Ejemplo n.º 1
0
 def __init__(self):
     rgl.display.init(2, "BubbMan 2", NESRES)
     intro.Intro().loop()
     self.font_white = rgl.font.Font(NES_FONT, (255, 255, 255))
     self.font_black = rgl.font.Font(NES_FONT, (1, 1, 1))
     self.menu1 = rgl.dialog.Menu(
         self.font_white, [" Start Game", " Controls", " Quit Game"])
     self.background = rgl.util.load_image("data/background-1.png")
     self.foreground1 = rgl.util.load_image("data/hills-back.png")
     self.foreground2 = rgl.util.load_image("data/hills-front-1.png")
     self.logo = rgl.util.load_image("data/logo.png")
     rgl.util.play_music("data/od-special_s.mod", -1, 0.7)
     self.cloud = rgl.util.load_image("data/cloud.png")
     self.clouds = []
     for i in range(10):
         self.clouds.append([
             random.choice([1.0, 0.8, 0.75, 0.6, 0.5, 0.4, 0.3]) * 2,
             [i * 25, random.randrange(75)]
         ])
     self.clouds.sort()
     self.clouds.reverse()
     self.help = 0
     self.help_text = [
         "Controls:",
         "",
         "A Button = Z Key   ",
         "B Button = X Key   ",
         "Start    = Enter   ",
         "Select   = R. Shift",
         "",
         "Press start!",
     ]
Ejemplo n.º 2
0
    def __init__(self, context, prev, next, install):
        Gtk.VBox.__init__(self)
        self.prev = prev
        self.next = next
        self.install = install
        self.context = context

        intro_card = intro.Intro(self.context)
        device_card = device.Device(self.context)
        partition_card = partition.Partition(self.context)
        timezone_card = timezone.Timezone(self.context)
        locale_card = locale.Locale(self.context)
        user_card = user.User(self.context)
        root_card = root.Root(self.context)
        finalinfo_card = finalinfo.FinalInfo(self.context)
        status_card = status.Status(self.context)

        self.card_names = [
            'intro_card', 'device_card', 'partition_card', 'timezone_card',
            'locale_card', 'user_card', 'root_card', 'finalinfo_card',
            'status_card'
        ]
        self.cards = [
            intro_card, device_card, partition_card, timezone_card,
            locale_card, user_card, root_card, finalinfo_card, status_card
        ]

        self.the_stack = Gtk.Stack()
        self.the_stack.set_hexpand(True)
        self.the_stack.set_vexpand(True)

        self.context['the_stack'] = self.the_stack

        self.pack_start(self.the_stack, True, True, 0)
        self.set_name('stack')

        # add the cards to the stack

        self.the_stack.add_titled(intro_card, 'intro_card', 'Introduction')
        self.the_stack.add_titled(device_card, 'device_card', 'Device')
        self.the_stack.add_titled(partition_card, 'partition_card',
                                  'Partition')
        self.the_stack.add_titled(timezone_card, 'timezone_card', 'Timezone')
        self.the_stack.add_titled(locale_card, 'locale_card', 'Locale')
        self.the_stack.add_titled(user_card, 'user_card', 'User')
        self.the_stack.add_titled(root_card, 'root_card', 'Root')
        self.the_stack.add_titled(finalinfo_card, 'finalinfo_card',
                                  'Confirmation')
        self.the_stack.add_titled(status_card, 'status_card', 'Status')

        self.prev.connect('clicked', self.nav_prev)
        self.next.connect('clicked', self.nav_next)

        self.current_card = self.card_names[0]
        self.current_index = 0

        self.prev.set_sensitive(False)
        self.install.set_sensitive(False)
Ejemplo n.º 3
0
def do_main(no_intro=0, the_level=0):
    global flags

    print("hello from zanthor do_main")

    pygame.mixer.pre_init(22050, -16, 2, 1024)

    pygame.init()
    pygame.font.init()
    #pygame.display.set_caption("The Wrath of ZANTHOR") #It's powered by steam!")
    pygame.display.set_caption(
        "The Wrath of ZANTHOR!  It's powered by steam!  h key for help")

    #flags = FULLSCREEN
    print flags
    print(SW, SH)
    screen = pygame.display.set_mode((SW, SH), flags)

    # Map the back button to the escape key.
    if android:
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

    print("initialising joystick module")

    pygame.joystick.init()
    joystics = []
    num_joys = pygame.joystick.get_count()

    print "initialising joys", num_joys
    for x in range(num_joys):
        print "x joy is:", x
        j = pygame.joystick.Joystick(x)
        j.init()
        joystics.append(j)

    print "initialising joys: done."

    game = Game()
    game.should_restore_stats = True
    game.backup_upgradable_amounts = None
    game.backup_castle_stats = None

    # the intro is not done first.
    #game.run(states.Title(game),screen)
    if no_intro == 0:
        game.run(intro.Intro(game), screen)

    elif no_intro == 1:
        #game.run(level.Level(game, 0,100),screen)
        game.run(menu.Menu(game), screen)
    elif no_intro == 3:
        # we load the level number from the levels defined in menu.
        n = menu.data[no_intro][4]
        perc = menu.data[no_intro][5]
        music = menu.data[no_intro][7]
        game.run(level.Level(game, n, perc, music), screen)
    else:
        game.run(level.Level(game, no_intro, 100, None), screen)
Ejemplo n.º 4
0
    def setup(self):
        """Initialize pygame, find the main game file and parse it."""

        #initialise pygame
        pygame.init()

        #find the main game file and parse it
        if settings.path is not None:
            fn = os.path.join(settings.path, "data", "game.xml")
        else:
            raise error.DittoInvalidResourceException("settings.py", "path")
        root = data.getTreeRoot(fn, "Ditto Main")
        for p in data.getChildren(root, "property"):
            if data.getAttr(p, "name", data.D_STRING) == "tilesize":
                globs.TILESIZE = data.getAttr(p, "value", data.D_INT2LIST)
            elif data.getAttr(p, "name", data.D_STRING) == "font":
                globs.FONT = data.getAttr(p, "value", data.D_STRING)
            elif data.getAttr(p, "name", data.D_STRING) == "dialog":
                globs.DIALOG = data.getAttr(p, "value", data.D_STRING)
            elif data.getAttr(p, "name", data.D_STRING) == "pokemon":
                globs.POKEMON = data.getAttr(p, "value", data.D_STRING)
            elif data.getAttr(p, "name", data.D_STRING) == "soundeffects":
                soundPath = os.path.join(
                    settings.path, "data",
                    data.getAttr(p, "value", data.D_STRING))
            elif data.getAttr(p, "name", data.D_STRING) == "moves":
                globs.MOVES = os.path.join(
                    settings.path, "data",
                    data.getAttr(p, "value", data.D_STRING))
            elif data.getAttr(p, "name", data.D_STRING) == "behaviours":
                globs.BEHAVIOURS = os.path.join(
                    settings.path, "data",
                    data.getAttr(p, "value", data.D_STRING))

        #if there's an icon specified, use it
        if len(data.getChildren(root, "icon")) > 0:
            node = data.getChild(root, "icon")
            iconPath = os.path.join(settings.path, "data",
                                    data.getAttr(node, "file", data.D_STRING))
            icon = data.getImage(iconPath, fn)
            pygame.display.set_icon(icon)

        #set up the main window
        windowSize = settings.screenSize[0] * globs.TILESIZE[
            0], settings.screenSize[1] * globs.TILESIZE[1]
        self.screen = pygame.display.set_mode(windowSize)
        pygame.display.set_caption("%s --- Ditto Engine" %
                                   data.getAttr(root, "title", data.D_STRING))

        #create a clock object
        self.clock = pygame.time.Clock()

        #initialise sound
        sound.init(soundPath)

        #set up the initial scene, the intro
        self.activeScene = intro.Intro(self.screen)
Ejemplo n.º 5
0
 def __init__(self, op):
     """Inicializamos las variables necesarias para la aplicacion.
     Creamos la pantalla, definimos los estados y creamos los objetos
     pertinentes."""
     #self.scr = pygame.display.set_mode((TAMX, TAMY))
     self.state = INTRO
     self.intro = intro.Intro(JOIN(DATA,"desarrollado.png"),
                              JOIN(DATA,"derechos.png")) 
     self.menu = menu.Menu()
     self.juego = juego.Juego()
Ejemplo n.º 6
0
    def __init__(self):
        '''
        #brief Constructor. Carga e inicializa la configuración principal y las variables principales de la clase
        '''
        os.environ["SDL_VIDEO_CENTERED"] = "1"

        #Cargamos el archivo de configuración
        parser = xml.dom.minidom.parse(data.get_path_xml('configuration.xml'))

        #Obtenemos las dimensiones de la pantalla
        for element in parser.getElementsByTagName('screen'):
            self.__screen_width = int(element.getAttribute('width'))
            self.__screen_height = int(element.getAttribute('height'))
            self.caption = element.getAttribute('caption')

        #Obtenemos los fps
        for element in parser.getElementsByTagName('fps'):
            self.fps = int(element.getAttribute('value'))

        #Inicializamos Pygame
        pygame.init()

        #Obtenemos la ventana de juego
        self.screen = None
        self.set_screen()

        #Obtenemos el icono
        for element in parser.getElementsByTagName('icon'):
            icon_code = str(element.getAttribute('code'))
            self.icon = resource.get_image(icon_code)

        #Deshabilitamos el cursor
        pygame.mouse.set_visible(False)
        pygame.display.set_icon(self.icon)

        #Creamos el reloj
        self.clock = pygame.time.Clock()
        self.font = resource.get_font('cheesebu', 30)

        #Estado actual del juego
        self.__actual_state = intro.Intro(self, 'intro.xml')
Ejemplo n.º 7
0
 def __init__(self):
     print("Instanceando clase RunGame")
     pygame.init()
     self.screen_param = (800, 500)
     self.screen = pygame.display.set_mode(self.screen_param)
     pygame.display.set_caption('Durak')
     self.clock = pygame.time.Clock()
     self.state_dict = {
         "INTRO": intro.Intro(),
         "MENU": menu.Menu(),
         #"JUEGO" : juego.Juego(),
         "CREDITOS": creditos.Creditos()
     }
     # el estado actual (en que stage esta el juego)
     self.state_name = "INTRO"
     self.st_done = False
     # usando el stage, a state se asigna la clase actual la que va a correr
     self.state = self.state_dict[self.state_name]
     # tecla recibida
     self.key = pygame.key.get_pressed()
     print("Instancee excitosamente la clase RunGame de rungame.py")