Beispiel #1
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def test_combinations():
    """Tests reading and updating the combinations txt file"""
    assert "temp.txt" not in os.listdir(".")
    assert not generator.check(filename="temp.txt", combination=OUTPUT)
    generator.update(filename="temp.txt", combination=OUTPUT)
    assert generator.check(filename="temp.txt", combination=OUTPUT)
    os.remove("temp.txt")
Beispiel #2
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def update():
    if state != STATE_IN_GAME:
        return
    global score
    score += gfw.delta_time
    gfw.world.update()
    generator.update(score)
    check_collision()
Beispiel #3
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def update():
    global state, score
    if state != STATE_IN_GAME:
        return

    score += gfw.delta_time
    gfw.world.update()
    generator.update(score)
    dead, full = check_collision()
    if dead:
        end_game()
    if full:
        score += 5
def update():

    gfw.world.update()
    generator.update()

    # if not gfw.world.count_at(gfw.layer.enemy) == 0:
    #     for n in gfw.world.objects_at(gfw.layer.enemy):
    #         print(n)

    collision.check_collision()
    score.update()

    #print(gfw.world.count_at(gfw.layer.enemy))

    pattern.update()
    stage_gen.update()
Beispiel #5
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def update():
    global state
    if state == GAME_OVER:
        return
    if paused:
        paused_update()
        return
    gfw.world.update()
    generator.update(playtime())
    for b in gfw.world.objects_at(gfw.world.layer.book):
        check_book(b)
    for i in gfw.world.objects_at(gfw.world.layer.item):
        check_item(i)
    score.score += gfw.delta_time
    exam_time(generator.exam)
    update_music()
Beispiel #6
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def update():
    global start
    if Zombie.GAME_OVER == True:
        gfw.world.clear()
        Zombie.GAME_OVER = False
        gfw.change(over_state)
        return

    gfw.world.update()
    generator.update()

    check_collision_bullet_zombie()
    check_collision_plant_zombie()
    check_collision_zombie_car()

    global zombie_generate_time
    zombie_generate_time += gfw.delta_time
    if zombie_generate_time > START_TIME and start == False:
        generator.generate_zombie_start()
        zombie_generate_time = 0
        start = True
    elif start == False:
        return
    if zombie_generate_time > ZOMBIE_TIME and generator.Zombie_Generate_num < ZOMBIE_NUM:
        zombie_generate_time = 0
        type = random.choice(
            ['ConeheadZombie', 'BucketheadZombie', 'FlagZombie'])
        generator.generate_zombie(type)

    # 시작했고 좀비가 다 비었으면 5초후에 Final wave 띄우고 마지막 좀비 공격 시작
    global FINAL_GAP_TIME
    if start == True and gfw.world.count_at(
            gfw.layer.zombie) == 0 and FINAL_GAP_TIME <= 5:
        FINAL_GAP_TIME += gfw.delta_time
        if FINAL_GAP_TIME > 5:
            for i in range(20):
                type = random.choice([
                    'ConeheadZombie', 'BucketheadZombie', 'FlagZombie',
                    'Zombie'
                ])
                z = generator.generate_zombie(type)
        static_ui.FINAL_WAVE = True
    if FINAL_GAP_TIME > 5 and gfw.world.count_at(gfw.layer.zombie) == 0:
        gfw.change(clear_state)
    if static_ui.FINAL_WAVE and gfw.world.count_at(gfw.layer.zombie) != 0:
        static_ui.FINAL_WAVE = False
Beispiel #7
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def update():
    if state != STATE_IN_GAME: # 게임 오버 구현
        return

    global score
    score += gfw.delta_time # delta 타임 값을 계속 더해줌
    gfw.world.update() # 월드 업데이트
    generator.update(score) # 점수에 따른 미사일 생성
    check_collision() # 충돌 체크

    # 플레이어가 떨어질 때 타일과 충돌하는지 검사합니다.
    if player.speed_y < 0.0:
        player_half_w = player.col_box_w * 0.5
        player_half_h = player.col_box_h * 0.5
        player_left = player.pos[0] - player_half_w
        player_right = player.pos[0] + player_half_w
        player_bottom = player.pos[1] - player_half_h
        player_top = player.pos[1] + player_half_h

        for i in gfw.world.objects_at(gfw.layer.tile):
            x, y = i.pos[0], i.pos[1]
            half_w = 80.0 * 0.5
            half_h = 20.0 * 0.5
            left = x - half_w
            right = x + half_w
            bottom = y - half_h
            top = y + half_h

            if player.pos[1] > y and player_left <= right and player_right >= left and player_bottom <= top and player_top >= bottom:
                player.pos = player.pos[0], y + 30.0
                player.jump = False
                player.speed_y = 0.0
                break
    
    if player.life <= 0:
        end_game()
def update():
    gfw.world.update()
    generator.update()
    check_collision()
Beispiel #9
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def update():
    gfw.world.update()
    generator.update()
Beispiel #10
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 def update(self):
     """Calls the function in the generator library"""
     generator.update(self)