def __init__(self, soundfile):
        self.soundfile = soundfile

        self.sound = sf.Sound()
        try:
            buffer = sf.SoundBuffer.from_file(soundfile)
        except IOError:
            exit(1)
        self.sound.buffer = buffer
Beispiel #2
0
    def load_assets(self):
        try:
            buffer = sf.SoundBuffer.from_file('assets/sounds/tone1.ogg')
            self.ball_sound = sf.Sound(buffer)
            self.font = sf.Font.from_file(
                'assets/fonts/kenvector_future_thin.ttf')
        except IOError:
            return False

        return True
Beispiel #3
0
 def get(path):
     try:
         return SoundManager.sounds[path]
     except KeyError:
         try:
             buffer = sf.SoundBuffer.from_file(path)
             sound = sf.Sound(buffer)
             SoundManager.sounds[path] = sound
             return sound
         except IOError:
             print("Could not load sound %s!" % path)
             return None
Beispiel #4
0
    def __init__(self,
                 mainScreen,
                 ruleTables,
                 x=0,
                 y=200,
                 width=200,
                 height=75,
                 text="DEEP IQ's Turn"):
        self.tables = RuleTables(self, mainScreen)
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.text = text
        self.message = "DEEP IQ waits idly. "
        self.coolDown = sf.Clock()
        self.canBeClicked = True
        self.mainScreen = mainScreen
        box = sf.RectangleShape()
        box.size = (self.width, self.height)
        box.outline_color = sf.Color.WHITE
        box.outline_thickness = 3
        box.fill_color = sf.Color.TRANSPARENT
        box.position = (self.x, self.y)
        self.box = box

        buffers = [
            sf.SoundBuffer.from_file(
                os.path.join(os.getcwd(), "res", "dice0.ogg")),
            sf.SoundBuffer.from_file(
                os.path.join(os.getcwd(), "res", "dice0.ogg")),
            sf.SoundBuffer.from_file(
                os.path.join(os.getcwd(), "res", "dice1.ogg")),
            sf.SoundBuffer.from_file(
                os.path.join(os.getcwd(), "res", "dice2.ogg")),
            sf.SoundBuffer.from_file(
                os.path.join(os.getcwd(), "res", "dice3.ogg")),
            sf.SoundBuffer.from_file(
                os.path.join(os.getcwd(), "res", "dice4.ogg"))
        ]

        self.sounds = []
        for buffer in buffers:
            sound = sf.Sound()
            sound.buffer = buffer
            self.sounds.append(sound)
Beispiel #5
0
def run():
    window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE)
    window.framerate_limit = 60

    # Background
    bg_texture = sf.Texture.from_file("assets/images/background.png")
    background = sf.Sprite(bg_texture)

    # Ball
    b_texture = sf.Texture.from_file("assets/images/ball.png")
    ball = sf.CircleShape(35)
    ball.texture = b_texture
    ball.origin = 35, 35
    ball.position = WWIDTH / 2.0, WHEIGHT / 2.0

    speed = sf.Vector2(randint(-5, 5), randint(-5, 5)) * 50.0

    # Paddle 1
    paddle_1 = sf.RectangleShape((50, 175))
    paddle_1.origin = 25.0, 82.5
    paddle_1.position = 50, WHEIGHT / 2.0

    # Paddle 2
    paddle_2 = sf.RectangleShape((50, 175))
    paddle_2.origin = 25.0, 82.5
    paddle_2.position = WWIDTH - 50, WHEIGHT / 2.0

    # Scores
    scored = False
    p1_score, p2_score = 0, 0

    # Font
    font = sf.Font.from_file("assets/fonts/kenvector.ttf")

    # Texts
    p1_score_text = sf.Text(str(p1_score))
    p1_score_text.font = font
    p1_score_text.character_size = 72
    p1_score_text.color = sf.Color.WHITE
    p1_score_text.position = 170, 100

    p2_score_text = sf.Text(str(p2_score))
    p2_score_text.font = font
    p2_score_text.character_size = 72
    p2_score_text.color = sf.Color.WHITE
    p2_score_text.position = 570, 100

    # Sound
    s_buffer = sf.SoundBuffer.from_file("assets/sounds/tone1.ogg")

    sound = sf.Sound(s_buffer)

    # Clock
    clock = sf.Clock()

    while window.is_open:
        for event in window.events:
            if type(event) is sf.CloseEvent:
                window.close()
        # Close
        if sf.Keyboard.is_key_pressed(sf.Keyboard.ESCAPE):
            window.close()

        elapsed = clock.elapsed_time.seconds
        clock.restart()

        # Inputs
        if sf.Keyboard.is_key_pressed(sf.Keyboard.W):
            paddle_1.move(sf.Vector2(0, -PADDLE_SPEED))

            if paddle_1.position.y < paddle_1.origin.y:
                paddle_1.position = sf.Vector2(paddle_1.position.x,
                                               paddle_1.origin.y)

        if sf.Keyboard.is_key_pressed(sf.Keyboard.S):
            paddle_1.move(sf.Vector2(0, PADDLE_SPEED))

            if paddle_1.position.y > WHEIGHT - paddle_1.origin.y:
                paddle_1.position = sf.Vector2(paddle_1.position.x,
                                               WHEIGHT - paddle_1.origin.y)

        if sf.Keyboard.is_key_pressed(sf.Keyboard.UP):
            paddle_2.move(sf.Vector2(0, -PADDLE_SPEED))

            if paddle_2.position.y < paddle_2.origin.y:
                paddle_2.position = sf.Vector2(paddle_2.position.x,
                                               paddle_2.origin.y)

        if sf.Keyboard.is_key_pressed(sf.Keyboard.DOWN):
            paddle_2.move(sf.Vector2(0, PADDLE_SPEED))

            if paddle_2.position.y > WHEIGHT - paddle_2.origin.y:
                paddle_2.position = sf.Vector2(paddle_2.position.x,
                                               WHEIGHT - paddle_2.origin.y)

        if scored:
            speed = sf.Vector2(randint(-5, 5), randint(-5, 5)) * 50.0
            ball.position = WWIDTH / 2.0, WHEIGHT / 2.0
            paddle_1.position = 50, WHEIGHT / 2.0
            paddle_2.position = WWIDTH - 50, WHEIGHT / 2.0
            scored = False

        ball.move(speed * elapsed)

        if ball.position.x < ball.origin.x or ball.position.x > WWIDTH - ball.origin.x:
            scored = True

            if ball.position.x < ball.origin.x:
                p2_score += 1
            else:
                p1_score += 1

            p1_score_text.string = str(p1_score)
            p2_score_text.string = str(p2_score)

        if ball.position.y < ball.origin.y or ball.position.y > WHEIGHT - ball.origin.y:
            speed = sf.Vector2(speed.x, speed.y * -1.0)

        p1_col = ball.global_bounds.intersects(paddle_1.global_bounds)
        if p1_col:
            sound.play()
            if p1_col.top + p1_col.height / 2.0 > paddle_1.position.y:
                y = (-1.0, 1.0)[speed.y > 0]
            else:
                y = (1.0, -1.0)[speed.y > 0]

            x_factor = (1.0, 1.05)[-MAX_BALL_SPEED < speed.x < MAX_BALL_SPEED]

            speed = sf.Vector2(speed.x * -1.0 * x_factor, speed.y * y)

        p2_col = ball.global_bounds.intersects(paddle_2.global_bounds)
        if p2_col:
            sound.play()
            if p2_col.top + p2_col.height / 2.0 > paddle_2.position.y:
                y = (-1.0, 1.0)[speed.y > 0]
            else:
                y = (1.0, -1.0)[speed.y > 0]

            x_factor = (1.0, 1.05)[-MAX_BALL_SPEED < speed.x < MAX_BALL_SPEED]

            speed = sf.Vector2(speed.x * -1.0 * x_factor, speed.y * y)

        # Rendering
        window.clear(sf.Color.BLACK)

        window.draw(background)
        window.draw(ball)
        window.draw(paddle_1)
        window.draw(paddle_2)
        window.draw(p1_score_text)
        window.draw(p2_score_text)

        window.display()
Beispiel #6
0
import sfml as sf

# define some constants
game_size = sf.Vector2(800, 600)
paddle_size = sf.Vector2(25, 100)
ball_radius = 10.

# create the window of the application
w, h = game_size
window = sf.RenderWindow(sf.VideoMode(w, h), "pySFML - Pong")
window.vertical_synchronization = True

# load the sounds used in the game
ball_sound_buffer = sf.SoundBuffer.from_file("data/ball.wav")
ball_sound = sf.Sound(ball_sound_buffer)

# create the left paddle
left_paddle = sf.RectangleShape()
left_paddle.size = paddle_size - (3, 3)
left_paddle.outline_thickness = 3
left_paddle.outline_color = sf.Color.BLACK
left_paddle.fill_color = sf.Color(100, 100, 200)
left_paddle.origin = paddle_size / 2

# create the right paddle
right_paddle = sf.RectangleShape()
right_paddle.size = paddle_size - (3, 3)
right_paddle.outline_thickness = 3
right_paddle.outline_color = sf.Color.BLACK
right_paddle.fill_color = sf.Color(200, 100, 100)
Beispiel #7
0
import sfml as sf
import time

# define some constants
game_size = sf.Vector2(800, 900)
tank_size = sf.Vector2(100, 25)

# create the window of the application
w, h = game_size
window = sf.RenderWindow(sf.VideoMode(w, h), "Blizzard Blaster")
window.vertical_synchronization = True

# load the sounds used in the game
dray_sound_buffer = sf.SoundBuffer.from_file("data/laser.wav")
dray_sound = sf.Sound(dray_sound_buffer)

rampage_sound_buffer = sf.SoundBuffer.from_file("data/rampage.wav")
rampage_sound = sf.Sound(rampage_sound_buffer)

unstoppable_sound_buffer = sf.SoundBuffer.from_file("data/unstoppable.wav")
unstoppable_sound = sf.Sound(unstoppable_sound_buffer)

whicked_sick_sound_buffer = sf.SoundBuffer.from_file("data/whickedsick.wav")
whicked_sick_sound = sf.Sound(whicked_sick_sound_buffer)

play_sound_buffer = sf.SoundBuffer.from_file("data/prepare4.wav")
play_sound = sf.Sound(play_sound_buffer)

eagle_eye_sound_buffer = sf.SoundBuffer.from_file("data/eagleeye.wav")
eagle_eye_sound = sf.Sound(eagle_eye_sound_buffer)
Beispiel #8
0
import sfml as sf

ambient = sf.Sound(sf.SoundBuffer.from_file("sound/ambiance.ogg"))
roar = sf.Sound(sf.SoundBuffer.from_file("sound/roar.ogg"))
grue = sf.Sound(sf.SoundBuffer.from_file("sound/monster-1.ogg"))
heal = sf.Sound(sf.SoundBuffer.from_file("sound/bell.ogg"))
exhausted = sf.Sound(sf.SoundBuffer.from_file("sound/exhausted.ogg"))
boss1 = sf.Sound(sf.SoundBuffer.from_file("sound/boss.ogg"))
boss2 = sf.Sound(sf.SoundBuffer.from_file("sound/boss2.ogg"))

Beispiel #9
0
def main():
    # Create the window of the application
    window = sf.RenderWindow(sf.VideoMode(800, 600, 32), 'PySFML Pong');

    # Load the sounds used in the game
    ball_sound_buffer = sf.SoundBuffer.load_from_file("resources/ball.wav")
    ball_sound = sf.Sound(ball_sound_buffer);

    # Load the textures used in the game
    background_texture = sf.Texture.load_from_file('resources/background.jpg')
    left_paddle_texture = sf.Texture.load_from_file('resources/paddle_left.png')
    right_paddle_texture = sf.Texture.load_from_file(
        'resources/paddle_right.png')
    ball_texture = sf.Texture.load_from_file('resources/ball.png')

    # Load the text font
    font = sf.Font.load_from_file('resources/sansation.ttf')

    # Initialize the end text
    end = sf.Text()
    end.font = font
    end.character_size = 60
    end.move(150, 200);
    end.color = sf.Color(50, 50, 250)

    # Create the sprites of the background, the paddles and the ball
    background = sf.Sprite(background_texture)
    left_paddle = sf.Sprite(left_paddle_texture)
    right_paddle = sf.Sprite(right_paddle_texture)
    ball = sf.Sprite(ball_texture)

    left_paddle.move(
        10, (window.view.size[1] - left_paddle.global_bounds.height) / 2)
    right_paddle.move(
        window.view.size[0] - right_paddle.global_bounds.width - 10,
        (window.view.size[1] - right_paddle.global_bounds.height) / 2)
    ball.move((window.view.size[0] - ball.global_bounds.width) / 2,
              (window.view.size[1] - ball.global_bounds.height) / 2)

    # Define the paddles properties
    ai_timer = sf.Clock()
    ai_time = sf.Time(milliseconds=100)
    left_paddle_speed  = 0.4
    right_paddle_speed = 0.4

    # Define the ball properties
    ball_speed = 0.4
    ball_angle = 0.0

    clock = sf.Clock()

    while True:
        # Make sure the ball initial angle is not too much vertical
        ball_angle = random.uniform(0.0, 2 * math.pi)

        if abs(math.cos(ball_angle)) < 0.7:
            break

    is_playing = True

    while window.open:
        # Handle events
        for event in window.iter_events():
            # Window closed or escape key pressed : exit
            if ((event.type == sf.Event.CLOSED) or
                (event.type == sf.Event.KEY_PRESSED and
                 event.code == sf.Keyboard.ESCAPE)):
                window.close()
                break

        frame_time = clock.restart().as_milliseconds()

        if is_playing:
            # Move the player's paddle
            if (sf.Keyboard.is_key_pressed(sf.Keyboard.UP) and
                left_paddle.y > 5.0):
                left_paddle.move(0.0, -left_paddle_speed * frame_time)

            if (sf.Keyboard.is_key_pressed(sf.Keyboard.DOWN) and
                (left_paddle.y <
                 window.view.size[1] - left_paddle.global_bounds.height - 5.0)):
                left_paddle.move(0.0, left_paddle_speed * frame_time)

            # Move the computer's paddle
            if (((right_paddle_speed < 0.0) and
                 (right_paddle.y > 5.0)) or
                ((right_paddle_speed > 0.0) and
                 (right_paddle.y < window.view.size[1] -
                  right_paddle.global_bounds.height - 5.0))):
                right_paddle.move(0.0, right_paddle_speed * frame_time)

            # Update the computer's paddle direction according
            # to the ball position
            if ai_timer.elapsed_time > ai_time:
                ai_timer.restart()

                if (right_paddle_speed < 0 and
                    (ball.y + ball.global_bounds.height >
                     right_paddle.y + right_paddle.global_bounds.height)):
                    right_paddle_speed = -right_paddle_speed

                if right_paddle_speed > 0 and ball.y < right_paddle.y:
                    right_paddle_speed = -right_paddle_speed;

            # Move the ball
            factor = ball_speed * frame_time
            ball.move(math.cos(ball_angle) * factor,
                      math.sin(ball_angle) * factor)

            # Check collisions between the ball and the screen
            if ball.x < 0.0:
                is_playing = False
                end.string = "You lost !\n(press escape to exit)"

            if ball.x + ball.global_bounds.width > window.view.size[0]:
                is_playing = False
                end.string = "You won !\n(press escape to exit)"

            if ball.y < 0.0:
                ball_sound.play();
                ball_angle = -ball_angle
                ball.y = 0.1

            if ball.y + ball.global_bounds.height > window.view.size[1]:
                ball_sound.play()
                ball_angle = -ball_angle
                ball.y = window.view.size[1] - ball.global_bounds.height - 0.1

            # Check the collisions between the ball and the paddles
            # Left Paddle
            if (ball.x < left_paddle.x + left_paddle.global_bounds.width and
                ball.x > left_paddle.x +
                (left_paddle.global_bounds.width / 2.0) and
                ball.y + ball.global_bounds.height >= left_paddle.y and
                ball.y <= left_paddle.y + left_paddle.global_bounds.height):
                ball_sound.play()
                ball_angle = math.pi - ball_angle
                ball.x = left_paddle.x + left_paddle.global_bounds.width + 0.1

            # Right Paddle
            if (ball.x + ball.global_bounds.width > right_paddle.x and
                ball.x + ball.global_bounds.width < right_paddle.x +
                (right_paddle.global_bounds.width / 2.0) and
                ball.y + ball.global_bounds.height >= right_paddle.y and
                ball.y <= right_paddle.y + right_paddle.global_bounds.height):
                # ball_sound.play();
                ball_angle = math.pi - ball_angle
                ball.x = right_paddle.x - ball.global_bounds.width - 0.1

        # Clear the window
        window.clear()

        # Draw the background, paddles and ball sprites
        window.draw(background)
        window.draw(left_paddle)
        window.draw(right_paddle)
        window.draw(ball)

        # If the game is over, display the end message
        if not is_playing:
            window.draw(end)

        # Display things on screen
        window.display()
# Initialize the window
window = sfml.RenderWindow(sfml.VideoMode.get_desktop_mode(), 'Rainbow Fire',
                           sfml.window.Style.FULLSCREEN)
visible_area = sfml.Rectangle(sfml.Vector2(0, 0), window.size)

# Seed random
random.seed(time.time())

# Load textures
rainbow_dash_tx = sfml.Texture.from_file('rainbow_dash.png')
evil_pony_tx = sfml.Texture.from_file('evil_pony.png')
blast_tx = sfml.Texture.from_file('blast.png')
bullet_tx = sfml.Texture.from_file('bullet.png')

# Load sounds
blast_sound = sfml.Sound(sfml.SoundBuffer.from_file('blast.wav'))
shot_sound = sfml.Sound(sfml.SoundBuffer.from_file('shot.wav'))
smash_sound = sfml.Sound(sfml.SoundBuffer.from_file('smash.wav'))

# Load font
bangers_ft = sfml.Font.from_file('Bangers.ttf')

# Score
score = 0
score_text = sfml.Text('Score: ' + str(score), bangers_ft, 60)
score_text.position = (window.size.x - score_text.global_bounds.width - 20, 10)

# Lives
lives = 5
lives_text = sfml.Text('Lives: ' + str(lives), bangers_ft, 60)
lives_text.position = (20, 10)
    bg_texture = sf.Texture.from_file('assets/images/background.png')

    plane_texture = sf.Texture.from_file('assets/images/planeRed1.png')
    s_buffer = sf.SoundBuffer.from_file('assets/sounds/tone1.ogg')
    music = sf.Music.from_file('assets/sounds/spaceTrash3.ogg')
    font = sf.Font.from_file('assets/fonts/kenvector_future_thin.ttf')
except IOError:
    print("HATA VERDİ!!")
    sys.exit(-1)

background = sf.Sprite(bg_texture)
plane = sf.Sprite(plane_texture)
plane.position = 100, 100

plane_vel = sf.Vector2(0.0, 0.0)
sound = sf.Sound(s_buffer)

yazi = sf.Text("Python Oyun Kurs")
yazi.font = font
yazi.character_size = 25
yazi.position = 100, 100
yazi.color = sf.Color.BLACK

count = 0

while window.is_open:
    for event in window.events:
        if type(event) is sf.CloseEvent:
            window.close()
        if type(event) is sf.KeyEvent:
            if event.released and event.code is sf.Keyboard.SPACE: