def touch_ended(self, touch):
        # this method is called, when user releases a finger from the screen
        #pass

        # back button
        if self.back_arrow_button.frame.contains_point(touch.location):
            self.dismiss_modal_scene()

        # sound slider
        if self.sound_slider.frame.contains_point(touch.location):
            #print("sound slider clicked")
            if config.sound_setting == True:
                config.sound_setting = False
                sound.stop_effect(config.background_music)
            elif config.sound_setting == False:
                config.sound_setting = True
                config.background_music = sound.play_effect(
                    './assets/sounds/backgroundMusic.mp3', volume=0.2)

        # changing characters options and animating them but only for 1 cycle
        if self.classic_ninja.frame.contains_point(touch.location):
            config.character_setting = 'classic'
            self.animate_classic_enabled = True

        if self.ginger_ninja.frame.contains_point(touch.location):
            config.character_setting = 'ginger'
            self.animate_ginger_enabled = True
            #print(config.character_setting)

        if self.bat_ninja.frame.contains_point(touch.location):
            config.character_setting = 'bat'
            self.animate_bat_enabled = True
def test_audio(sender):
	global effectID
	global playing
	if (playing == True):
		sound.stop_effect(effectID)
		playing = False
	else:
		effectID = sound.play_effect(trackname)
		playing = True
def stop_sequence(sender):
	global effectID
	global sequence_running
	val = console.alert("Stop Running Sequence", "Are you sure you want to stop this sequence?", button1="YES")
	if val == 1:
		sequence_running = False
		sound.stop_effect(effectID)
		v['status_label'].text = ("System Status: ARMED Ready to Fire")
		v['start_sequence_button'].enabled = True
		v['stop_sequence_button'].enabled = False
		v['manual_fire_button'].enabled = True
		v['disarm_system_button'].enabled= True
Beispiel #4
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    def update(self):
        # this method is called, hopefully, 60 times a second
        #pass

        # check if sound was turned off
        if config.sound_setting == False:
            sound.stop_effect(config.background_music)

        # check if audio has stopped playing and play again
        if config.sound_setting == True and (
                time.time() - self.music_start_time >= 65):
            config.background_music = sound.play_effect(
                './assets/sounds/backgroundMusic.mp3')
            self.music_start_time = time.time()
Beispiel #5
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    def touch_ended(self, touch):
        # this method is called, when user releases a finger from the screen

        # if start button is pressed, goto game scene
        if self.fire_button.frame.contains_point(touch.location):
            sound.play_effect('laser1.wav')  #Play music
            sound.stop_effect('laser1.wav')  #Stop music
            #Need to stop music after playing
            self.create_new_missile('missile.png')  #Play music

        else:
            # if I removed my finger, then no matter what spaceship
            #    should not be moving any more
            self.left_button_down = False
            self.right_button_down = False
Beispiel #6
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	def stop_all_effects(self):
		for id in self._l:
			soundOrig.stop_effect(id)
		self._l = list()
Beispiel #7
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	def stop_effect(self, effect_id):
		soundOrig.stop_effect(effect_id)
		self._l.remove(effect_id)
Beispiel #8
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 def stop_all_effects(self):
     for id in self._l:
         soundOrig.stop_effect(id)
     self._l = list()
Beispiel #9
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 def stop_effect(self, effect_id):
     soundOrig.stop_effect(effect_id)
     self._l.remove(effect_id)
Beispiel #10
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    def draw(self):
        w = self.size.w
        h = self.size.h
        sw = w * 0.25

        if self.state == 'Menu':
            background(0.75, 1, 0)
            tint(0, 0, 0)
            text('Tap Defense', 'BanglaSangamMN', self.titleS, w * 0.5,
                 h * 0.8)
            text('YOLO', self.scoreF, self.largeS, w * 0.5, h * 0.5)
            text('Have Fun...', self.scoreF, self.largeS, w * 0.5, h * 0.35)
            text('Highscores', self.scoreF, self.largeS, w * 0.5, h * 0.2)

        elif self.state in ['YOLO', 'Have Fun']:
            background(0, 0, 0)

            if self.music_frame in self.music:
                if self.prevEffect: stop_effect(self.prevEffect)
                self.prevEffect = play_effect('Piano_' +
                                              self.music[self.music_frame])
            self.music_frame = (self.music_frame + 1) % 384

            for i in self.buttons:
                i.update(self.dt)
                i.draw()

            fill(1, 1, 1)
            rect(0, sw, w, 1)
            for i in range(1, 4):
                rect(sw * i, 0, 1, sw)

            for image in self.imagesOnScreen:
                image.frame = image.frame.translate(0, -self.speed)
                if image.frame.y <= sw:
                    self.imagesOnScreen.remove(image)
                    self.endGame()

                image.update(self.dt)
                image.draw()

            if randint(0, self.maxSpeed * 2) < self.speed:
                x = randint(0, 3) * sw
                image = self.buttons[randint(0, 3)].image
                if not any(
                        Rect(x, h - sw, sw, sw).intersects(i.frame)
                        for i in self.imagesOnScreen):
                    layer = Layer(Rect(x, h - sw, sw, sw))
                    layer.image = image
                    self.imagesOnScreen.append(layer)

            self.speed = min(self.speed + 0.001, self.maxSpeed)

        elif self.state.startswith('Starting'):
            background(0, 0, 0)
            tint(1, 1, 1)
            text(
                'YOLO Mode' if self.state == 'Starting YOLO' else
                'Have Fun...', self.f, self.titleS, w * 0.5, h * 0.9)
            text('How to play:', self.instrF, self.s, w * 0.5, h * 0.75)
            text('When a picture falls down', self.instrF, self.smallS,
                 w * 0.5, h * 0.67)
            text('from the top of the screen,', self.instrF, self.smallS,
                 w * 0.5, h * 0.63)
            text('tap on its corresponding', self.instrF, self.smallS, w * 0.5,
                 h * 0.59)
            text('image on the bottom to', self.instrF, self.smallS, w * 0.5,
                 h * 0.55)
            text('make it dissappear. If an', self.instrF, self.smallS,
                 w * 0.5, h * 0.51)
            text('image makes it to the', self.instrF, self.smallS, w * 0.5,
                 h * 0.47)
            text('bottom, you lose the game.', self.instrF, self.smallS,
                 w * 0.5, h * 0.43)
            text('Tap to start!', self.f, self.titleS, w * 0.5, h * 0.12)

        elif self.state.endswith('Win'):
            background(0, 0, 0)
            text('New Highscore!' if self.highscoreText else 'You lost!',
                 self.f, self.largeS, w * 0.5, h * 0.9)
            text('Time:', self.scoreF, self.titleS, w * 0.5, h * 0.5)
            text(
                str(int(self.time)) + ' seconds', self.scoreF, self.largeS,
                w * 0.5, h * 0.45)
            text('Menu', self.f, self.smallS, w - 5, 5, alignment=7)

        elif self.state == 'Highscores':
            background(0, 0, 0)
            tint(1, 1, 1)
            text('Highscores', self.f, self.largeS, w * 0.5, h * 0.9)
            text('YOLO Mode:', self.f, self.largeS, w * 0.5, h * 0.55)
            text(
                str(int(self.highscores['YOLO'])) + ' seconds', self.f, self.s,
                w * 0.5, h * 0.5)
            text('Have Fun Mode:', self.f, self.largeS, w * 0.5, h * 0.35)
            text(
                str(int(self.highscores['Have Fun'])) + ' seconds', self.f,
                self.s, w * 0.5, h * 0.3)
            text('Menu', self.f, self.smallS, w - 5, 5, alignment=7)
Beispiel #11
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 def stop_all_effects(self):
     for sound_id in self._playing:
         sound.stop_effect(sound_id)
     self._playing.clear()
Beispiel #12
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 def stop_effect(self, sound_id):
     sound.stop_effect(sound_id)
     del self._playing[sound_id]
Beispiel #13
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# https://forum.omz-software.com/topic/3641/sound-effect-not-stopping

import sound, time
y = "room_One.mp3"
x = sound.play_effect(y)
#sound.play_effect(y)  # <- This call can be removed
time.sleep(5)
sound.stop_effect(x)

Beispiel #14
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 def stop_all_effects(self):
     for sound_id in self._playing:
         sound.stop_effect(sound_id)
     self._playing.clear()
Beispiel #15
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 def stop_effect(self, sound_id):
     sound.stop_effect(sound_id)
     del self._playing[sound_id]
Beispiel #16
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def touch_ended(self, touch):
    global keyid
    sound.stop_effect(keyid)