Ejemplo n.º 1
0
    def update(self, dt):
        self._play_text.update   (dt);
        self._credits_text.update(dt);

        if(input.is_click(pygame.locals.K_UP)):
            self._update_selection(-1);
        elif(input.is_click(pygame.locals.K_DOWN)):
            self._update_selection(+1);

        elif(input.is_click(pygame.locals.K_SPACE)):
            if(self._curr_selection == 0):
                director.go_to_game();
            else:
                director.go_to_credits();
Ejemplo n.º 2
0
    def update(self, dt):
        self._play_text.update   (dt);
        self._credits_text.update(dt);

        if(input.is_click(pygame.locals.K_UP)):
            self._update_selection(-1);
        elif(input.is_click(pygame.locals.K_DOWN)):
            self._update_selection(+1);
        elif(input.is_click(pygame.locals.K_SPACE)):
            sound.play_shot_sound();
            if(self._curr_selection == 0):
                director.go_to_game();
            else:
                director.go_to_credits();
Ejemplo n.º 3
0
    def _update_playing(self, dt):
        ## Check if player wants to pause.
        if(input.is_click(K_p)):
            self._change_state_playing_to_paused();
            return;

        ## Update the Enemies.
        self.enemy_mgr.update(dt);
        if(not self.enemy_mgr.did_finished_init()):
            return;

        ## Update the Player
        self.player.update(dt);

        ## Update the Projectile
        ## Restart the Projectile if needed.
        if(self.projectile.is_alive() == False and self.player.wants_to_shoot()):
            cannon_pos = self.player.get_cannon_position ();
            cannon_dir = self.player.get_cannon_direction();

            self.projectile.restart(cannon_pos[0], cannon_pos[1], cannon_dir);

        self.projectile.update(dt);

        ## Check collisions
        hit = self.enemy_mgr.check_collision(self.projectile);

        ## If player hit an enemy, increment the score...
        if(hit):
            self.score += 1;
            self.hud.set_score(self.score);

        ## Check Game Status
        self._check_status();
Ejemplo n.º 4
0
    def _update_playing(self, dt):
        ## Check if player wants to pause.
        if (input.is_click(K_p)):
            self._change_state_playing_to_paused()
            return

        ## Update the Enemies.
        self.enemy_mgr.update(dt)
        if (not self.enemy_mgr.did_finished_init()):
            return

        ## Update the Player
        self.player.update(dt)

        ## Update the Projectile
        ## Restart the Projectile if needed.
        if (self.projectile.is_alive() == False
                and self.player.wants_to_shoot()):
            cannon_pos = self.player.get_cannon_position()
            cannon_dir = self.player.get_cannon_direction()

            self.projectile.restart(cannon_pos[0], cannon_pos[1], cannon_dir)

        self.projectile.update(dt)

        ## Check collisions
        hit = self.enemy_mgr.check_collision(self.projectile)

        ## If player hit an enemy, increment the score...
        if (hit):
            self.score += 1
            self.hud.set_score(self.score)

        ## Check Game Status
        self._check_status()
Ejemplo n.º 5
0
    def _update_playing(self, dt):
        ## Input
        if input.is_click(pygame.locals.K_p):
            self._game_state = GameScene._STATE_PAUSED
            return

        ## Updates
        self._hud.update(dt)
        self._taz.update(dt)

        ## Taz is Dying or dead - We don't need
        ## update the Enemies anymore, them will be reseted
        ## when taz animation is done.
        if self._taz.get_state() != Taz.STATE_ALIVE:
            return

        taz_hit_box = self._taz.get_hit_box()
        ## Need to be calc'ed 1 time...
        for enemy in self._enemies:
            enemy.update(dt)

            ## Doesn't collided...
            if not enemy.check_collision(taz_hit_box):
                continue

            ## Collided
            if not enemy.is_fatal():
                sound.play_eat()

                self._taz.make_eat()
                eat_count = self._taz.get_eat_count()
                self._hud.set_score(eat_count * GameScene._SCORE_MULTIPLIER)

                ## Ate enough enmies to accelerate them...
                if eat_count % GameScene._SPEED_UPDATE_COUNT == 0 and eat_count != 0:
                    Enemy.Accelerate(GameScene._SPEED_ACCELERATION)

            else:
                sound.play_bomb()
                self._taz.kill()
Ejemplo n.º 6
0
 def update(self, dt):
     if(input.is_click(pygame.locals.K_SPACE)):
         director.go_to_menu();
Ejemplo n.º 7
0
 def _update_game_over(self, dt):
     ## Input
     if input.is_click(pygame.locals.K_SPACE):
         director.go_to_menu()
Ejemplo n.º 8
0
 def _update_paused(self, dt):
     ## Input
     if input.is_click(pygame.locals.K_p):
         self._game_state = GameScene._STATE_PLAYING
Ejemplo n.º 9
0
 def _update_game_over(self, dt):
     if(input.is_click(K_SPACE)):
         self._change_state_gameover_to_menu_screen();
Ejemplo n.º 10
0
 def _update_defeat(self, dt):
     if(input.is_click(K_SPACE)):
         self._change_state_defeat_to_playing();
Ejemplo n.º 11
0
 def _update_victory(self, dt):
     if(input.is_click(K_SPACE)):
         self._change_state_victory_to_playing();
Ejemplo n.º 12
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 def _update_paused(self, dt):
     if(input.is_click(K_p)):
         self._change_state_paused_to_playing();
Ejemplo n.º 13
0
 def _update_game_over(self, dt):
     if (input.is_click(K_SPACE)):
         self._change_state_gameover_to_menu_screen()
Ejemplo n.º 14
0
 def _update_defeat(self, dt):
     if (input.is_click(K_SPACE)):
         self._change_state_defeat_to_playing()
Ejemplo n.º 15
0
 def _update_victory(self, dt):
     if (input.is_click(K_SPACE)):
         self._change_state_victory_to_playing()
Ejemplo n.º 16
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 def _update_paused(self, dt):
     if (input.is_click(K_p)):
         self._change_state_paused_to_playing()