def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() self.bola.update() for barra in self.barras: barra.update() if (barra.hitbox.x1 < self.bola.position.x < barra.hitbox.x2 and barra.hitbox.y1 < self.bola.position.y < barra.hitbox.y2): self.bola.velocidade.x = -self.bola.velocidade.x self.score += 1 print(self.score) if (self.bola.position.x < 0 or self.bola.position.x > LARGURA_TELA): pyxel.quit()
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_1): self.play_music(True, True, True) if pyxel.btnp(pyxel.KEY_2): self.play_music(True, False, False) if pyxel.btnp(pyxel.KEY_3): self.play_music(False, True, False) if pyxel.btnp(pyxel.KEY_4): self.play_music(False, False, True) if pyxel.btnp(pyxel.KEY_5): self.play_music(False, False, False)
def update(self): if pyxel.btnp(pyxel.KEY_ESCAPE): pyxel.quit() if not self.isRoundActive: if pyxel.btnp(pyxel.KEY_ENTER): if self.hasGameEnded: self.p1Score = 0 self.p2Score = 0 self.initValues() if self.isRoundActive: self.updateControlKeys() self.checkBallCollision() self.checkGameEndScore() self.Bx = self.Bx + self.vx self.By = self.By + self.vy
def update(self): """Update the game settings.""" # This could use a refactor, but it's pointless to refactor before we # know what all the controls should be. if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() elif pyxel.btnp(pyxel.KEY_W): self.player.walk(0) elif pyxel.btnp(pyxel.KEY_D): self.player.walk(2) elif pyxel.btnp(pyxel.KEY_S): self.player.walk(4) elif pyxel.btnp(pyxel.KEY_A): self.player.walk(6) for objekt in self.things: objekt.update()
def Update(self): prev_gama_state = self.gama_state if self.gama_state == GamaState.Title: self.gama_state = self.title.Update() elif self.gama_state == GamaState.GamaMain: self.gama_state = self.gama_main.Update() elif self.gama_state == GamaState.GamaResult: self.gama_state = self.gama_result.Update() elif self.gama_state == GamaState.Exit: pyxel.quit() else: raise Exception("updateで存在しないGamaStateが選択されました。") if prev_gama_state != self.gama_state: if self.gama_state == GamaState.GamaMain: self.gama_main = GamaMain() if self.gama_state == GamaState.GamaResult: self.gama_result.SetResutl(self.gama_main)
def update(): global show_labels, eye_debug if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_T): show_labels = not show_labels if pyxel.btnp(pyxel.KEY_D): eye_debug = not eye_debug for bug in bugs: bug.update(food, bugs) for bit in food: bit.update() for bit in list(food): if bit.eaten: food.remove(bit) if pyxel.frame_count % 4 == 0: empty_spot = False while empty_spot == False: x = random.uniform(10, 246) y = random.uniform(10, 246) empty_spot = True for bug in bugs: dist = math.sqrt((x - bug.x)**2 + (y - bug.y)**2) if dist < 30: empty_spot = False break food.append(Food(x, y, False)) for bug in list(bugs): if bug.dead: bugs.remove(bug) if len(bugs) < 15: bugs.append( Bug(random.uniform(10, 246), random.uniform(10, 246)))
def update(): global puzzle_board global solution_board global is_valid global cell_selected global selected_value global game_won import pyxel if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() # select the board spot when the player clicks the left mouse button if pyxel.btnp(pyxel.MOUSE_LEFT_BUTTON): mouse_pos = (pyxel.mouse_x, pyxel.mouse_y) print(mouse_pos) board_spot = get_board_spot(*mouse_pos) if mouse_pos[1] < 155: cell_selected = board_spot else: selected_value = board_spot[0] + 1 print('selected value:', selected_value) # update the board spot when the player clicks the right mouse button if pyxel.btnp(pyxel.MOUSE_RIGHT_BUTTON): mouse_pos = (pyxel.mouse_x, pyxel.mouse_y) print(mouse_pos) board_spot = get_board_spot(*mouse_pos) x, y = board_spot cell_value = puzzle_board[x][y] if cell_value != selected_value: puzzle_board[x][y] = selected_value else: puzzle_board[x][y] = 0 is_valid = board_valid(puzzle_board, solution_board) if board_is_full(puzzle_board): print('full') if board_valid(puzzle_board): print('hi') game_won = True else: game_won = False else: game_won = False
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btn(pyxel.constants.KEY_Z) and self.is_player_grounded(): self.player.v_velo = -3.2 self.player.state = 'jump' if pyxel.btn(pyxel.constants.KEY_LEFT): self.player.h_velo = -1 self.player.state = 'move' self.player.facing = 'left' self.player_move_count = (self.player_move_count + 1) % 6 if pyxel.btn(pyxel.constants.KEY_RIGHT): self.player.h_velo = 1 self.player.state = 'move' self.player.facing = 'right' self.player_move_count = (self.player_move_count + 1) % 6 self.update_player()
def update_title(self): ''' タイトル ''' if self.selected == 0: if pyxel.btnp(pyxel.KEY_N): pyxel.stop() pyxel.play(3, 0, loop=False) self.selected = 1 self.tick = 0 if pyxel.btnp(pyxel.KEY_C) and self.doContinue: pyxel.stop() pyxel.play(3, 0, loop=False) self.selected = 2 self.tick = 0 if pyxel.btnp(pyxel.KEY_Q): pyxel.stop() pyxel.play(3, 0, loop=False) self.selected = 3 self.tick = 0 else: if self.tick > 21: if self.selected == 1: self.selected = 0 self.stateStack.push(State.MAKECHARACTER) elif self.selected == 2: # セーブデータをロード with open("savedata.dat", mode="rb") as f: SaveData = pickle.load(f) # stateStackを復元する self.stateStack.states = SaveData.states # 先頭は必ずキャンプなので、popする self.stateStack.pop() # StateStackへの参照を設定し直す for state in self.stateStack.states: state.stateStack = self.stateStack # プレイヤーパーティーの復元 playerParty.resotreSaveData(SaveData.playerParty) elif self.selected == 3: pyxel.quit()
def update(self): pyxel.mouse(True) if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() for i in range(len(self.credito)): self.credAlt[i] -= .5 for j in range(len(self.credAlt)): if self.credAlt[j] < 20: self.credAlt[j] += 210 if pyxel.mouse_x > 3 and pyxel.mouse_x < 11: if pyxel.mouse_y > self.height / 16 and pyxel.mouse_y < self.height / 16 + 8: self.animSeta = 1 else: self.animSeta = 0 else: self.animSeta = 0
def handle_key_input(self): if pyxel.btn(pyxel.KEY_Q): pyxel.play(0, self.sound['quit']) pyxel.quit() return if pyxel.btn(pyxel.KEY_R): self.restart() if pyxel.btnp(pyxel.KEY_P): self.game_paused = not self.game_paused pyxel.play(0, self.sound['paused']) if pyxel.btn(pyxel.KEY_UP): self.p1['vy'] = -HANDLE_SPEED if pyxel.btn(pyxel.KEY_DOWN): self.p1['vy'] = HANDLE_SPEED if not self.bot: if pyxel.btn(pyxel.KEY_W): self.p2['vy'] = -HANDLE_SPEED if pyxel.btn(pyxel.KEY_S): self.p2['vy'] = HANDLE_SPEED
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btn(pyxel.KEY_RIGHT): if self.x <= MAP_WIDTH-SCREEN_PIXELS: self.x = self.x + 1 if pyxel.btn(pyxel.KEY_LEFT): if self.x > 0: self.x = self.x - 1 if pyxel.btn(pyxel.KEY_DOWN): if self.y <= MAP_HEIGHT-SCREEN_PIXELS: self.y = self.y + 1 if pyxel.btn(pyxel.KEY_UP): if self.y > 0: self.y = self.y - 1
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if self.game_state == GameState.INTRO: self.handle_intro_events() elif self.game_state == GameState.PLAYER1: self.handle_player1() elif self.game_state == GameState.PLAYER2: self.handle_player2() elif self.game_state == GameState.PLAYER3: self.handle_player3() elif self.game_state == GameState.PLAYER4: self.handle_player4() elif self.game_state == GameState.CIRCUIT: self.handle_circuit() elif self.game_state == GameState.RESULTS: self.handle_results()
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_LEFT): self.startx = 1 elif pyxel.btnp(pyxel.KEY_RIGHT): self.startx = 0 if pyxel.btnp(pyxel.KEY_DOWN): self.start = 0 elif pyxel.btnp(pyxel.KEY_UP): self.start = 1 if self.start == 1: self.y = (self.y - 1) % pyxel.height else: self.y = (self.y + 1) % pyxel.height if self.startx == 1: self.x = (self.x - 1) % pyxel.width else: self.x = (self.x + 1) % pyxel.width
def doPause(self): if pyxel.btnp(pyxel.KEY_ESCAPE) or pyxel.btnp(pyxel.GAMEPAD_1_START): self.pauseMode = gcommon.PAUSE_NONE pygame.mixer.music.unpause() elif gcommon.checkUpP(): self.pauseMenuPos = (self.pauseMenuPos - 1) % 4 return elif gcommon.checkDownP(): self.pauseMenuPos = (self.pauseMenuPos + 1) % 4 return if self.mouseManager.visible: n = gcommon.checkMouseMenuPos(self.pauseMenuRects) if n != -1: self.pauseMenuPos = n if self.pauseCnt > 30: if self.pauseMenuPos == 0: # CONTINUE if gcommon.checkShotKeyRectP( self.pauseMenuRects[self.pauseMenuPos]): self.pauseMode = gcommon.PAUSE_NONE pygame.mixer.music.unpause() elif self.pauseMenuPos == 1: # MOUSE OFF/ON n = -1 if self.mouseManager.visible: n = gcommon.checkMouseMenuPos(self.pauseMouseOnOffRects) if gcommon.checkRightP() or (gcommon.checkShotKeyP() and n == 1): Settings.mouseEnabled = True elif gcommon.checkLeftP() or (gcommon.checkShotKeyP() and n == 0): Settings.mouseEnabled = False elif self.pauseMenuPos == 2: if gcommon.checkShotKeyRectP( self.pauseMenuRects[self.pauseMenuPos]): # TITLE gcommon.app.startTitle() elif self.pauseMenuPos == 3: if gcommon.checkShotKeyRectP( self.pauseMenuRects[self.pauseMenuPos]): # EXIT pyxel.quit() self.pauseCnt += 1
def atualizar(): """ Atualiza o jogo. Roda a cada frame. """ # Sai com Q ou ESC if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() # Reinicia com R elif _.ativo and pyxel.btnp(pyxel.KEY_R): _.reiniciar() # Roda o jogo elif _.ativo: _.atualizar_jogo() # Ativa com espaço ou seta para cima elif pyxel.btnp(pyxel.KEY_SPACE) or pyxel.btnp(pyxel.KEY_UP): _.ativo = True
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_SPACE): self.vy = -5 if pyxel.btn(pyxel.KEY_RIGHT): self.x += 1 if pyxel.btn(pyxel.KEY_LEFT): self.x += -1 self.y += self.vy self.vy += App.gravity self.vy = max(self.vy, -5) self.y = min(self.y, 100)
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_R) and self.player.alive == False: self.player.alive = True self.enemy.hp = 50 if pyxel.btnp(pyxel.MOUSE_LEFT_BUTTON) and self.player.alive: new_bullet = Bullet() new_bullet.x = pyxel.mouse_x new_bullet.y = pyxel.mouse_y new_bullet.size = 1 self.Bullets.append(new_bullet) #print(len(self.Bullets)) if pyxel.frame_count % random.randint(1,10) == random.randint(0,10): new_bullet = Bullet() new_bullet.init(x=self.enemy.x, y=self.enemy.y, vy=7, size=4, color=8) self.Bullets.append(new_bullet) self.player.update() self.enemy.update() for i, bullet in enumerate(self.Bullets): bullet.update() if bullet.isOutside(): #print(bullet.isOutside()) del self.Bullets[i] if isCollision(bullet, self.player): self.player.alive = False if isCollision(bullet, self.enemy): self.enemy.hurt() del self.Bullets[i] #self.Particles.append(Particle()) for i, particle in enumerate(self.Particles): particle.update()
def update(self): if randint(1, 100) in range(25): self.stars.append( Star(randint(int(self.x / 2) - 20, int(self.x / 2) + 40), randint(int(self.y / 2) - 40, int(self.y / 2) + 20), 7)) for star in self.stars: if not star.is_alive: self.stars.remove(star) continue if star.x < 10 or star.x > self.x - 10 or star.y < 10 or star.y > self.y - 10: star.is_alive = False star.color = 1 continue if star.x > int(self.x / 2) and star.y > int(self.y / 2): if randint(1, 10) % 2 == 0: star.x += 1 else: star.y += 1 elif star.x > int(self.x / 2) and star.y < int(self.y / 2): if randint(1, 10) % 2 == 0: star.x += 1 else: star.y -= 1 elif star.x < int(self.x / 2) and star.y > int(self.y / 2): if randint(1, 10) % 2 == 0: star.x -= 1 else: star.y += 1 else: if randint(1, 10) % 2 == 0: star.x -= 1 else: star.y -= 1 if pyxel.btnp(pyxel.KEY_Q): pyxel.quit()
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() # ====== ctrl cat ====== dx = pyxel.mouse_x - self.mcat.pos.x # x軸方向の移動量(マウス座標 - cat座標) dy = pyxel.mouse_y - self.mcat.pos.y # y・・・〃・・・ if dx != 0: self.mcat.update(pyxel.mouse_x, pyxel.mouse_y, dx) elif dy != 0: self.mcat.update(pyxel.mouse_x, pyxel.mouse_y, self.mcat.vec) # ====== ctrl Ball ====== if pyxel.btnp(pyxel.MOUSE_LEFT_BUTTON): new_ball = Ball() if self.mcat.vec > 0: new_ball.update(self.mcat.pos.x + CAT_W / 2 + 6, self.mcat.pos.y + CAT_H / 2, self.mcat.vec, new_ball.size, new_ball.color) else: new_ball.update(self.mcat.pos.x + CAT_W / 2 - 6, self.mcat.pos.y + CAT_H / 2, self.mcat.vec, new_ball.size, new_ball.color) self.Balls.append(new_ball) ball_count = len(self.Balls) for i in range(ball_count): if 0 < self.Balls[i].pos.x and self.Balls[i].pos.x < WINDOW_W: # Ball update if self.Balls[i].vec > 0: self.Balls[i].update( self.Balls[i].pos.x + self.Balls[i].speed, self.Balls[i].pos.y, self.Balls[i].vec, self.Balls[i].size, self.Balls[i].color) else: self.Balls[i].update( self.Balls[i].pos.x - self.Balls[i].speed, self.Balls[i].pos.y, self.Balls[i].vec, self.Balls[i].size, self.Balls[i].color) else: del self.Balls[i] break
def update(self): if self.midi_device_flag: if self.midi_input is not None: if self.midi_input.poll(): self.midi_events = self.midi_input.read(10) print("full midi_events:" + str(self.midi_events)) else: if pyxel.btnp(pyxel.KEY_E): self.add_key(1, 1) if pyxel.btnp(pyxel.KEY_D): self.add_key(1, -1) if pyxel.btnp(pyxel.KEY_R): self.add_key(2, 1) if pyxel.btnp(pyxel.KEY_F): self.add_key(2, -1) if pyxel.btnp(pyxel.KEY_T): self.add_key(3, 1) if pyxel.btnp(pyxel.KEY_G): self.add_key(3, -1) if pyxel.btnp(pyxel.KEY_Y): self.add_key(4, 1) if pyxel.btnp(pyxel.KEY_H): self.add_key(4, -1) if pyxel.btnp(pyxel.KEY_U): self.add_key(5, 1) if pyxel.btnp(pyxel.KEY_J): self.add_key(5, -1) if pyxel.btnp(pyxel.KEY_I): self.add_key(6, 1) if pyxel.btnp(pyxel.KEY_K): self.add_key(6, -1) self.midi_events = [[[ 0, self.key_channel, self.key_value[self.key_channel], 0 ], 0]] print("full midi_events:" + str(self.midi_events)) if pyxel.btnp(pyxel.KEY_Q): if self.midi_device_flag: self.midi_input.close() pygame.midi.quit() pyxel.quit()
def update(self): if pyxel.btn(pyxel.KEY_Q): pyxel.quit() if self.soundChange == True: self.play_music() self.mudaEstado() if self.stat == "MENU": self.status[0].update() elif self.stat == "PAUSA": self.status[1].update() elif self.stat == "JOGO": self.status[2].update() elif self.stat == "CREDITOS": self.status[3].update() elif self.stat == "GAMEOVER": self.status[4].update() self.status[4].setPontos(self.pontos)
def update(self): if pyxel.btn(pyxel.KEY_Q): pyxel.quit() if self.state == "wait": if pyxel.btn(pyxel.KEY_Z): self.state = "fly" return if pyxel.btn(pyxel.KEY_Z) and self.player.v_velo >= 0: self.player.v_velo = -4.5 self.player.update_player() if (pyxel.frame_count % 8 == 0): self.player.wings_pos = (self.player.wings_pos + 1) % 2 is_game_over = self.check_collision() if is_game_over: self.reset() self.lvl.update_level()
def update(self): if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_SPACE): if self.FLAG == 0 or self.FLAG == 3: self.FLAG = 1 if self.FLAG == 2: self.trueReset(1) if self.FLAG == 1 and (pyxel.btnp(pyxel.KEY_Z) or pyxel.btnp( pyxel.KEY_X) or pyxel.btnp(pyxel.KEY_C)): if (pyxel.btnp(pyxel.KEY_Z) and self.color == 8) or (pyxel.btnp(pyxel.KEY_X) and self.color == 10) or (pyxel.btnp(pyxel.KEY_C) and self.color == 12): self.calc() else: self.loselife() self.reset() if self.r >= self.r2: self.loselife() self.reset() if self.LIFE <= 0: self.FLAG = 2 if self.TIME == 0: self.levelup()
def update(): global x, y, barriles for i in range(10): if pyxel.frame_count == 60 * i: barriles.append("barril" + str(i)) barriles[i] = BarrilesRodando() if pyxel.btnp(pyxel.KEY_SPACE): mario.saltar = True if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() if pyxel.btnp(pyxel.KEY_R): return None mario.x, mario.y = mario.move(mario.x, mario.y, barriles) for i in range(len(barriles)): if len(barriles) == 0: pass else: barriles[i].x, barriles[i].y = barriles[i].moveBarril( barriles[i].x, barriles[i].y)
def update(self): # If player presses Q on keyboard # program will exit if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() rocks_count = len(self.rocks) if pyxel.btnp(pyxel.MOUSE_LEFT_BUTTON): for i in range(rocks_count): rock = self.rocks[i] # Counts backwards from 9 to 0 for i in range(rocks_count - 1, -1, -1): ri = self.rocks[i] ri.update() myss = Spaceship() self.ship = Spaceship() myss.drawSpaceship()
def update(self): # check win if self.runner == self.end: pyxel.play(0, [0, 1, 2], loop=False) self.restart() return if pyxel.btnp(pyxel.KEY_ESCAPE): pyxel.quit() elif pyxel.btnp(pyxel.KEY_G): self.restart() return elif pyxel.btnp(pyxel.KEY_RIGHT) or pyxel.btnp(pyxel.KEY_D): self.move_if_possible(RIGHT) elif pyxel.btnp(pyxel.KEY_LEFT) or pyxel.btnp(pyxel.KEY_A): self.move_if_possible(LEFT) elif pyxel.btnp(pyxel.KEY_UP) or pyxel.btnp(pyxel.KEY_W): self.move_if_possible(UP) elif pyxel.btnp(pyxel.KEY_DOWN) or pyxel.btnp(pyxel.KEY_S): self.move_if_possible(DOWN)
def update(self): #Quit if 'q' is pressed if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() #Move up one if pyxel.btnp(pyxel.KEY_W): self.tryMove(0, -1, 3) # Up #Move down one if pyxel.btnp(pyxel.KEY_S): self.tryMove(0, 1, 4) # Down #Move left one if pyxel.btnp(pyxel.KEY_A): self.tryMove(-1, 0, 1) # Left #Move right one if pyxel.btnp(pyxel.KEY_D): self.tryMove(1, 0, 0) # Right
def update(self): if self.init_flug: self.start_move_img() self.init_flug=False self.img_border_1+=self.img_speed_1 self.img_border_2+=self.img_speed_2 self.img_border_3+=self.img_speed_3 if self.img_border_1>=PIC_H: self.img_border_1-=PIC_H if self.img_border_2>=PIC_H: self.img_border_2-=PIC_H if self.img_border_3>=PIC_H: self.img_border_3-=PIC_H #1,2,3ボタンで画像を止める処理 if pyxel.btnp(pyxel.KEY_1): if self.img_speed_1 != 0: self.img_speed_1 = 0 else: self.img_speed_1=decide_speed() if pyxel.btnp(pyxel.KEY_2): if self.img_speed_2 != 0: self.img_speed_2 = 0 else: self.img_speed_2=decide_speed() if pyxel.btnp(pyxel.KEY_3): if self.img_speed_3 != 0: self.img_speed_3 = 0 else: self.img_speed_3=decide_speed() #spaceボタンで、再び動かす処理 if pyxel.btnp(pyxel.KEY_SPACE): self.start_move_img() #アプリ終了操作 if pyxel.btnp(pyxel.KEY_Q): pyxel.quit()
def navigation(self, game, lives): ''' Main navigation function that changes game's state according to current game state and selected item. ''' items = 3 if game.state == 'start': if pyxel.btnp(pyxel.KEY_ENTER ) and self.selected_item == 1 and lives >= 1: game.state = 'game' elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 2: game.state = 'controls' elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 3: pyxel.quit() elif game.state == 'controls': items = 2 if pyxel.btnp(pyxel.KEY_ENTER ) and self.selected_item == 1 and lives >= 1: game.state = 'game' elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 2: pyxel.quit() elif game.state == 'pause': if pyxel.btnp(pyxel.KEY_ENTER ) and self.selected_item == 1 and lives >= 1: game.state = 'game' elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 2: game.reset() elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 3: pyxel.quit() elif game.state == 'end': if pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 1: game.reset() elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 2: game.state = 'scores' elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 3: pyxel.quit() elif game.state == 'scores': items = 2 if pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 1: game.reset() elif pyxel.btnp(pyxel.KEY_ENTER) and self.selected_item == 2: pyxel.quit() self.make_selected_item_green(items)