Beispiel #1
0
def mainloop(tetro, field, next, points=0, level=1):
    """
    Prints the field and the currently active tetromino to its given position.
    While ingame, you can control it with UP-DOWN-LEFT-RIGHT as in Tetris.
    Pause the loop with the ESC key, if you choose continue, the current loop
    ends, and is called again with the current parameters.
    """
    game_sec = time.time()
    draw.screen(tetro, field, next, points, level)
    ingame = (True, 0)

    with pyconio.rawkeys():
        while ingame[0]:
            current_sec = time.time()
            # Control mechanism
            if pyconio.kbhit():
                ingame = control.ingame(tetro, field)
                points += ingame[1] * level
                draw.screen(tetro, field, next, points, level)
            # Fall mechanism
            if round(current_sec, min(level, 2)) >= round(
                    game_sec, min(level, 2)):
                if control.move_valid(control.post_move(tetro, "down"), field):
                    if control.hit(control.post_move(tetro, "down"), field):
                        if tetro.pos[1] >= 1:
                            last = tetro
                            next.pos = [5, 0]
                            tetro = next
                            next = control.store_regen(last, field, next)
                        # Game over if tetro hits another one, while Y pos is <1
                        else:
                            ingame = (False, points)
                            pyconio.clrscr()
                            draw.logo("game_over.txt")
                            time.sleep(1)
                            # Add to top scores if needed
                            scores = menu.get_scores()
                            # If highscores.txt exists, is valid and not empty
                            if scores not in (None, -1, []):
                                if points > scores[-1].points:
                                    scorechoice = menu.add_score(points)
                                    if scorechoice is not None:
                                        menu.write_score(scorechoice)
                            # If invalid
                            elif scores == -1:
                                pyconio.gotoxy(12, 25)
                                pyconio.write("Hibás dicsőséglista!", end="\n")
                                pyconio.gotoxy(8, 26)
                                pyconio.write("Ellenőrizd a highscores.txt-t!")
                                pyconio.flush()
                                time.sleep(2.5)
                            # If doesn't exist yet or empty
                            else:
                                scorechoice = menu.add_score(points)
                                if scorechoice is not None:
                                    menu.write_score(scorechoice)
                            return main()
                    else:
                        tetro.pos[1] += 1
                # When hit, save tetro and generate new one.
                else:
                    last = tetro
                    next.pos = [len(field) // 4, 0]
                    tetro = next
                    next = control.store_regen(last, field, next)
                # Game ticks
                game_sec += control.speed_sec(level)
                draw.screen(tetro, field, next, points, level)
            # Line clear
            if control.line_full(field):
                points += control.delete_full(field) * level
                draw.screen(tetro, field, next, points, level)
            # Level up
            if points >= level**2 * 1000:
                level += 1
                draw.screen(tetro, field, next, points, level)
        # Pause
        pausechoice = menu.pause()
        if pausechoice == "save":
            control.save_game(tetro, field, next, points, level)
            pausechoice = menu.save_menu()
        if pausechoice == "continue":
            return mainloop(tetro, field, next, points, level)
        elif pausechoice is None:
            return main()
Beispiel #2
0
def _handle_keyboard_event(event):
    """
    Handles keyboard event

    Args:
        event (Event): Keyboard event to handle
    """
    # Movement
    if event.key == pygame.K_a:
        update_creatures(config.GAME_DATA.creature_data, -1, 0)
    elif event.key == pygame.K_d:
        update_creatures(config.GAME_DATA.creature_data, 1, 0)
    elif event.key == pygame.K_w:
        update_creatures(config.GAME_DATA.creature_data, 0, -1)
    elif event.key == pygame.K_q:
        update_creatures(config.GAME_DATA.creature_data, -1, -1)
    elif event.key == pygame.K_e:
        update_creatures(config.GAME_DATA.creature_data, 1, -1)
    elif event.key == pygame.K_z:
        update_creatures(config.GAME_DATA.creature_data, -1, 1)
    elif event.key == pygame.K_c:
        update_creatures(config.GAME_DATA.creature_data, 1, 1)
    elif event.key == pygame.K_s:
        update_creatures(config.GAME_DATA.creature_data, 0, 1)
    elif event.key == pygame.K_x:
        update_creatures(config.GAME_DATA.creature_data, 0, 0)

    # Mini_map
    elif event.key == pygame.K_m:
        toggle_minimap()

    # Pickup/Drop Item
    elif event.key == pygame.K_t:
        objects_at_player = map_items_at_coord(config.GAME_DATA.item_data,
                                               config.PLAYER.x,
                                               config.PLAYER.y)
        for obj in objects_at_player:
            if obj.item:
                obj.item.pick_up(config.PLAYER)
        update_creatures(config.GAME_DATA.creature_data, 0, 0)

    elif event.key == pygame.K_F12:
        _toggle_wallhack()

    elif event.key == pygame.K_TAB:
        _toggle_camera()

    # Auto move
    elif event.key == pygame.K_v:
        auto_path(config.PATHFINDING)

    # Menu Buttons
    elif event.key == pygame.K_p:
        menu.pause()

    elif event.key == pygame.K_i:
        menu.inventory_menu()

    # Use magic
    elif event.key == pygame.K_SPACE:
        menu.magic_select_menu()

    # Returns to previous level
    elif event.key == pygame.K_1:
        if config.MAP_INFO.tile_array[config.PLAYER.y][
                config.PLAYER.x].type == UPSTAIR:
            config.CURRENT_FLOOR -= 1
            config.GAME_DATA.transition_previous_level()

    # Goes to next level
    elif event.key == pygame.K_2:
        if config.CURRENT_FLOOR < NUM_OF_FLOOR and \
                config.MAP_INFO.tile_array[config.PLAYER.y][config.PLAYER.x].type == DOWNSTAIR:
            config.CURRENT_FLOOR += 1
            config.GAME_DATA.transition_next_level()

    elif event.key == pygame.K_F2:
        save_game()

    elif event.key == pygame.K_F3:
        load_game()
Beispiel #3
0
''' Installer for File Analysis Tool Developed by M.Anish
    Installs thirdparty tools requied for this tool. ''' 

import menu as m
import platform
import os


if platform.system().lower()!='linux':
   print('Platform not supported!')
   m.pause()

flag=0

def detect(tool,cmd):
  print('\n\nDetecting '+tool+' ...\n')
  x=os.system(cmd)
  if x!=0:
     print('\nInstalling '+tool)
     global flag
     if flag==0:
        os.system('sudo apt-get update')
        flag=1
     x=os.system('sudo apt-get install '+tool)
     if x==0:
        print(tool+' installed successfully')

def detect_mat2():
  detect('mat2','mat2 -v')
Beispiel #4
0
test_arg = False

if len(sys.argv) > 1:
    if sys.argv[1] == 'test':
        print('Test mode')

        test_arg = True

#global settings
#pygame.mixer.pre_init (44100, -16, 1, 2512)
#pygame.mixer.init()
pygame.key.set_repeat(100, 100)
pygame.key.get_repeat()

menu.pause()

#main function
if test_arg == False:
    menu.menu_loop()
    #menu.intro_loop()
    menu.experiment_loop(
        'В начале сотворил Бог небо и землю... Земля же была безвидна и пуста, и тьма над бездною, и Дух Божий носился над водою. И сказал Бог: да будет свет. И стал свет. И увидел Бог свет, что он хорош, и отделил Бог свет от тьмы.',
        'images/intro/3.png',
        pic_x=0,
        pic_y=40,
        time_scroll=200)

    menu.experiment_loop(
        'И упал с неба денница, сын зари! разбился о землю, попиравший народы. Низвержен он ныне в ад, в глубины преисподней. Тот, который говорил: "взойду на небо, выше звезд Божиих вознесу престол мой... взойду на высоты облачные, буду подобен Всевышнему".',
        'images/intro/DL2.png',
def main():
    background_music.set_volume(0)
    game = Game(Map(), Hero((WIDTH // 2, HEIGHT // 2)), Camera())
    running = True
    while running:
        for event in pygame.event.get():
            # комната открывается ("зачищается" при нажатии ПКМ)
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    game.hero.attack()
                elif event.button == 3 and not game.in_room:
                    x, y = game.hero.rect.center
                    for potion in potions:
                        if pygame.mouse.get_pressed(3)[2] and get_length(
                                potion.rect.center[0] - x,
                                potion.rect.center[1] - y) < 50:
                            potion.use(game.hero)
                            break

            if event.type == OPEN_DOORS_EVENT.type:
                game.open_doors()
                game.score += 1

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    menu.pause()

            if game.in_room and event.type == ENEMY_EVENT_TYPE:
                hero = game.hero
                for enemy in current_enemies:
                    enemy.action(hero)

            if game.in_room and event.type == ENEMY_EVENT_TYPE:
                hero = game.hero
                for enemy in current_enemies:
                    enemy.action(hero)

            if event.type == HERO_GET_ARMOR:
                game.hero.add_armor(1)

            if event.type == HERO_GET_MANA:
                game.hero.add_mana(5)

            if event.type == GAME_OVER_EVENT.type:
                return
                # menu.menu()

            if event.type == pygame.QUIT:
                if classes.current_score > result['record-score']:
                    result['record-score'] = classes.current_score

                with open(os.path.join('data', 'statistics.txt'), 'w') as f:
                    f.write(f'last-score={classes.current_score}\n')
                    f.write(f'record-score={result["record-score"]}\n')
                    f.write(f'total-kills={classes.total_kills}')

                sys.exit()

        screen.fill(pygame.Color('black'))
        game.render(screen)

        if pygame.mouse.get_focused():  # применение изменённого курсора
            screen.blit(change_cursor(main_cursor), pygame.mouse.get_pos())

        pygame.display.flip()
        clock.tick(FPS)

    pygame.quit()
Beispiel #6
0
def handle_keys():
    '''Handles player input
    '''
    # get player input
    key_list = pygame.key.get_pressed()
    events_list = pygame.event.get()

    MOD_KEY = (key_list[pygame.K_LCTRL])

    # process input
    for event in events_list:  # loop through all events that have happened

        if event.type == pygame.QUIT:  #If close window, close
            closegame()

        if event.type == pygame.KEYDOWN:

            # Move up
            if event.key == pygame.K_UP or event.key == pygame.K_w:
                globalvars.PLAYER.creature.move(0, -1)
                globalvars.FOV_CALCULATE = True

            # Move down
            if event.key == pygame.K_DOWN or event.key == pygame.K_s:
                globalvars.PLAYER.creature.move(0, 1)
                globalvars.FOV_CALCULATE = True

            # Move left
            if event.key == pygame.K_LEFT or event.key == pygame.K_a:
                globalvars.PLAYER.creature.move(-1, 0)
                globalvars.FOV_CALCULATE = True

            # Move right
            if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                globalvars.PLAYER.creature.move(1, 0)
                globalvars.FOV_CALCULATE = True

            # key 'e' -> pick up objects
            if event.key == pygame.K_e:
                objects_at_player = maps.objects_at_coords(
                    globalvars.PLAYER.x, globalvars.PLAYER.y)

                for obj in objects_at_player:
                    if obj.item:
                        obj.item.pick_up(globalvars.PLAYER)

            if event.key == pygame.K_f:
                list_of_objs = maps.objects_at_coords(globalvars.PLAYER.x,
                                                      globalvars.PLAYER.y)

                for obj in list_of_objs:
                    if obj.stairs:
                        obj.stairs.use()
                    if obj.exitportal:
                        obj.exitportal.use()

            # key 'q' -> drop object from inventory
            if event.key == pygame.K_q:
                if len(globalvars.PLAYER.container.inventory) > 0:
                    globalvars.PLAYER.container.inventory[-1].item.drop(
                        globalvars.PLAYER.x, globalvars.PLAYER.y)

            # key 'p' -> pause the game
            if event.key == pygame.K_ESCAPE:
                menu.pause()

            # key 'TAB' ->  open inventory menu
            if event.key == pygame.K_TAB:
                menu.inventory()
Beispiel #7
0
def main(win, player):
    locked_pos = {}
    grid = create_grid(locked_pos)
    change_piece = False
    current_piece = get_shape()
    next_piece = get_shape()
    clock = pygame.time.Clock()
    fall_time = 0
    hardcore_time = 0
    time_elapsed = 0
    board = Board(WIDTH, HEIGHT, BLOCK_SIZE, BOX_WIDTH, BOX_HEIGHT)

    player.restart_stats()

    run = True
    while run:
        grid = create_grid(locked_pos)
        fall_time += clock.get_rawtime()
        time_elapsed += clock.get_rawtime()
        if mode == 2:
            hardcore_time += clock.get_rawtime()
        clock.tick()

        if time_elapsed / 1000 > 1:
            time_elapsed = 0
            player.timer += 1

        if hardcore_time / 1000 > 5:
            hardcore_time = 0
            if player.fall_speed > 0.1:
                player.fall_speed -= 0.005
                player.speed_level += 1

        if fall_time / 1000 > player.fall_speed:
            fall_time = 0
            current_piece.y += 1
            if not (valid_space(current_piece, grid,
                                convert_shape_format)) and current_piece.y > 0:
                current_piece.y -= 1
                change_piece = True

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

            # Key handling
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    current_piece.x -= 1
                    if not (valid_space(current_piece, grid,
                                        convert_shape_format)):
                        current_piece.x += 1
                elif event.key == pygame.K_RIGHT:
                    current_piece.x += 1
                    if not (valid_space(current_piece, grid,
                                        convert_shape_format)):
                        current_piece.x -= 1
                elif event.key == pygame.K_DOWN:
                    current_piece.y += 1
                    if not (valid_space(current_piece, grid,
                                        convert_shape_format)):
                        current_piece.y -= 1
                elif event.key == pygame.K_UP:
                    current_piece.rotation += 1
                    if not (valid_space(current_piece, grid,
                                        convert_shape_format)):
                        current_piece.rotation -= 1
                elif event.key == pygame.K_RETURN:
                    for i in range(20):
                        current_piece.y += 1
                        if not (valid_space(current_piece, grid,
                                            convert_shape_format)):
                            current_piece.y -= 1
                elif event.key == pygame.K_ESCAPE:
                    pause(win, active, WIDTH, HEIGHT, player.restart_stats,
                          main, main_menu, get_leaderboard, player)

        shape_pos = convert_shape_format(current_piece)

        # draw square within the block
        for i in range(len(shape_pos)):
            x, y = shape_pos[i]
            if y > -1:
                grid[y][x] = current_piece.color

        if change_piece:
            for pos in shape_pos:
                p = (pos[0], pos[1])
                locked_pos[p] = current_piece.color
            current_piece = next_piece
            next_piece = get_shape()
            change_piece = False
            player.score += clear_rows(grid, locked_pos,
                                       player) * player.get_score_factor()

        board.draw_window(win, grid, draw_grid)
        board.draw_next_shape(next_piece, win, player.score,
                              player.get_max_score, player.format_timer,
                              player.speed_level, player.combo,
                              player.max_combo)
        pygame.display.update()

        if check_lost(locked_pos):
            draw_name(win, player)

    pygame.display.quit()
Beispiel #8
0
def main(player, surface):
    time_elapsed = 0
    board = Board(WIDTH, HEIGHT)
    game = Game(WIDTH, HEIGHT, 30, 20)
    game.draw_letters(player)
    clock = pygame.time.Clock()
    run = True
    while run:
        time_elapsed += clock.get_rawtime()
        clock.tick()

        if time_elapsed / 1000 > 1:
            time_elapsed = 0
            player.timer += 1

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pause(WIN, WIDTH, HEIGHT, main, main_menu, get_leaderboard, player)
                elif event.unicode.isalpha():
                    for letter in game.letters:
                        x, y, ltr, visible, clicked = letter
                        if ltr == event.unicode.upper():
                            letter[4] = True
                            board.draw(surface, player, game, board)
                            pygame.time.delay(200)
                            letter[3] = False
                            game.guessed.append(ltr)
                            if ltr not in game.word:
                                player.lives -= 1
                                if player.lives == 0:
                                    board.draw(surface, player, game, board)
                                    pygame.time.delay(1000)
                                    board.draw_name(surface, player, board, main, game.word, 'Lost')
                                    break
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_x, mouse_y = pygame.mouse.get_pos()
                for letter in game.letters:
                    x, y, ltr, visible, clicked = letter
                    if visible:
                        dist = sqrt((x - mouse_x) ** 2 + (y - mouse_y) ** 2)
                        if dist < game.radius:
                            letter[4] = True
                            board.draw(surface, player, game, board)
                            pygame.time.delay(500)
                            letter[3] = False
                            game.guessed.append(ltr)
                            if ltr not in game.word:
                                player.lives -= 1
                                if player.lives == 0:

                                    board.draw(surface, player, game, board)
                                    pygame.time.delay(500)
                                    board.draw_name(surface, player, board, main, game.word, 'Lost')
                                    break

        board.draw(surface, player, game, board)

        won = True
        for letter in game.word:
            if letter not in game.guessed:
                won = False
                break

        if won:
            player.score += 10 * len(game.word)
            board.draw(surface, player, game, board)
            pygame.time.delay(500)
            board.draw_name(surface, player, board, main, game.word, 'Won')
            break

    pygame.quit()
    sys.exit()