def reac_x(self): ok_food = self.stock.food < parameters.CRITICAL_FOOD ok_n = len(self.living_chars) > 1 if ok_n and ok_food: sound.play_music("before winter") sounds.gong.play() choice = gui.get_cannibalism(self) if choice: sounds.scream.play() if choice == "a": m = self.a if choice == "c": m = self.c if choice == "h": m = self.h m.life = -100000 for c in self.living_chars: self.stock.add_food(parameters.FOOD_CANNIBAL) else: sounds.cannot.play() if not ok_n: self.monitor.launch_fading_alert( "The only survivor does not want to eat himself...") else: self.monitor.launch_fading_alert( "In crew members' opinion, there is too much food left to cannibalize each other." )
def toggle_music(self): globals.music = not globals.music if globals.music: sound.play_music() else: sound.stop_music() self.update_sound_music_circles()
def handle_inputs(player, event): ####################################################################################### # Programmer Name: Alec # Date: 5/20/17 # Purpose: handle inputs from the user # Input: player, event # Output: adjusted attributes for the player and sound ####################################################################################### keymap = [pygame.K_UP, pygame.K_DOWN] sound.play_music() if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: player.motion = -1 elif event.key == pygame.K_DOWN: player.motion = 1 if event.key == pygame.K_LEFT: player.rotation = 1 elif event.key == pygame.K_RIGHT: player.rotation = -1 if event.key in keymap: sound.play_footsteps() elif event.type == pygame.KEYUP: if event.key == pygame.K_UP or event.key == pygame.K_DOWN: player.motion = 0 if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: player.rotation = 0 if event.key in keymap: sound.stop_footsteps()
def play(self): self.state = GameState.MENU self.background = Picture('title.png') sound.play_music('start') self.set_menu(StartMenu(self)) # self.set_menu(LoadMenu(self)) self.loop()
def enter(self): self.victory_image = pygame.image.load( resource_path("assets/victory.png")) self.victory_t = 0 self.angle = 0 self.scale = 0 self.num_stars = self.scene.game.record_victory(self.num_steps) sound.play_music('victory', 0) self.stars = []
def set_next_day(self): self.storm_duration -= 1 self.next_season -= 1 if self.next_season == 5 and not self.waiting: next_idx = (self.season_idx + 1) % len(self.seasons) thorpy.launch_blocking_alert(self.seasons[next_idx].text) if self.seasons[next_idx].name == "Winter": sound.play_music("before winter") elif self.next_season == 0: self.set_next_season() self.next_season = parameters.SEASON_MOD_DAYS self.day += 1
def start_act(self): clickable.unregister_all() sound.play_music("Relax.mp3") if World.act == 1: self.load_option("burn_1") elif World.act == 2: self.load_option("fetch_1") else: self.load_option("final_1") World.act += 1
def tick(self): if self.fire_end and self.i > self.fire_end: # and now fire adventure mode import game import adventure event.fire("adventure.setup") adventure.active_adventure.start_act() game.mode = "adventure" if self.i > self.end: if not self.reached_end: sound.play_music("Relax.mp3") self.reached_end = True self.root.children = [ self.title_tl_bg, self.title_tr_bg, self.title_tl, self.title_tr, self.title_bl, self.title_br, self.start_text, self.credits_text, ] if self.fire_end: self.root.children += [self.title_bl_fire, self.title_br_fire] if self.i % 15 == 7: self.start_text.fg = pytality.colors.WHITE self.start_text.update_data() elif self.i % 15 == 0: self.start_text.fg = pytality.colors.LIGHTGREY self.start_text.update_data() self.root.dirty = True self.i += 1 while self.stages and self.i >= self.stages[0][0]: i, line, color = self.stages.pop(0) line.fg = color line.update_data()
def start(self): self.group = pygame.sprite.Group() bg = simplesprite.SimpleSprite("assets/menubg.png", (0,0)) self.group.add(bg) self.selected_item_index = 0 self.items = {} self.items['start'] = text.Text("START", "small", (20, 75)) self.items['music'] = text.Text("MUSIC", "small", (20, 90)) self.items['sound'] = text.Text("SOUND", "small", (20, 105)) self.items['resolution'] = text.Text("RESOLUTION", "small", (20, 120)) self.items['credits'] = text.Text("CREDITS", "small", (20, 135)) self.items['exit'] = text.Text("EXIT", "small", (20, 150)) self.item_names = list(self.items.keys()) for item in self.items.values(): self.group.add(item) self.update_selection() self.music_meter = simplesprite.SimpleSprite("assets/settingmeter.png", (80, 89)) self.group.add(self.music_meter) self.sound_meter = simplesprite.SimpleSprite("assets/settingmeter.png", (80, 104)) self.group.add(self.sound_meter) self.resolution_display = text.Text("1x1", "small", (100, 120)) self.group.add(self.resolution_display) self.update_settings() sound.play_music("overworld") self.animated = [] self.add_anim("assets/flag.png", 12, [0,1,2,3], (24,12)) self.add_anim("assets/worker.png", 12, [2,3], (24,18)) self.add_anim("assets/factory.png", 12, [0,1,2], (12,18)) self.add_anim("assets/factory.png", 12, [0,1,2], (12,28)) self.add_anim("assets/police.png", 12, [4,5], (168,30)) self.add_anim("assets/police.png", 12, [2,3], (168 + 24,30 +24)) self.add_anim("assets/soldier.png", 14, [0,1], (144, 150)) self.add_anim("assets/soldier.png", 14, [0,1], (144, 162)) self.timer = 0
def __init__(self): self.running = False game.init() self.screen = screen.Screen() game.game = self game.screen = self.screen self.clock = pygame.time.Clock() self.scene_num = 0 self.scenes = [] fx.init() self.ldraw = None self.activescenestack = [] self.teen = contactnode.make_teen() game.teen = self.teen self.script = game.script = scriptmanager.ScriptManager("../res/script.txt", "../res/contacts.txt") #game.active_node = emailnode.test_email() #game.active_node = commentgame.CommentGame() #game.active_node = title.Title() sound.play_music()
def __init__(self): self.running = False game.init() self.screen = screen.Screen() game.game = self game.screen = self.screen self.clock = pygame.time.Clock() self.scene_num = 0 self.scenes = [] fx.init() self.ldraw = None self.activescenestack = [] self.teen = contactnode.make_teen() game.teen = self.teen self.script = game.script = scriptmanager.ScriptManager( "../res/script.txt", "../res/contacts.txt") #game.active_node = emailnode.test_email() #game.active_node = commentgame.CommentGame() #game.active_node = title.Title() sound.play_music()
def start(self): self.scroll = (0, 0) self.back_group = pygame.sprite.Group() self.fore_group = pygame.sprite.Group() self.levelobjs = [] self.map = simplesprite.SimpleSprite("assets/worldmaplayout.png", (0, 0)) self.back_group.add(self.map) for i, level in enumerate(LEVELS): x, y = level[3][0], level[3][1] obj = framesprite.FrameSprite("assets/mapflag copy.png", 12) if self.game.save.get_level_state(i)['beaten']: obj.set_frame(1) obj.move(x - 6, y - 10) self.levelobjs.append((obj, level)) self.back_group.add(obj) self.popup_sprites = [] self.arrow = framesprite.FrameSprite("assets/selectarrow.png", 11) self.arrow.move(-11, -11) self.animated.append(self.arrow) self.fore_group.add(self.arrow) self.next_text = text.Text(">", "small", (0, -20)) self.prev_text = text.Text("<", "small", (0, -20)) self.fore_group.add(self.next_text) self.fore_group.add(self.prev_text) overlay = simplesprite.SimpleSprite("assets/mapoverlay.png", (0, 0)) self.fore_group.add(overlay) self.selected_level = self.starting_level_index self.update_selection() self.flash_index = 0 sound.play_music('overworld')
def reac_time_low(self): ## if self.i > 150: ## self.a.life = -10 ## if self.i > 300: ## self.c.life = -10 ## if self.i > 1000: ## self.h.life = -10 ## print(self.cam.chunk) if not pygame.mixer.music.get_busy(): self.next_music() if perigeo.img_pos.distance_to(parameters.CENTER) < 50: if not self.does_perigeo: sounds.perigeo.play() gui.show_loading() scenario.launch_perigeo_text() self.does_perigeo = True self.journal.add_entry("Found Perigeo's wreckage!!!", "We can now go back to civilization.") if self.does_perigeo: if self.get_distance_from_0() < parameters.S: if self.score < 0: self.score = self.day self.journal.add_entry( "End of the trip.", "There are no words to describe our pride and joy.\nWe are back to our departure point." ) gui.show_loading() scenario.launch_end_text(self.score) ## self.show_end() #checkpoints for c in self.controllables: c.refresh_last_position(self.cam) #temperature self.refresh_temperature() self.temp_pix = self.temp * parameters.TNORM_A + parameters.TNORM_B self.e_temp.set_text(str(self.temp_text) + " C ") #coordinates alt_text = int( (self.height - parameters.SUMMER_LEVEL) * parameters.FACTOR_ALT) self.alt_text = alt_text self.e_alt.set_text("Alt.: " + str(alt_text) + " m") ## if self.a.life > 0: ## x,y = self.cam.chunk ## else: ## x,y = "?", "?" if self.a.life > 0: self.gui_pos = (self.campos % parameters.WORLD_SIZE_PIX) / 10. xint = int(self.gui_pos[0]) yint = int(self.gui_pos[1]) x = str(xint) y = str(yint) else: x, y = "?", "?" self.e_x.set_text("X: " + x) self.e_y.set_text("Y: " + y) ## self.pos_int += (xint,yint) #life and food if self.refresh_ship_life: self.e_life_ship.set_life(self.ship.life) #time newday = int(self.i * parameters.DAY_FACTOR) if newday > self.day: self.set_next_day() ## self.advance_days(newday-self.day) #to be validated if newday in self.storms: if self.storm is None: if parameters.BISURFACE: self.cam.clouds = [] sound.play_music("storm", 10) self.storm_duration = np.random.randint(2, 10) F = 8. self.storm = Wind((-F, -F), (F, F), (-1., -1.), (1., 1.), (1000, 1000)) self.ship.imgs = self.ship.storm_imgs if self.seasons[self.season_idx].name == "Winter": self.falls = self.snow else: self.falls = self.rain elif self.storm_duration <= 0: if self.storm is not None: if parameters.BISURFACE: self.cam.init_clouds() sound.play_random_music() self.storm = None self.ship.imgs = self.ship.normal_imgs self.day = newday self.e_clock.set_text("Day " + str(newday)) # if self.i > 0: self.stats.refresh() d = (self.ship.img_pos + Vector2(self.ship.img.get_size()) / 2).distance_to( parameters.CENTER) self.can_board = d < parameters.BOARDING_DISTANCE self.can_camp = (self.collision_factor_summer == 0) and (not self.aboard)
def __init__(self, dungeon, final_boss): sidebar_width = 26 bottom_height = 17 self.message_log = dungeon.message_log self.stat_display = dungeon.stat_display self.stat_display.set_mode("battle") clickable.unregister_all() self.battle_window = pytality.buffer.Buffer( x=sidebar_width, y=0, height=main.screen_height - bottom_height, width=main.screen_width - (sidebar_width * 2) ) self.action_window = ActionWindow( width=main.screen_width - sidebar_width * 2, height=bottom_height, x=sidebar_width, y=main.screen_height - bottom_height, border_fg=pytality.colors.LIGHTGREY, battle=self, ) self.action_overlay = overlay.Overlay( width=self.action_window.width, height=self.action_window.height - 1, x=0, y=0 ) self.real_boss = final_boss if self.real_boss: self.boss_sprite = BattleSprite(file_names=["finalboss.ans"], width=61, height=48, x=self.battle_window.width - 61, y=0, crop=True) self.boss_portrait = data.load_buffer("finalbossport.ans", width=16, crop=True) sound.play_music("The_Final_Threat.mp3") else: self.boss_sprite = BattleSprite(file_names=["you2.ans", "you2alt.ans"], width=34, height=31, x=self.battle_window.width - 40, y=14, crop=True) self.boss_portrait = data.load_buffer("youport.ans", width=16, crop=True) sound.play_music("OHC_Changeling_Rumble.mp3") act = (adventure.World.act - 1) self.boss_attack = 6 + (7 * act) self.boss_defense = 4 + (7 * act) self.boss_hp = self.boss_max_hp = 50 + (20 * act) self.hero_sprite = BattleSprite(file_names=[hero.active_hero.get_boss_file()], width=18, height=15, x=10, y=30) self.hero_portrait = data.load_buffer("heroportrait.ans", width=16, crop=True) self.battle_window.children = [self.boss_sprite, self.hero_sprite] self.fullscreen_flash = pytality.buffer.Buffer( x=sidebar_width, height=main.screen_height, width=main.screen_width - (sidebar_width * 2) ) self.root = pytality.buffer.Buffer(height=0, width=0, children=[ self.message_log, self.stat_display, self.battle_window, self.action_window ]) self.i = 0 self.flashed = False self.message_log.add("\n <LIGHTRED>BOSS BATTLE!") self.next_state = "hero_talk" self.after_animation_state = None self.state_delay = 5 self.pending_attack_type = None self.pending_attack_powerful = False
def start_up(self): sound.play_music('sounds/score.mp3')
def start(self): self.load() self.initialize_state() sound.play_music('game')
def keepMusicRunning(self, event): import sound sound.play_music()
def dungeon_setup(monster_type=None): global active_dungeon active_dungeon = Dungeon(monster_type=monster_type) sound.play_music("Curse_of_The_Patashu.mp3")