Ejemplo n.º 1
0
def update(frame_time):
    global logo_time
    logo_time += frame_time

    if (logo_time > 1.0):
        logo_time = 0
        GameFramework.push_state(State_Title)
Ejemplo n.º 2
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def handle_events(frame_time):
    global arrowlist, gagelist, mouse_x, mouse_y, gage
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        elif event.type != SDL_QUIT:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                close_canvas()
                open_canvas()
                GameFramework.change_state(State_Main)

            elif (event.type) == SDL_MOUSEMOTION:
                mouse_x = event.x
                mouse_y = 750 - event.y

            elif event.type == SDL_MOUSEBUTTONDOWN:
                if event.button == SDL_BUTTON_LEFT:
                    gage = Gage(mouse_x, mouse_y)

                    gagelist.append(gage)

            elif event.type == SDL_MOUSEBUTTONUP:
                if event.button == SDL_BUTTON_LEFT:

                    arrow = Arrow(gage.level)
                    arrowlist.append(arrow)
                    arrow.firearrow()
                    gagelist.remove(gagelist[-1])
Ejemplo n.º 3
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def update():
    global elapsed

    elapsed += GameFramework.delta_time

    if (elapsed >= 1.0):
        GameFramework.change(TitleState)
Ejemplo n.º 4
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def handle_event(event):
    global running

    if (event.type == SDL_QUIT):
        GameFramework.quit()
    elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        GameFramework.quit()
Ejemplo n.º 5
0
def handle_event(event):
	if (event.type == SDL_QUIT):
		GameFramework.quit()
	elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
		GameFramework.pop()

	global STAGE_LEVEL
	if event.type == SDL_KEYDOWN:
		if event.key == SDLK_1:
			mario.pos = (100, 200)
			STAGE_LEVEL = 1
			GameWorld.curr_objects = GameWorld.stage1_objects
		elif event.key == SDLK_2:
			mario.pos = (100, 200)
			STAGE_LEVEL = 2
			GameWorld.curr_objects = GameWorld.stage2_objects
		elif event.key == SDLK_3:
			mario.pos = (750, 200)
			STAGE_LEVEL = 3
			GameWorld.curr_objects = GameWorld.stage3_objects
		elif event.key == SDLK_4:
			mario.pos = (100, 200)
			STAGE_LEVEL = 4
			GameWorld.curr_objects = GameWorld.stage4_objects
		elif event.key == SDLK_5:
			mario.pos = (100, 200)
			STAGE_LEVEL = 5
			GameWorld.curr_objects = GameWorld.stage5_objects

	mario.handle_event(event)
Ejemplo n.º 6
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    def Update(self):
        if PCharacter.Player.move_x >= 500:
            self.mid_x -= PCharacter.Player.move_size

        if PCharacter.Player.move_x >= self.mid_x:
            Exit_door.Exit_flag = True

            if Exit_door.Show_once == False:
                Exit_door.Show_once = True
                Exit_door.change_theme = True

            PCharacter.Player.move_size = 0

        if Exit_door.Exit_flag == True:
            if Exit_door.change_theme == True:
                #self.bgm = load_music('ending_theme.mp3')
                #self.bgm.set_volume(60)
                #self.bgm.repeat_play()
                Exit_door.change_theme = False

            self.change_scene_cnt += 1

            if self.change_scene_cnt >= 120:
                self.change_scene_cnt = 0
                GameFramework.change_state(ranking_state)
Ejemplo n.º 7
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def handle_event(event):
    global running

    if (event.type == SDL_QUIT):
        GameFramework.quit()

    if (handle_mouse(event)):
        return
Ejemplo n.º 8
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def update(frame_time):
    global sel_song
    sel_song.update()

    if (Song.coll_with_mouse):
        Song.coll_with_mouse = False
        Song.mouse_x, Song.mouse_y = 0, 0
        GameFramework.change_state(FirstSongScene)
Ejemplo n.º 9
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:  # Window X botton
            GameFramework.quit()

        elif (event.type, event.key) == (SDL_KEYDOWN,
                                         SDLK_ESCAPE):  # ESC pressed
            GameFramework.quit()
Ejemplo n.º 10
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    def handle_event(self, event):
        pair = (event.type, event.button)

        if (self.mouse_point == None):
            if (pair == LBUTTON_DOWN):
                if (GameObject.point_in_rect(GameObject.get_pico2d_pos(event),
                                             self.get_bb())):
                    self.mouse_point = GameObject.get_pico2d_pos(event)

                    if (self.menu == EXIT): self.left = 400
                    else: self.left = 300

                    return self

            if (event.type == SDL_MOUSEMOTION):
                mouse_pos = GameObject.get_pico2d_pos(event)
                in_rect = GameObject.point_in_rect(mouse_pos, self.get_bb())

                if (in_rect):
                    if (self.menu == EXIT): self.left = 400
                    else: self.left = 300
                    Button.SELECT_WAV.play()
                else:
                    if (self.menu == EXIT): self.left = 100
                    else: self.left = 0

            self.src_rect = (self.left, self.bottom, self.width, self.height)

            return False

        if (pair == LBUTTON_UP):
            self.mouse_point = None
            mouse_pos = GameObject.get_pico2d_pos(event)
            in_rect = GameObject.point_in_rect(mouse_pos, self.get_bb())

            if (in_rect):
                if (self.menu == GAME_START):
                    GameFramework.push(GameState)
                elif (self.menu == DESCRIPTION):
                    pass
                elif (self.menu == EXIT):
                    GameFramework.quit()

            return False

        if (event.type == SDL_MOUSEMOTION):
            mouse_pos = GameObject.get_pico2d_pos(event)
            in_rect = GameObject.point_in_rect(mouse_pos, self.get_bb())

            if (in_rect):
                if (self.menu == EXIT): self.left = 400
                else: self.left = 300
                self.src_rect = (self.left, self.bottom, self.width,
                                 self.height)

            return False
Ejemplo n.º 11
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def update(frame_time):
    global logo_time
    global opacify_state

    if logo_time > 2.0:
        logo_time = 0
        GameFramework.push_state(title_state)  #title_state

    opacify_state -= 0.005
    logo_time += frame_time
Ejemplo n.º 12
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def update(frame_time):
    global logo_time
    global opacify_state

    if logo_time > 2.0:
        logo_time = 0
        GameFramework.push_state(main_state)

    opacify_state -= 0.0008
    logo_time += frame_time
Ejemplo n.º 13
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        else:
            if (event.type, event.key) == (
                    SDL_KEYDOWN, SDLK_SPACE):  #게임종료씬에서 SPACE를 누를경우 랭킹스테이트로 넘어감
                GameFramework.change_state(ranking_state)
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                close_canvas()
Ejemplo n.º 14
0
def handle_event(event):
	if (event.type == SDL_QUIT):
		GameFramework.quit()

	if (Button.IS_DES_DRAW):
		if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
			Button.IS_DES_DRAW = False
			Button.DES_OFF_WAV.play()
	else:
		if (handle_mouse(event)):
			return
Ejemplo n.º 15
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def handle_events(frame_time):
    events = get_events()
    global x, y
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        elif (event.type, event.button) == (SDL_MOUSEBUTTONDOWN,
                                            SDL_BUTTON_LEFT):
            Song.mouse_x, Song.mouse_y = event.x, 900 - event.y
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                GameFramework.quit()
Ejemplo n.º 16
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def Handle_Events():
    events = get_events()

    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.Quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                GameFramework.Quit()
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
                GameFramework.Change_State(Scene_Stage1)
    pass
Ejemplo n.º 17
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def Handle_Events():
    events = get_events()

    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.Quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                GameFramework.Quit()

    ObjectMgr.Handle_Events()
    pass
Ejemplo n.º 18
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def update(frame_time):
    global cupid, obstaclehills, life, target
    global arrowlist, gagelist, fire_possible_flag, camera, backgroundbig, cloudlist

    backgroundbig.update(frame_time)
    cupid.update(frame_time)

    for arrow in arrowlist:
        arrow.update(frame_time)

        camera.get_arrowposition(arrow)
        backgroundbig.set_camera(camera)

        if (arrow.position_Y < 100):
            arrowlist.remove(arrow)
            camera.mapcamera_flag = True
            fire_possible_flag = True

    for cloud in cloudlist:
        cloud.update(frame_time)

    if life.lifepoint == 0:
        GameFramework.change_state(State_GameOver)

    for obstaclehill in obstaclehills:
        for arrow in arrowlist:

            if collide(arrow, obstaclehill):
                arrow.hit()
                arrowlist.remove(arrow)
                camera.mapcamera_flag = True
                fire_possible_flag = True
                life.decrease()

            elif collide(target, arrow):
                GameFramework.change_state(State_Clear)

            elif (arrow.position_Y < 0):
                arrowlist.remove(arrow)

    for cloud in cloudlist:
        for arrow in arrowlist:

            if collide(arrow, cloud):
                arrow.hit()
                arrowlist.remove(arrow)
                camera.mapcamera_flag = True
                fire_possible_flag = True
                life.decrease()

    for gage in gagelist:
        gage.update(frame_time)
Ejemplo n.º 19
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        else:
            if (event.type,
                    event.key) == (SDL_KEYDOWN,
                                   SDLK_F1):  #랭킹스테이트에서 F1클릭시 메인스테이트로 넘어감
                if PCharacter.Player.Player_Die == False:
                    GameFramework.change_state(main_state)
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                close_canvas()
Ejemplo n.º 20
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def enter():
    global background
    global character
    global stage_object
    global meso
    global font
    global sound
    global pinkbin_bar
    global sky_bar
    global flying_object_bar
    global stop_station
    global user_ui
    global button
    global combo
    global tile
    global obstacle
    global exit_door
    global exit_effect
    global ranking

    ranking = ranking_state.Ranking_state()

    background = PBackground.Background()
    character = PCharacter.Player()
    stage_object = PObject.StageObject()

    if main_lobby.Song.number == 2:
        stage_tile_cnt = 51

    tile = PTile.Brick(stage_tile_cnt)

    meso = PObject.Point_meso()

    obstacle = PObstacle.Obstacle()

    pinkbin_bar = PUpBar.Pinkbinbar()
    sky_bar = PUpBar.Skybar()
    flying_object_bar = PUpBar.FlyingObject()
    stop_station = PUpBar.Stop_station()
    user_ui = Player_UI.User_UI()
    button = Button.Button_beat()
    combo = Combo.Combo()
    exit_door = PObject.Exit_door()
    exit_effect = PObject.Exit_effect()

    # 발판 생성자 다수생성 -> 임시값
    #PTile.temp = [PTile.Brick() for i in range(50)]

    font = load_font('ENCR10B.TTF', 20)

    GameFramework.reset_time()
Ejemplo n.º 21
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def handle_events(frame_time):
    global arrowlist, gagelist, mouse_x, mouse_y, gage
    global camera, fire_possible_flag

    events = get_events()

    for event in events:
        if event.type == SDL_QUIT:  # 종 료
            GameFramework.quit()

        if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):  # 메인화면으로
            close_canvas()
            open_canvas()
            GameFramework.change_state(State_Main)

        if event.type == SDL_KEYDOWN:
            if event.key == SDLK_LEFT or event.key == SDLK_RIGHT:
                camera.handle_event_camera(event)

        if event.type == SDL_KEYUP:
            if event.key == SDLK_LEFT or event.key == SDLK_RIGHT:
                camera.handle_event_camera(event)

        if (event.type) == SDL_MOUSEMOTION:  # 마우스 좌표 취득
            mouse_x = event.x
            mouse_y = 750 - event.y

        ################ 마우스 핸들 이벤트 #############################
        if event.type == SDL_MOUSEBUTTONDOWN:
            if event.button == SDL_BUTTON_LEFT:
                camera.move_stop()
                camera.mapcamera_flag = False
                if camera.ballcamera_flag == True and fire_possible_flag == True:
                    # 볼 카메라 활성화 준비되었고, 공이 발사 중이 아니면
                    gage = Gage(mouse_x, mouse_y)
                    gagelist.append(gage)

        elif event.type == SDL_MOUSEBUTTONUP:
            if event.button == SDL_BUTTON_LEFT:
                if camera.ballcamera_flag == True and fire_possible_flag == True:
                    camera.reset_camera()
                    arrow = Arrow(gage.level)
                    arrow.set_background(backgroundbig)
                    arrowlist.append(arrow)
                    arrow.firearrow()
                    if gagelist != []:
                        gagelist.remove(gagelist[-1])
                    fire_possible_flag = False
Ejemplo n.º 22
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def handle_events(frame_time):
    global key_count
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):  #종료
            GameFramework.change_state(title_state)
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
            if PCharacter.Player.CollwithTile == True:
                PCharacter.Player.jump_state = True
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_F1):  #랭킹스테이터스로 넘어감
            GameFramework.change_state(ranking_state)
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_F2):  #타이틀화면으로 넘어감
            GameFramework.change_state(title_state)
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_a):
            key_count = 0

            Button.Button_beat.a_button = True
            Button.Button_beat.s_button = False
            Button.Button_beat.d_button = False
            Button.Button_beat.f_button = False
            Button.Button_beat.b_button = False
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_s):
            key_count = 0

            Button.Button_beat.a_button = False
            Button.Button_beat.s_button = True
            Button.Button_beat.d_button = False
            Button.Button_beat.f_button = False
            Button.Button_beat.b_button = False
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_d):
            key_count = 0

            Button.Button_beat.a_button = False
            Button.Button_beat.s_button = False
            Button.Button_beat.d_button = True
            Button.Button_beat.f_button = False
            Button.Button_beat.b_button = False
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_f):
            key_count = 0

            Button.Button_beat.a_button = False
            Button.Button_beat.s_button = False
            Button.Button_beat.d_button = False
            Button.Button_beat.f_button = True
            Button.Button_beat.b_button = False
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_b):
            key_count = 0

            Button.Button_beat.a_button = False
            Button.Button_beat.s_button = False
            Button.Button_beat.d_button = False
            Button.Button_beat.f_button = False
            Button.Button_beat.b_button = True
Ejemplo n.º 23
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def Update():
    global Event
    global ObjLst

    for List in ObjLst:
        # num = len(List)
        # print(num)
        for GameObj in List:
            Event = GameObj.Update()

            # 게임 오브젝트 사망시 제거.
            if Event == -1:
                List.remove(GameObj)
                del GameObj

    # CollisionMgr
    global LstPlayer
    global LstMonster
    global LstPlayerBullet
    global LstItem

    CollisionMgr.Collision_Monster_PLBullet(LstMonster, LstPlayerBullet,
                                            LstPlayer[0])
    CollisionMgr.Collision_Monster_PLLaser(LstMonster, LstPlayerLaser,
                                           LstPlayer[0])
    CollisionMgr.Collision_Player_Item(LstPlayer, LstItem)

    global bIsCollision

    if bIsCollision:
        if CollisionMgr.Collision_Monster_Player(LstMonster, LstPlayer):
            GameFramework.Change_State(Scene_Score)
            return
        if CollisionMgr.Collision_Monster_Player(LstMonsterBullet, LstPlayer):
            GameFramework.Change_State(Scene_Score)
            return

    if Scene_Stage1.IsDead_BossStage2:
        GameFramework.Change_State(Scene_Score)
        return

    pass
Ejemplo n.º 24
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    def handle_event(self, event):
        pair = (event.type, event.button)

        if (self.mouse_point == None):
            if (pair == LBUTTON_DOWN):
                if (GameObject.point_in_rect(GameObject.get_pico2d_pos(event),
                                             self.get_bb())):
                    self.mouse_point = GameObject.get_pico2d_pos(event)
                    self.rect = Button.ON_IMAGE_RECT[self.menu]

                    return self

            if (event.type == SDL_MOUSEMOTION):
                mouse_pos = GameObject.get_pico2d_pos(event)
                in_rect = GameObject.point_in_rect(mouse_pos, self.get_bb())

                if (in_rect):
                    self.rect = Button.ON_IMAGE_RECT[self.menu]
                    Button.SELECT_WAV.play()
                else:
                    self.rect = Button.OFF_IMAGE_RECT[self.menu]

            return False

        if (pair == LBUTTON_UP):
            self.mouse_point = None
            mouse_pos = GameObject.get_pico2d_pos(event)
            in_rect = GameObject.point_in_rect(mouse_pos, self.get_bb())

            if (in_rect):
                if (self.menu == GAME_START):
                    GameFramework.push(GameState)
                elif (self.menu == DESCRIPTION):
                    Button.IS_DES_DRAW = True
                    Button.DES_ON_WAV.play()
                elif (self.menu == EXIT):
                    GameFramework.quit()

            return False
Ejemplo n.º 25
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def update(frame_time):
    global cupid, arrowlist, gagelist, obstaclehills, life
    cupid.update(frame_time)
    for arrow in arrowlist:
        arrow.update(frame_time)
    for gage in gagelist:
        gage.update(frame_time)

    if life.lifepoint == 0:
        GameFramework.change_state(State_GameOver)

    for obstaclehill in obstaclehills:
        for arrow in arrowlist:

            if collide(arrow, obstaclehill):
                arrow.hit()
                arrowlist.remove(arrow)
                life.decrease()

            elif collide(arrow, target):
                GameFramework.change_state(State_Clear)

            elif (arrow.position_Y < 80):
                arrowlist.remove(arrow)
Ejemplo n.º 26
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        else:
            if (event.type, event.key) ==  (SDL_KEYDOWN, SDLK_ESCAPE):
                GameFramework.quit()
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
                GameFramework.change_state(State_Main)
Ejemplo n.º 27
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def handle_events(frame_time):
    global mouse_X, mouse_Y, mouse, button_normal, button_hard
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            GameFramework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                GameFramework.push_state(State_Title)

        if (collide(button_normal, mouse)):
            if event.type == SDL_MOUSEBUTTONDOWN:
                if event.button == SDL_BUTTON_LEFT:
                    GameFramework.change_state(Difficulty_normal)
        if (collide(button_hard, mouse)):
            if event.type == SDL_MOUSEBUTTONDOWN:
                if event.button == SDL_BUTTON_LEFT:
                    GameFramework.change_state(Difficulty_hard)

        ### 버튼과 마우스 좌표 ###
        if event.type == SDL_MOUSEMOTION:
            mouse_X = event.x
            mouse_Y = 600 - event.y
            mouse.get_mouse_position(mouse_X, mouse_Y)
Ejemplo n.º 28
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def handle_event(event):
    if (event.type == SDL_QUIT):
        GameFramework.quit()
    elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        GameFramework.pop()
    elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_UP):
        if (GameSprite.Door.OPENS and is_with_door):
            GameFramework.push(EndingState)

    # 각 스테이지 디버그
    #global STAGE_LEVEL

    #if event.type == SDL_KEYDOWN:
    #	if event.key == SDLK_1:
    #		STAGE_LEVEL = 1
    #		mario.pos = (100, 200)
    #		background.set_stage_level(STAGE_LEVEL)
    #		GameWorld.curr_objects = GameWorld.stage1_objects
    #	elif event.key == SDLK_2:
    #		STAGE_LEVEL = 2
    #		mario.pos = (100, 200)
    #		background.set_stage_level(STAGE_LEVEL)
    #		GameWorld.curr_objects = GameWorld.stage2_objects
    #	elif event.key == SDLK_3:
    #		mario.pos = (750, 200)
    #		STAGE_LEVEL = 3
    #		background.set_stage_level(STAGE_LEVEL)
    #		GameWorld.curr_objects = GameWorld.stage3_objects
    #	elif event.key == SDLK_4:
    #		STAGE_LEVEL = 4
    #		mario.pos = (100, 200)
    #		background.set_stage_level(STAGE_LEVEL)
    #		GameWorld.curr_objects = GameWorld.stage4_objects
    #	elif event.key == SDLK_5:
    #		STAGE_LEVEL = 5
    #		mario.pos = (100, 200)
    #		background.set_stage_level(STAGE_LEVEL - 2)
    #		GameWorld.curr_objects = GameWorld.stage5_objects

    mario.handle_event(event)
Ejemplo n.º 29
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def enter():
    close_canvas()
    GameFramework.reset_time()
    open_canvas(1500, 750)
    create_world()
Ejemplo n.º 30
0

def draw():
    background.draw(400, 300)


def handle_event(event):
    global running

    if (event.type == SDL_QUIT):
        GameFramework.quit()
    elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        GameFramework.quit()


def exit():
    global background
    del background


def pause():
    pass


def resume():
    pass


if (__name__ == "__main__"):
    GameFramework.run_main()