def update(frame_time):
    global logo_time

    if logo_time > 5.0:
        logo_time = 0
        game_framework.push_state(title_state)
    logo_time += frame_time
Beispiel #2
0
def handle_events():
    global start_but
    global help_but
    global exit_but
    global main_pointer

    events = get_events()
    for event in events:

        if event.type == SDL_QUIT:
            game_framework.quit()

        elif event.type in (SDL_MOUSEBUTTONUP, SDL_MOUSEBUTTONDOWN,
                            SDL_MOUSEMOTION):
            main_pointer.update(event.x, 700 - event.y)
            start_but.mousemove_on(event.x, 700 - event.y)
            help_but.mousemove_on(event.x, 700 - event.y)
            exit_but.mousemove_on(event.x, 700 - event.y)

            if event.button == SDL_BUTTON_LEFT:
                if start_but.get_mouse_on():
                    global_parameters.global_snd.play_snd('button')
                    game_framework.change_state(level_state)
                    break
                if help_but.get_mouse_on():
                    global_parameters.global_snd.play_snd('button')
                    game_framework.push_state(help_state)
                    break
                if exit_but.get_mouse_on():
                    global_parameters.global_snd.play_snd('button')
                    game_framework.quit()
                    break
Beispiel #3
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()

        elif event.type == SDL_MOUSEMOTION:
            if menu.cursor_start(event):
                menu.big_start()
            elif menu.cursor_tutorial(event):
                menu.big_tutorial()
            elif menu.cursor_exit(event):
                menu.big_exit()
            else:
                menu.all_small()

        elif event.type == SDL_MOUSEBUTTONDOWN:
            if menu.cursor_start(event):
                game_framework.push_state(main_state)
            if menu.cursor_tutorial(event):
                game_framework.push_state(tutorial_state)
            if menu.cursor_exit(event):
                game_framework.quit()

        elif event.type == SDL_KEYDOWN:
            if event.key == SDLK_ESCAPE:
                game_framework.quit()
Beispiel #4
0
def update():
    for game_object in game_world.all_objects():
        game_object.update()
        for fiser in fish:
            if fiser.HP<=0:
                fish.remove(fiser)
                number[fiser.y//50][fiser.x//50]=0
                game_world.remove_object(fiser)
                tiles.lock -=1
        for birds in bird:
            if birds.HP<=0:
                bird.remove(birds)
                number[birds.y//50][birds.x//50]=0
                game_world.remove_object(birds)
                tiles.lock -= 1
    if number[int(hero.y // 50)][int(hero.x // 50)] is 5:
        game_framework.push_state(game_end_state)
    if hero.HP < 0 + 1:
        game_framework.push_state(game_over_state)
    if tiles.lock<=0:
        for i in range(0, 45):
            for j in range(0, 60):
                if number[i][j] is 6:
                    number[i][j]=5
                    open_lock.play(1)
Beispiel #5
0
def handle_events():
    global TreeCount, BushCount, BananaCount, player, background, hp
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif player.hp <= 0:
            game_framework.run(FailState)
        elif (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE):
            game_framework.run(FailState)
        elif (event.type == SDL_KEYDOWN and event.key == SDLK_2):
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_2)
        elif player.x > 1280 - 100:
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_2)
        elif background.timer > 60.0:
            game_framework.run(FailState)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(Pause_state)
        else:
            player.handle_event(event)
Beispiel #6
0
def handle_events():
    global Level, frame_time, score, hp_gauge, skill

    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.push_state(stop_state)
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_LEFT):
            if girl.way == 2:
                pass
            else:
                girl.way = 1
                Level += 1
                score += 60
                if Level > 144:
                    hp_gauge.frame -= 6
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_RIGHT):
            if girl.way == 1:
                pass
            else:
                girl.way = 2
                Level += 1
                score += 60
                if Level > 144:
                    hp_gauge.frame -= 6

        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_x):
            skill.handle_skill()
Beispiel #7
0
    def update(self):  # frame about bombanimation

        global itemstar
        global blockteam
        global block
        global badendbgm

        self.frame = (self.frame + 1) % 4
        self.time = (self.time + 1) % 14

        for block in blockteam:
            if block.blx == self.x and block.bly == self.y:
                self.x, self.y = random.randrange(40, 570, 40), random.randrange(60, 500, 40)  # 폭탄과 벽의 중복사라지게하는곳

        if self.dieframe < 4 and self.count == 3:
            self.dieframe = self.dieframe + 1

        elif self.dieframe == 4:

            game_framework.push_state(gameover)
            bgm.stop()
            badendbgm.set_volume(128)
            badendbgm.repeat_play()  # not yet

        if self.time == 0:
            self.x, self.y = random.randrange(40, 610, 40), random.randrange(60, 500, 40)
            self.boomframe = 0
Beispiel #8
0
    def update(self, timer):
        global blockteam
        global bombteam
        global aidiecount, aitime
        self.aiframe = (self.aiframe + 1) % 4
        if timer % 3 == 0 and self.life > 0:

            self.ai_state_table[self.state](self)

            if self.aix < 40:
                self.aix += int(Ch.RUN_SPEED_PPS)
            if self.aix > 600:
                self.aix -= int(Ch.RUN_SPEED_PPS)
            if self.aiy > 552:
                self.aiy -= int(Ch.RUN_SPEED_PPS)
            if self.aiy < 55:
                self.aiy += int(Ch.RUN_SPEED_PPS)
            self.state = random.randrange(0, 4, 1)
        elif self.life <= 0:
            self.aidieframe = self.aidieframe + 1

            if self.aidieframe == 4:
                aidiecount += 1
                if aidiecount == keyinputcount:
                    diesound = load_music("scream.mp3")
                    diesound.set_volume(64)
                    diesound.play(1)
                    delay(1)
                    game_framework.push_state(gameover)
                    bgm.stop()
                    badendbgm.set_volume(128)
                    badendbgm.repeat_play()  # not yet
Beispiel #9
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(pause_state)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_c:
            boy.act_dash()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_q:
            boy.drinkPotion()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_a:
            boy.spellLight()
        else:
            boy.handle_event(event)

        if event.type == SDL_KEYDOWN and event.key == SDLK_s:
            boy.spellOnFire()
        elif event.type == SDL_KEYUP and event.key == SDLK_s:
            boy.spellOffFire()

        if event.type == SDL_KEYDOWN and event.key == SDLK_2:
            boy.openCure()
        elif event.type == SDL_KEYUP and event.key == SDLK_2:
            boy.closeCure()
Beispiel #10
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:  # p키가 눌리면
            game_framework.push_state(base_pause_state)  # pause 화면으로 전환
Beispiel #11
0
def update():
    global logo_time
    if (logo_time > 1.0):
        logo_time = 0
        game_framework.push_state(title_state)
    delay(0.01)
    logo_time += 0.01
Beispiel #12
0
def update():
    global logo_time
    if(logo_time >1.0):
        logo_time = 0
        game_framework.push_state(map)
    delay(0.01)
    logo_time+=0.01
Beispiel #13
0
def update(frmae_time):
    global logo_time
    if logo_time > 1.0:
        logo_time = 0
        game_framework.push_state(title_state)
    delay(0.01)
    logo_time += 0.01
Beispiel #14
0
def update(frame_time):
    global logo_time
    if logo_time > time_MAX:
        logo_time = 0
        game_framework.push_state(game_state)
    delay(0.01)
    logo_time += 0.01
Beispiel #15
0
def handle_events():

    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN:
            if event.key == SDLK_ESCAPE:
                game_framework.change_state(mapstage_state)
            elif event.key == SDLK_RIGHT:
                bounce_ball.Ball.direction += RUN_SPEED_PPS
                ball.handle_event(bounce_ball.RIGHT_DOWN)
            elif event.key == SDLK_LEFT:
                bounce_ball.Ball.direction -= RUN_SPEED_PPS
                ball.handle_event(bounce_ball.LEFT_DOWN)
            elif event.key == SDLK_p:
                game_framework.push_state(pause_state)
            elif event.key == SDLK_r:
                load_map()
        elif event.type == SDL_KEYUP:
            if event.key == SDLK_RIGHT:
                bounce_ball.Ball.direction -= RUN_SPEED_PPS
                ball.handle_event(bounce_ball.RIGHT_UP)
            elif event.key == SDLK_LEFT:
                bounce_ball.Ball.direction += RUN_SPEED_PPS
                ball.handle_event(bounce_ball.LEFT_UP)
def onClick(context):
    global garage, player_info
    if context == 'racestart':
        game_framework.push_state(racing_state)
    if context == 'buy':
        have = player_info['coin']
        cost = car_info[str(garage.slot[garage.select])]['cost']
        if have >= cost:
            player_info['coin'] -= cost
            player_info['level'] += 1
            player_info['have'].append(garage.slot[garage.select])
            save_data()
        else:
            pass
    if context == 'before':
        game_framework.pop_state()
    if context == 'la':
        if garage.slot[0] > 0:
            garage.slot = [x - 1 for x in garage.slot]
    if context == 'ra':
        if garage.slot[2] < MAX_LEV - 1:
            garage.slot = [x + 1 for x in garage.slot]
    if context[0] == 's' and len(context) == 2:
        if context == 's1':
            garage.select = 0
        if context == 's2':
            garage.select = 1
        if context == 's3':
            garage.select = 2
    if context == 'diff_up':
        garage.difficulty = pico2d.clamp(0, garage.difficulty + 1, 5)
    if context == 'diff_down':
        garage.difficulty = pico2d.clamp(0, garage.difficulty - 1, 5)
Beispiel #17
0
def draw():
    global dice_num
    global chracter
    global tile
    global statbar
    global statpng
    global timer
    global map
    global bigfont
    global turntype
    global actionnumber


    clear_canvas()
    handle_events()
    backpicture.draw_to_origin(0,0)
    stat.draw()
    drawcard(actionnumber)
    if turntype==10 or turntype ==9:
         bigfont.draw(200,100,"PRESS SPACE!",color=(230,0,0))
    if map.chracter.hp==0:
        game_framework.push_state(gameover)
    delay(0.01)


    update_canvas()
Beispiel #18
0
def update(frame_time):
    stage.update(frame_time)
    cat.update(frame_time)
    lands.update(frame_time)
    man.update(frame_time)
    enemy.update(frame_time)

    if collide(cat, stone):
        heart.attacked()

    if collide(cat, enemy):
        heart.attacked()

    if collide(cat, lands):
        print('collision')
        lands.stop(cat)

    if heart.state == heart.DIE:
        game_framework.push_state(gameover_state)

    #클리어 조건
    if cat.x >= 5000:
        game_framework.push_state(stageclear_state)
        stage.clear()

    update_canvas()
Beispiel #19
0
def update():
    if running == True:
        for block in blocks:
            block.y -= 5
            block.bottom -= 5
            block.top -= 5

        if move == True:
            if reverse == True:
                BlueBall.angle -= 5
                RedBall.angle -= 5
            elif reverse == False:
                BlueBall.angle += 5
                RedBall.angle += 5

        BlueBall.x = 250 + (math.cos(BlueBall.angle * math.pi / 180.0) * 140)
        BlueBall.y = 150 + (math.sin(BlueBall.angle * math.pi / 180.0) * 140)
        RedBall.x = 250 + (math.cos(RedBall.angle * math.pi / 180.0) * 140)
        RedBall.y = 150 + (math.sin(RedBall.angle * math.pi / 180.0) * 140)

        BlueBall.update()
        RedBall.update()

        for block in blocks:
            if block.left < BlueBall.x < block.right and block.bottom < BlueBall.y < block.top:
                enter()
            elif block.left < RedBall.x < block.right and block.bottom < RedBall.y < block.top:
                enter()

    if blocks[len(blocks) - 1].y < -100:
        game_framework.push_state(stage2_state)
    delay(0.02)
    pass
def handle_events(frame_time):
    global main_pause

    events = get_events()
    stage.handle_event(events)
    wing.handle_event(events)
    boots.handle_event(events)
    fire_wall.handle_event(events)
    for fireBall in fireBalls:
        fireBall.handle_event(events)
    for jem in jems:
        jem.handle_event(events)

    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN:
            if event.key == SDLK_ESCAPE:
                game_framework.change_state(title_state)
            elif event.key == SDLK_h:
                game_framework.push_state(hold_state)
            elif event.key == SDLK_x and time_gauge.saved_percent > 0:  # 타임 리프 시작
                Change_time_back(True)
            else:
                sonic.handle_event(event)

        elif event.type == SDL_KEYUP:
            if event.key == SDLK_x:  # 타임 리프 중지
                Change_time_back(False)
Beispiel #21
0
def handle_events(frame_time):
    global name_x, select_menu, ishelp
    events=get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif(event.type == SDL_MOUSEMOTION):
            class_cursor.Cursor.x,class_cursor.Cursor.y=event.x,600-event.y
        elif event.type == SDL_MOUSEBUTTONDOWN and event.button ==SDL_BUTTON_LEFT:
            ishelp = False
            if select_menu == True:
                click_type = check_click(event.x,600-event.y)
                if click_type == NEW_GAME or click_type == LOAD_GAME:
                    game_framework.push_state(main_state,click_type)
                if click_type == HELP:
                    ishelp = True
        else:
            if(event.type) == (SDL_KEYDOWN):
                ishelp=False
            if(event.type, event.key) == (SDL_KEYDOWN,SDLK_ESCAPE):
                game_framework.quit()
            elif(event.type, event.key) == (SDL_KEYDOWN,SDLK_SPACE):
                if name_x != 365:
                    name_x =365
                else:
                    select_menu = True
Beispiel #22
0
def handle_events():
    events = get_events()
    global mouse_pressed, mouse_distance

    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.change_state(title_state)

        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(pause_state)

        elif event.type == SDL_KEYDOWN and event.key == SDLK_q:
            game_framework.push_state(menu_state)

        elif event.type == SDL_MOUSEBUTTONDOWN:
            mouse_pressed = True

        elif event.type == SDL_MOUSEBUTTONUP:
            mouse_pressed = False

        elif event.type == SDL_MOUSEMOTION:
            mouse.x = event.x
            mouse.y = 600 - event.y + 1
        else:
            GoblinWarMachine_GWM.handle_event(event)
Beispiel #23
0
def handle_events(frame_time):
    global mario
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.push_state(title_state)

        elif event.type == SDL_KEYDOWN:
            if event.key == SDLK_UP :
                if mario.y == 90 :
                    mario.state = 'JUMP'
                    mario.jump_sound.play()
                if mario.y != 90 :
                    mario.state = 'JUMP2'
                    mario.jump_sound.play()

            elif event.key == SDLK_DOWN:
                if mario.state == 'RUN' :
                    mario.state = 'SLIDE'

        elif event.type == SDL_KEYUP:
            if event.key == SDLK_DOWN:
                if mario.state == 'SLIDE' :
                    mario.state = 'RUN'
Beispiel #24
0
    def update(self):#frame about bombanimation
        #global bomb
        global itemuse
        global blockteam
        global block
        self.frame=(self.frame+1)%4
        self.time+=1
        self.boomceframe=(self.boomceframe+1)%3

        self.boomframe=(self.boomframe+1)%8
        for block in blockteam:
            if(block.blx == self.x and block.bly==self.y):
                self.x, self.y=random.randrange(40,570,40),random.randrange(60,500,40)#폭탄과 벽의 중복사라지게하는곳


        if(self.dieframe<4 and self.count==3):
            self.dieframe=(self.dieframe+1)

        elif(self.dieframe==4):
            game_framework.push_state(gameover)
        if(self.aidieframe<4 and self.count==5):
            self.aidieframe=(self.aidieframe+1)
        elif(self.aidieframe==4):
            game_framework.push_state(gameover)




        if(self.time==11):
             self.x, self.y=random.randrange(40,610,40),random.randrange(60,500,40)
             self.time=0
Beispiel #25
0
def handle_events():
    global see_right, skeletons, items, click, bonfire_ready, background, bonfire, light, stone, wood
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_MOUSEMOTION:
            mousecursor.position(x=event.x, y=VIEW_HEIGHT - 1 - event.y)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            del (skeletons)
            del (items)
            del light
            game_framework.change_state(title_state)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(pause_state)
        elif event.type == SDL_MOUSEBUTTONDOWN and event.button == SDL_BUTTON_RIGHT:
            if collision(ui, mousecursor):
                if stone >= 2 and wood >= 2:
                    game_world.remove_object(bonfire)
                    game_world.remove_object(light)
                    bonfire = Bonfire(player.x, player.y)
                    game_world.add_object(bonfire, 3)
                    bonfire.set_background(background)
                    light = Light(bonfire.x, bonfire.y)
                    game_world.add_object(light, 3)
                    light.set_background(background)
                    stone -= 2
                    wood -= 2
        else:
            player.handle_event(event)
Beispiel #26
0
def update():
    global x
    global running
    x+=1
    delay(0.01)
    if(x>=100):
        game_framework.push_state(title_state)
Beispiel #27
0
def handle_events():
    global IsShopOpened, button_on,click_sound
    global Shop
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_MOUSEBUTTONDOWN and event.button == SDL_BUTTON_LEFT:
            if button_on == SHOP_BUTTON:
                click_sound.play()
                if IsShopOpened:
                    IsShopOpened = False
                else:
                    IsShopOpened = True
            elif button_on == START_BUTTON:
                click_sound.play()
                game_framework.push_state(stage_state)
                bgm.stop()
                IsShopOpened = False

        elif event.type == SDL_MOUSEMOTION:
            mouse_x, mouse_y = event.x, 900 - event.y - 1
            if math.sqrt((mouse_x - 70)**2 + (mouse_y - 70)**2) <= 100:
                button_on = SHOP_BUTTON
            elif math.sqrt((mouse_x - 1530)**2 + (mouse_y - 70)**2) <= 100:
                button_on = START_BUTTON
            else:
                button_on = None


        if IsShopOpened:
            Shop.handle_event(event)
def update():
    global note_1_extreme, note_1s_extreme, note_2_extreme, note_2s_extreme, note_3_extreme, note_3s_extreme
    global note_4_extreme, note_4s_extreme, note_5_extreme, note_5s_extreme, note_6_extreme, note_6s_extreme, note_7_extreme, note_7s_extreme
    global machine_key_extreme, effect_1, effect_2, score_gauge, pdm, life_gauge, machine_1_extreme
    global playtime

    frametime.frame_time = frametime.get_frame_time()
    frametime.current_time += frametime.frame_time

    for note_1_extreme in note_1s_extreme:
        note_1_extreme.update()
    for note_2_extreme in note_2s_extreme:
        note_2_extreme.update()
    for note_3_extreme in note_3s_extreme:
        note_3_extreme.update()
    for note_4_extreme in note_4s_extreme:
        note_4_extreme.update()
    for note_5_extreme in note_5s_extreme:
        note_5_extreme.update()
    for note_6_extreme in note_6s_extreme:
        note_6_extreme.update()
    for note_7_extreme in note_7s_extreme:
        note_7_extreme.update()

    if (playtime > 330.0):
        playtime = 0
        game_framework.push_state(result_state)
    delay(0.01)
    playtime += 0.05
Beispiel #29
0
 def update(self):
     self.cx, self.cy = self.x - (self.bg.window_left * 32) - 16, self.y - (
         self.bg.window_bottom * 32)
     self.tileX, self.tileY = (self.x - 16) // 32, (self.y - 16) // 32
     if self.turn == 1:
         self.bt.run()
     # print("monster : ", (self.y - 16) // 32, (self.x - 16) // 32, map.MapLi[self.tileY][self.tileX])
     if self.state == 0:
         self.timer = (self.timer + 1) % 1000
         if self.timer > 800:
             self.idl = 1
         else:
             self.idl = 0
     if self.state == 1:
         self.deadTimer += 1
         if self.deadTimer == 96:
             warrior = main_state.get_warrior()
             game_world.remove_object(self)
             warrior.gameWon = 1
             warrior.score += 50
             game_framework.push_state(game_over)
     if self.state == 2:
         self.atkTimer = (self.atkTimer + FRAMES_PER_ACTION *
                          ACTION_PER_TIME * game_framework.frame_time)
         if self.atkTimer < 7:  # 조정해.
             if self.atkTimer < 3:
                 self.atkPose = 1
             elif self.atkTimer < 5:
                 self.atkPose = 2
             else:
                 self.atkPose = 3
         else:
             self.atkTimer = 0
             self.atkPose = 0
             self.state = 0
Beispiel #30
0
def update(frame_time):
    global restartimage
    player.update(frame_time)
    if player.life > 0:
        finalboss.update(frame_time)
        for bullet in bullets:
            bullet.update(frame_time)
        for finalbullet in finalbullets:
            finalbullet.update(frame_time)
            if Boss_collide(player, finalbullet):
                player.die()
        if player.b_death == False:
            if Boss_collide(player, finalboss):
                player.die()
            if finalboss.s_die == False:
                for bullet in bullets:
                    if Boss_collide(finalboss, bullet):
                        finalboss.hurt()
                        if bullets.count(bullet) > 0:
                            bullets.remove(bullet)
                        if finalboss.life <= 0:
                            finalboss.death()
                    if finalboss.life_flag == False:
                        finalboss.remove(finalboss)
        if finalboss.life_flag != False:
            if int(get_time() % 8) == 0:
                final_shooting()
        if finalboss.life < 1:
            delay(0.1)
            game_framework.push_state(gameover)
    pass
Beispiel #31
0
def handle_events():
    global life, ch, op
    events = get_events()
    for e in events:
        if e.type == SDL_QUIT:
            game_framework.quit()
        elif e.type == SDL_KEYDOWN:
            if e.key == SDLK_ESCAPE:
                game_framework.quit()
            elif e.key == SDLK_SPACE:
                game_framework.push_state(game)
            if e.key == SDLK_RIGHT:
                if life >= 3:
                    life = 1
                else:
                    life += 1
            if e.key == SDLK_LEFT:
                if life <= 1:
                    life = 3
                else:
                    life -= 1
            if e.key == SDLK_s:
                ch += 1
                if ch > 15:
                    ch = 0
                    op = 1
                    print("op on")
                else:
                    op = 0
Beispiel #32
0
def handle_events(frame_time):
    global player_bullet
    global goto_next_stage
    global next_stage_score
    global score
    global timer
    events = get_events()
    # start var.
    if life is 0:
        gameover_state.get_score(score)
        game_framework.push_state(gameover_state)
    for event in events:
        if event.type == SDL_QUIT:
            save_score()
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                save_score()
                game_framework.quit()
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
                if goto_next_stage is True:
                    # next_stage_score = score
                    # get_stage1_score(score)
                    score += 1000
                    win_state.get_score(score)
                    game_framework.change_state(win_state)
                else:
                    player_bullet.handle_event(event)
                    player.shooting_sound.play()
            # ranking state
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_c):
                timer.cancel()
                goto_next_stage = True
            else:
                player.handle_event(event)
def handle_events():
    global time, go_shop, go_shop_click, bgm, sum_score
    global x, y
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()

        elif event.type == SDL_MOUSEMOTION:
            x, y = event.x, 800 - event.y

        elif event.type == SDL_MOUSEBUTTONDOWN:
            x, y = event.x, 800 - event.y
            if x > 485 and x < 735 and y > 195 and y < 255:
                go_shop.play()
                bgm.stop()
                game_framework.change_state(main_state)

            if x > 470 and x < 540 and y > 264 and y < 320:
                go_shop.play()
                game_framework.push_state(shop)

        else:
            if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.quit()

            elif event.type == SDL_KEYDOWN and event.key == SDLK_2:
                sum_score += 100
Beispiel #34
0
def handle_events():
    global arrive_planet,attack,select, x, y, start,attackplanet,selectplanet,check
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.quit()
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_s):
            start = 1
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
            game_framework.push_state(PlanetGame2)
        elif event.type == SDL_MOUSEBUTTONDOWN:
            if event.button == SDL_BUTTON_LEFT:
                x, y = event.x , 700-event.y
                for planet in allplanet:
                    if planet.x - 50 < x < planet.x + 50 and planet.y - 50 < y < planet.y + 50:
                        x = planet.x
                        y = planet.y
                        # if planet.planet_image == 1:
                        if attack == False:
                            attack=True
                            print("Attak!")
                        elif attack == True:
                            attack = False
                        else:
                            if select == False:
                                select == True
                                print("select!")
                            elif select == True:
                                select == False
                        selectplanet = planet
                        planet.check = 1
                        select = True
                        arrive_planet = planet.name
Beispiel #35
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(pause_state_2)
Beispiel #36
0
def update(frame_time):
    global name
    global logo_time
    logo_time += frame_time
    if (logo_time > 4.0):
        logo_time = 0
        game_framework.push_state(Title_Scene)
Beispiel #37
0
def handle_events():
    global map, player, BushCount, TreeCount, BoxCount, KeyCount, boxes, hp, BananaCount
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.run(FailState)
        elif player.hp <= 0:
            game_framework.run(FailState)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_3:
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_3)
        elif map.timer > 60.0:
            game_framework.run(FailState)
        elif player.x > 1280 - 100 and key.collision == True:
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_3)
        elif map.timer > 300.0:
            game_framework.run(FailState)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE:
            for box in boxes:
                if box.collision == True:
                    box.Attack_box()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(Pause_state)
        else:
            player.handle_event(event)
Beispiel #38
0
def update():
    global note_S, note_Ss, note_D, note_Ds, note_F, note_Fs, note_SPACE, note_SPACEs, note_J, note_Js, note_K, note_Ks, note_L, note_Ls
    global machine_key, effect_1, effect_2, score_gauge, pdm, life_gauge, machine_1
    global playtime

    frametime.frame_time = frametime.get_frame_time()
    frametime.current_time += frametime.frame_time

    for note_S in note_Ss:
        note_S.update()
    for note_D in note_Ds:
        note_D.update()
    for note_F in note_Fs:
        note_F.update()
    for note_SPACE in note_SPACEs:
        note_SPACE.update()
    for note_J in note_Js:
        note_J.update()
    for note_K in note_Ks:
        note_K.update()
    for note_L in note_Ls:
        note_L.update()

    if (playtime > 330.0):
        playtime = 0
        game_framework.push_state(result_state)
    delay(0.01)
    playtime += 0.05
Beispiel #39
0
def choose_menu():
    if menu_num == 1:
        game_framework.change_state(Cactus_Family)
    elif menu_num == 2:
        game_framework.push_state(score_state)
    elif menu_num == 3:
        game_framework.quit()
Beispiel #40
0
def update(frame_time):
    global logo_time

    if(logo_time > 1.0):
        logo_time = 0
        game_framework.push_state(title_state)
    logo_time += 0.01
Beispiel #41
0
def update(frame_time):
    global logo_time

    if logo_time > 1.5:
        logo_time = 0
        game_framework.push_state(title_state)
    logo_time += frame_time
Beispiel #42
0
def update(frame_time):
    global logo_time

    if (logo_time > 2.0):
        logo_time = 0
        # game_framework.quit()
        game_framework.push_state(title_state)
    logo_time += frame_time
Beispiel #43
0
def update():
    global logo_time
    if logo_time > 1.0:
        logo_time = 0
        # game_framework.quit()
        game_framework.push_state(title_state)
    delay(0.01)
    logo_time += 0.01
Beispiel #44
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            #if keydown 'p' return to previous state
            game_framework.push_state(title_state)
Beispiel #45
0
def update(frame_time):
    global title_time

    if(title_time > 0.1):
        title_time = 0
        #game_framework.quit()
        game_framework.push_state(main_state)
    title_time += frame_time
Beispiel #46
0
def update(frame_time):
    global logo_time

    if(logo_time > 1.5):
        logo_time = 0
        #game_framework.quit()
        game_framework.push_state(title_state)
    logo_time += frame_time
Beispiel #47
0
def update(frame_time):
    global intro_time

    if (intro_time > data['Public']['intro_time']):
        intro_time = 0
        #game_framework.quit()
        game_framework.push_state(SelectCraft)
    intro_time += frame_time
Beispiel #48
0
def update():
    global logo_time

    if(logo_time>1.0):
        logo_time=0
        game_framework.push_state(game_title)
        #game_framework.quit()
    delay(0.01)
    logo_time+=0.01
Beispiel #49
0
def update():
   global title_logo_time
   if(title_logo_time > 1.0 and game_framework.level != 0):
       title_logo_time = 0
       game_framework.level +=1
       print("레벨 업", game_framework.level)
       game_framework.push_state(main_state)
   delay(0.01)
   title_logo_time +=0.01
Beispiel #50
0
def update():
   global logo_time,bgm
   if(logo_time > 1.0):
       logo_time = 0
       # bgm.stop()
       game_framework.push_state(title_state)

   delay(0.01)
   logo_time +=0.01
Beispiel #51
0
def update(frame_time):
    global name
    global logo_time

    if (logo_time > 0.2):
        logo_time = 0
        game_framework.push_state(title_state)
        #game_framework.quit()
    logo_time += frame_time
def update():
    global logo_time

    if (logo_time > 2.0):
        logo_time = 0
        # game_framework.quit() exit()함수를 호출한다.
        game_framework.push_state(title_state) #현재 상태를 유지하고 넘어간다.
    delay(0.01)
    logo_time += 0.01
Beispiel #53
0
def update():
    global logo_time

    if (logo_time > 2.0):
        logo_time = 0
       # game_framework.quit()
        game_framework.push_state(title_state)
    logo_time += 0.01
    pass
def update():
    global logo_time

    if(logo_time > 1.0):
        logo_time = 0
        #game_framework.quit()
        game_framework.push_state(frist_stage)
    delay(0.01)
    logo_time += 0.01
Beispiel #55
0
def update(frame_time):
    # fill here
    global logo_time

    if logo_time > 0.1:
        logo_time = 0
        # game_framework.quit()
        game_framework.push_state(title_state)
    logo_time += frame_time
Beispiel #56
0
def handle_events(frame_time):
    # fill here
    events = get_events()
    for event in events:
        if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            exit()
        elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_q):
            game_framework.push_state(map_tool)
        else:
            boy.handle_events(event,frame_time )
Beispiel #57
0
def update():
    global logo_time
    global bgm

    if (logo_time>1.0):
        logo_time=0
        #game_framework.quit()#넌뭐니
        game_framework.push_state(game_main)
    delay(0.01)
    logo_time +=0.01
Beispiel #58
0
def handle_events(frame_time):
    # fill here
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            exit()
        elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            exit()
        elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):                           #스페이스를 누를시 게임 화면으로 넘어감
            game_framework.push_state(main_state)
Beispiel #59
0
def update():
    global logo_time

    if( logo_time > 0.5 ):
        logo_time = 0
        #game_framework.quit()
        game_framework.push_state(title_state)

    delay(0.01)
    logo_time = logo_time + 0.01
Beispiel #60
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if(event.type ,event.key) == (SDL_KEYDOWN , SDLK_ESCAPE):
                game_framework.quit()
            elif(event.type , event.key) ==(SDL_KEYDOWN , SDLK_SPACE  ):
                game_framework.push_state(main_state)