
        self.totalGameTime = 0
        self.pointsSinceLastCopSequence = 0
        self.copsCreated = False
        self.moveSpeed = 40
	self.mouseActive = False
	
        # initialize pygame
        random.seed()
        pygame.font.init()
        self.screen = pygame.display.set_mode((width,height))

	self.mainMenu = MainMenu([width/2,height/2],width,height)
        surface = pygame.image.load('resources/levelBig.png').convert()
    	self.background = pygame.transform.scale(surface,(width,surface.get_rect().height))
        self.backRect = self.background.get_rect()

        # establish lane info:
        self.laneWidth = width *.1033
        self.lanes = []
        self.lanes.append(self.width * 0.25)
        self.lanes.append(self.width * 0.35)
        self.lanes.append(self.width * 0.45)
        self.lanes.append(self.width * 0.56)
        self.lanes.append(self.width * 0.66)
        self.lanes.append(self.width * 0.77)
        self.currentLaneIndex = 4

        # initialize game entities
        self.player = Player([self.lanes[self.currentLaneIndex], self.height / 2.0],30,50) 
        self.citizens = []
        self.cops = []
        self.makeRandomCitizen()
        self.makeRandomCitizen()
	
	# initialize input objects
	self.inGameMenu = InGameMenu(self.player,[self.width / 2,self.height / 2],self.width,self.height)
	self.sidearmStick = Thumbstick(self.player,[self.width - (self.width/ 12), 5 *(self.height/6)],self.width / 6,self.height / 8)
	self.weaponStick = Thumbstick(self.player,[self.width/ 12, 5 *(self.height/6)],self.width / 6,self.height / 8)
	self.sidearmStick.deactivate()

        #initialize all variable text that will be used
        self.scoreText = Text("0" + str(self.inGameMenu.score), [self.width / 15,self.height / 20], self.width / 15,self.height / 15,(255,255,255))

        # start game
        self.gameLoop()
Beispiel #40
0
def main():
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    respawn = Respawn()
    turn = Turn()
    background = pygame.Surface((DISPLAYHEIGHT,DISPLAYWIDTH))
    drawBoard(background)
    shouldUpdate = 1
    pygame.init()
    
    pygame.display.set_caption("Keys")

    keys = pygame.Surface((DISPLAYHEIGHT,DISPLAYWIDTH))
    drawKeysOnBoard(keys,BOARD)
    
    DISP.blit(background,(0,0))
    DISP.blit(keys,(0,0))
    while True:

        if android:
            if android.check_pause():
                android.wait_for_resume()

        for event in pygame.event.get():
            
            if event.type == QUIT:
                pygame.quit()
                sys.exit()

            if event.type == MOUSEBUTTONDOWN:
                handleKeyPress(event,turn,respawn)

            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                pygame.quit()
                sys.exit()
                #for i in SQUARESTOHIGHLIGHT:
                   # highlightSquare((i[1],i[0]),DISP,(213,23,12))
            shouldUpdate= 1
        #pygame.display.update()
        shouldUpdate=1
        
        if shouldUpdate:
            DISP.blit(background,(0,0))
            drawLockedKeysOnBoard(DISP,BOARD)
            drawKeysOnBoard(DISP,BOARD)
            for i in ROTATEPOINTS:
                highlightSquare((i[1],i[0]),DISP,(23,223,12))
            for i in SQUARESTOHIGHLIGHT:
                highlightSquare((i[1],i[0]),DISP,(213,23,12))

            for i in RESPAWNPOINTS:
                highlightSquare((i[1],i[0]),DISP,(233,34,223))
            if gameover:
                drawGameOverScreen(DISP,background,winner="none")
            pygame.display.update()
        fpsclock.tick(FPS)
Beispiel #41
0
    def post_build_init(self,ev):
        if platform() == 'android':
            import android
            android.map_key(android.KEYCODE_BACK,1001)

        win = Window
        win.bind(on_keyboard=self.my_key_handler)

        Clock.schedule_interval(self.save_all_boards,150)
Beispiel #42
0
    def __init__(self, size):

        pygame.init()
        if android:
            android.init()
            android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

        self.screen = pygame.display.set_mode(size)
        self.purge()
Beispiel #43
0
 def post_build_init(
     self, instance
 ):  # voláno po spuštění programu, namapuje systémové klávesy Androidu
     android.map_key(android.KEYCODE_MENU, 1000)
     android.map_key(android.KEYCODE_BACK, 1001)
     android.map_key(android.KEYCODE_HOME, 1002)
     android.map_key(android.KEYCODE_SEARCH, 1003)
     android.map_key(android.KEYCODE_APP_SWITCH, 1004)
     win = self._app_window
     win.bind(on_keyboard=self._key_handler)
Beispiel #44
0
    def build(self):
        #Android back mapping
        android.map_key(android.KEYCODE_BACK, 1001)
        win = Window
        win.bind(on_keyboard=self.key_handler)
        #globalvars.init()

        self.nfc_init()
        self.HomeScr.getStoredMedia()

        return self.sm
Beispiel #45
0
def main():
    settings = Settings.Instance()

    pygame.init()
    if settings.android:
        settings.android = True
        android.init()
        android.map_key(android.KEYCODE_SEARCH, pygame.K_ESCAPE)

    nback = NBack()
    pygame.display.set_caption('N-Back v' + settings.version)
    nback.run()
Beispiel #46
0
def main():
    pygame.init()
    if android:
        android.init()

        android.mixer.music.load("click.wav")
        android.mixer.music.play(-1)

    # Set the screen size.
    screen = pygame.display.set_mode((480, 800))

    # Map the back button to the escape key.
    if android:
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    # Use a timer to control FPS.
    pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

    # The color of the screen.
    color = RED

    while True:

        ev = pygame.event.wait()

        # Android-specific:
        if android:
            if android.check_pause():
                android.wait_for_resume()

        # Draw the screen based on the timer.
        if ev.type == TIMEREVENT:
            screen.fill(color)
            pygame.display.flip()
            android.mixer.periodic()

        # When the touchscreen is pressed, change the color to green.
        elif ev.type == pygame.MOUSEBUTTONDOWN:
            color = GREEN
            if android:
                android.vibrate(.25)
                print "Open URL Version 2"
                webbrowser.open("http://www.renpy.org/")

        # When it's released, change the color to RED.
        elif ev.type == pygame.MOUSEBUTTONUP:
            color = RED

        # When the user hits back, ESCAPE is sent. Handle it and end
        # the game.
        elif ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
            break
Beispiel #47
0
def main():

    pygame.init()
    if android:
        android.init()
     
    # Set the screen size.
    screen = pygame.display.set_mode((480, 800), pygame.FULLSCREEN)

    test = pygame.image.load("test.jpg").convert()
    test.set_alpha(128)
    
    
    # Map the back button to the escape key.
    if android:
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    # Use a timer to control FPS.
    pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

    # The color of the screen.
    color = RED

    while True:

        ev = pygame.event.wait()

        # Android-specific: 
        if android:
            if android.check_pause():
                android.wait_for_resume()

        # Draw the screen based on the timer.
        if ev.type == TIMEREVENT:
            screen.fill(color)
            screen.blit(test, (100, 100))
            pygame.display.flip()

        # When the touchscreen is pressed, change the color to green. 
        elif ev.type == pygame.MOUSEBUTTONDOWN:
            color = GREEN
            if android:
                android.vibrate(.25)
            
        # When it's released, change the color to RED.
        elif ev.type == pygame.MOUSEBUTTONUP:
            color = RED

        # When the user hits back, ESCAPE is sent. Handle it and end
        # the game.
        elif ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
            break
    def on_start(self):
        #PERHAPS THIS CAN BE PLACED UP ABOVE SIMPLY
        print('my platfooooooooooorm is ' + str(platform))
        if displayAd:
            pass
            AdBuddiz.setPublisherKey("TEST_PUBLISHER_KEY")

        if platform == 'android':
            import android
            android.map_key(android.KEYCODE_BACK, 1000)
            android.map_key(android.KEYCODE_MENU, 1001)
        win = self._app_window
        win.bind(on_keyboard=self._key_handler)
Beispiel #49
0
    def _on_these_settings(self, window, *largs):
        key = largs[0]
        setting_key = 282  # F1

        if platform() == 'android':
            import android
            import pygame

            android.map_key(android.KEYCODE_MENU, 1000)
            android.map_key(android.KEYCODE_BACK, 1001)
            android.map_key(android.KEYCODE_HOME, 1002)
            android.map_key(android.KEYCODE_SEARCH, 1003)

        # android hack, if settings key is pygame K_MENU
        if platform == 'android':
            import pygame
            setting_key = pygame.K_MENU

        if key == setting_key:
            # toggle settings panel
            Logger.info("This is the F1 key")
            self.open_settings = None
            if not self._menu_down:
                self._app_menu.open()
                self._menu_down = True
                Logger.info("State is true")
            else:
                self._app_menu.dismiss()
                self._menu_down = False
                Logger.info("State is false")
            return True
            if key == 27:
                return self.close_menu()
def main():
    mixer.pre_init(
        44100, -16, 2, 1024
    )  #sound effects are delayed on my windows machine without this, I think the buffer is initialized too large by default
    pygame.init()
    screen = get_screen()
    pygame.display.set_caption(TITLE)
    pygame.display.set_icon(
        load_image(os.path.join('blocks', 'lightgreen.png')))
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    while True:
        menu(screen)
Beispiel #51
0
def init_display(experiment):
    """See openexp._canvas.legacy"""

    if experiment.resolution() != resolution:
        raise canvas_error( \
        'The droid back-end requires a resolution of %d x %d. Your display will be scaled automatically to fit devices with different resolutions.' \
        % resolution)

    # Intialize PyGame
    if not pygame.display.get_init():
        pygame.init()
    experiment.window = pygame.display.set_mode(resolution)
    experiment.surface = pygame.display.get_surface()
    # Set the time functions to use pygame
    experiment._time_func = pygame.time.get_ticks
    experiment._sleep_func = pygame.time.delay
    experiment.time = experiment._time_func
    experiment.sleep = experiment._sleep_func
    # Initialze the Android device if necessary
    if android != None:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
        dpi = android.get_dpi()
    else:
        # A dummy dpi if we are not on Android
        dpi = 96
    # Log the device characteristics
    info = pygame.display.Info()
    diag = hypot(info.current_w, info.current_h) / dpi
    if diag < 6:  # 6" is the minimum size to be considered a tablet
        is_tablet = 'yes'
    else:
        is_tablet = 'no'
    experiment.set('device_resolution_width', info.current_w)
    experiment.set('device_resolution_height', info.current_h)
    experiment.set('device_dpi', dpi)
    experiment.set('device_screen_diag', diag)
    experiment.set('device_is_tablet', is_tablet)

    # Start with a splash screen
    splash = pygame.image.load(experiment.resource('android-splash.jpg'))
    x = resolution[0] / 2 - splash.get_width() / 2
    y = resolution[1] / 2 - splash.get_height() / 2
    experiment.surface.blit(splash, (x, y))
    for i in range(10):
        pygame.display.flip()
        pygame.time.delay(100)
    if android != None and android.check_pause():
        android.wait_for_resume()
Beispiel #52
0
def main():
    pygame.init()
    if android:
        android.init()

    # Set the screen size.
    screen = pygame.display.set_mode((480, 800))

    # Map the back button to the escape key.
    if android:
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
        android.accelerometer_enable(True)

    # Use a timer to control FPS.
    pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

    font = pygame.font.Font("FreeSans.ttf", 30)

    def text(s, x, y):
        surf = font.render(s, True, (200, 200, 200, 255))
        screen.blit(surf, (x, y))

    while True:

        ev = pygame.event.wait()

        if android.check_pause():
            android.wait_for_resume()

        # Draw the screen based on the timer.
        if ev.type == TIMEREVENT:
            x, y, z = android.accelerometer_reading()

            screen.fill((0, 0, 0, 255))

            text("X: %f" % x, 10, 10)
            text("Y: %f" % y, 10, 50)
            text("Z: %f" % z, 10, 90)

            pygame.display.flip()

        # When the user hits back, ESCAPE is sent. Handle it and end
        # the game.
        elif ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
            break
Beispiel #53
0
def main():
    flags = 0
    if RELEASE:
        flags |= pygame.FULLSCREEN
    if not android:
        flags |= pygame.HWSURFACE
    display.set_mode((VWIDTH, VHEIGHT), flags)
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    while 1:
        clock = pygame.time.Clock()
        choice = MenuScreen(clock).show()
        if choice == "exit":
            return 0
        else:
            play_game(clock, choice)
    return 0
Beispiel #54
0
	def init_display(experiment):

		if experiment.resolution() != resolution:
			raise osexception(
				(u'The droid back-end requires a resolution of %d x %d. Your '
				u'display will be scaled automatically to fit devices with '
				u'different resolutions.') % resolution
			)
		# Intialize PyGame
		if not pygame.display.get_init():
			pygame.init()
		experiment.window = pygame.display.set_mode(resolution)
		experiment.surface = pygame.display.get_surface()
		# Set the time functions to use pygame
		experiment._time_func = pygame.time.get_ticks
		experiment._sleep_func = pygame.time.delay
		experiment.time = experiment._time_func
		experiment.sleep = experiment._sleep_func
		# Initialze the Android device if necessary
		if android is not None:
			android.init()
			android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
			dpi = android.get_dpi()
		else:
			# A dummy dpi if we are not on Android
			dpi = 96
		# Log the device characteristics
		info = pygame.display.Info()
		diag = hypot(info.current_w, info.current_h) / dpi
		experiment.var.device_resolution_width = info.current_w
		experiment.var.device_resolution_height = info.current_h
		experiment.var.device_dpi = dpi
		experiment.var.device_screen_diag = diag
		experiment.var.device_is_tablet = u'yes' if diag >= 6 else u'no'
		# Start with a splash screen
		splash = pygame.image.load(experiment.resource('android-splash.jpg'))
		x = resolution[0]/2 - splash.get_width()/2
		y = resolution[1]/2 - splash.get_height()/2
		experiment.surface.blit(splash, (x, y))
		for i in range(10):
			pygame.display.flip()
			pygame.time.delay(100)
		if android is not None and android.check_pause():
			android.wait_for_resume()
Beispiel #55
0
def main():
    pygame.init()

    info = pygame.display.Info()

    # Set the screen size.
    screen = pygame.display.set_mode((info.current_w, info.current_h))

    # Map the back button to the escape key.
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    # Use a timer to ensure the Android events get regularly
    # called.
    pygame.time.set_timer(TIMEREVENT, 1000 / FPS)

    im = pygame.image.load(android.assets.open("icon.png"))
    w, h = im.get_size()

    x = -w
    y = -h

    while True:

        ev = pygame.event.wait()

        # Android-specific:
        if android:
            if android.check_pause():
                android.wait_for_resume()

        # Draw the screen based on the timer.
        if ev.type == TIMEREVENT:
            screen.fill((0, 0, 0, 0))
            screen.blit(im, (x - w / 2, y - h / 2))
            pygame.display.flip()

        if ev.type == pygame.MOUSEBUTTONDOWN:
            x, y = ev.pos

        elif ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE:
            break
Beispiel #56
0
 def post_build_init(self, ev):
     try:
         import android
     except:
         pass
     else:
         android.map_key(android.KEYCODE_MENU, 1000)
         android.map_key(android.KEYCODE_BACK, 1001)
         android.map_key(android.KEYCODE_HOME, 1002)
         android.map_key(android.KEYCODE_SEARCH, 1003)
         win = self._app_window
         win.bind(on_keyboard=self._key_handler)
Beispiel #57
0
    def on_start(self):
        Config.set('kivy', 'log_level',
                   self.config.get('general', 'log_level'))
        Logger.debug("%s: on_start %s" % (APP, datetime.now()))

        self.scmgr = self.root.scmgr  # scmgr identificado con id en el kv

        if self.config.get('general', 'nucleo') not in ('Ruta', 'TMA'):
            self.pedir_nucleo()

        numero = int(self.config.get('general', 'numero'))
        try:
            planilla = self.config.get('general', 'planilla')
        except:
            planilla = ""  # failsafe
        try:
            final = datetime.strptime(self.config.get('general', 'final'),
                                      "%d/%m/%y %H:%M")
        except Exception:
            final = None
        Logger.debug("Final %s" % final)
        if numero != 0 and final and final > datetime.now() and planilla != "":
            # 0 indica que no estamos rearrancando
            # Evita que cambiar s1 y s2 arranque el servicio
            self.restarting = True
            self.asigna_numero(planilla, numero)
        else:
            self.toast(u"Escoge tu número de planilla")

        from kivy.core.window import Window
        Window.bind(on_keyboard=self.on_keypress)

        if platform == 'android':
            android.map_key(android.KEYCODE_BACK, 1001)

            import android.activity as python_activity
            python_activity.bind(on_new_intent=self.on_new_intent)
            # on_new_intent sólo se llama cuando la aplicación ya está
            # arrancada. Para no duplicar código la llamamos desde aquí
            self.on_new_intent(activity.getIntent())

        self.restarting = False
Beispiel #58
0
def main():
    global BASICFONT, FPS, SCREENSIZE, BACKGROUNDCOLOR, BLACK, WHITE, DISPLAYSURF, DISPLAYRECT, BLUEPLANET, BLACKPLANET, REDPLANET, SHUTTLE, LAUNCHEDSHUTTLE, FLAG, GAUGE1, GAUGE2
    pygame.init()
    pygame.font.init()
    
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
 

    BASICFONT = pygame.font.SysFont("comicsansms", 20)

    FPS = 30
    SCREENSIZE = (1280, 720)
    BACKGROUNDCOLOR = (0, 0, 0)
    
    BLACK = (0, 0, 0)
    WHITE = (255, 255, 255)
    
    pygame.display.set_caption("galaxyExplorer")
    DISPLAYSURF = pygame.display.set_mode(SCREENSIZE)
    DISPLAYRECT = DISPLAYSURF.get_rect()
    
    BLUEPLANET = pygame.image.load("blueplanet.png")
    BLACKPLANET = pygame.image.load("blackplanet.png")
    REDPLANET = pygame.image.load("redplanet.png")
    SHUTTLE = pygame.image.load("shuttle.png")
    LAUNCHEDSHUTTLE = pygame.image.load("launchedshuttle.png")
    FLAG = pygame.image.load("flag.png")
    FLAG = pygame.transform.scale(FLAG, (30, 30))

    SHUTTLE = pygame.transform.scale(SHUTTLE, (50, 75))
    LAUNCHEDSHUTTLE = pygame.transform.scale(LAUNCHEDSHUTTLE, (55, 78))

    GAUGE1 = pygame.image.load("gauge1.png")
    GAUGE2 = pygame.image.load("gauge2.png")
    GAUGE1 = pygame.transform.scale(GAUGE1, (150, 150))
    GAUGE2 = pygame.transform.scale(GAUGE2, (150, 150))
    
    run = Control(1, 0, 100) #초기 레벨 1, 초기 점수 0, 초기 연료 100
Beispiel #59
0
def main():
    pygame.init()

    if android:
        screen = pygame.display.set_mode()
        width, height = screen.get_size()
        dpi = android.get_dpi()
        if dpi >= 320:
            density = 'xhdpi'
        elif dpi >= 240:
            density = 'hdpi'
        elif dpi >= 160:
            density = 'mdpi'
        else:
            density = 'ldpi'
        dp = dpi / 160.

        android.init()
        # map the back button to the escape key
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
    else:
        dpi = 160
        dp = 1
        width = 480
        height = 800
        screen = pygame.display.set_mode((width, height))
        density = 'mdpi'

    # figure the game icon size based on the available real-estate - allow 10
    # rows so there's some whitespace border
    target = width // 10
    for size in [24, 32, 48, 64, 72, 96, 128]:
        if size > target:
            break
        icon_size = size

    print 'dimensions=%r; dpi=%r; density=%r; dp=%r; icon_size=%r' % (
        screen.get_size(), dpi, density, dp, icon_size)

    Game(screen, density, dp, icon_size).main()
Beispiel #60
0
    def post_build_init(self, ev):
        global isAndroid
        if isAndroid:
            #android.map_key(android.KEYCODE_MENU, 1000)
            android.map_key(android.KEYCODE_BACK, 1001)
            android.map_key(android.KEYCODE_HOME, 1002)
            android.map_key(android.KEYCODE_SEARCH, 1003)

        win = self._app_window
        win.bind(on_keyboard=self._key_handler)

        # regist update function
        Clock.schedule_interval(self.update, fUpdateTime)