def __init__(self): init() self.n = 0 self.balls = [] self.player = PLAYER() self.target = TARGET() self.target.new() display.set_caption('Ball Game') self.clock = time.Clock() self.Font = font.SysFont("arial", 40)
def __init__(self, w, h, mag, root): # Please add variables as appropriate # Variables of class self.WIDTH = w self.HEIGHT = h self.MAG = mag self.root = root self.scene_cnt = 0 self.goal_order = [] # Variables of function self.var_start_menu = (1, None) self.var_select_menu = (3, 2, None) # Keyboard config self.frame = tk.Frame(self.root, width=w, height=h) self.frame.bind("<KeyPress>", self.key_pressed) self.frame.bind("<KeyRelease>", self.key_released) self.frame.focus_set() self.frame.pack() self.pressed = {} #pressed key # Create canvas canvas = tk.Canvas(bg="black", width=self.WIDTH, height=self.HEIGHT) canvas.place(x=0, y=0) # Array of field self.field = FIELD(w, h, mag) # Create instance self.player = [PLAYER(i) for i in range(4)] self.turn = 0 self.start_menu()
def __init__(self): init() self.n = 0 self.balls = [] self.player = PLAYER() self.target = TARGET() self.target.new() display.set_caption('Ball Game') self.clock = time.Clock() self.Font = font.SysFont("arial", 40);
def reset(self): ''' Reset objects for a new game ''' bricks.SPEED = 2 self.bricks = dict() self.player = PLAYER() self.n = 0 self.score = 0 self.rank = False self.msg_center = ""
def start(): global now_turn get_data = request.args.to_dict() name = get_data.get('name') ip = get_data.get('ip') print(name) player = PLAYER(name, ip) dict = start_give(black, white) for j in dict: player.Hand.append(j) players.append(player) now_turn = name #print(now_turn) return 'good luck'
def __init__(self): init() self.clock = time.Clock() self.n = 0 # Asteroid index self.pic = image.load('images/back.png').convert() # background image self.quit, self.pause, self.stop = False, False, False self.score = 0 self.inc = 1 try: # to read high score from file f=open('high.dat','r') self.high=load(f) f.close() except: self.high=0 self.message = "Score : %3d High : %3d"%(self.score,self.high) self.Font = font.SysFont("arial", 40) self.msg_center = "" self.bricks = dict() self.player = PLAYER() self.tick = 100 self.bg_x = 0 self.rank = False self.bg_sfx = mixer.Sound('sounds/bg.wav') # Background music
def reset(self): self.n = 0 self.balls = [] self.player = PLAYER()
class Game: def __init__(self): init() self.n = 0 self.balls = [] self.player = PLAYER() self.target = TARGET() self.target.new() display.set_caption('Ball Game') self.clock = time.Clock() self.Font = font.SysFont("arial", 40) def put_message(self): message = "Balls : %d" % (self.n) text = self.Font.render(message, True, (0, 0, 255)) screen.blit(text, (100, int(.9 * screen.get_height()))) display.update( [[0, int(screen.get_height() * .9)], [int(screen.get_width() / 2), int(screen.get_height() * .1)]]) def check(self): if (abs(self.target.x - self.player.x) < self.target.width / 2 + self.player.width / 2) and ( abs(self.target.y - self.player.y) < self.target.width / 2 + self.player.height / 2): self.balls.append(BALL()) self.n += 1 self.target.play_sound() self.target.new() self.put_message() self.draw() for ball in self.balls: if (self.player.x - self.player.width / 2 < ball.x < self.player.x + self.player.width / 2) and ( self.player.y - self.player.height / 2 < ball.y < self.player.y + self.player.height / 2): self.player.play_sound() self.stop = True def update(self): self.player.move() for ball in self.balls: ball.bounce() ball.move() def draw(self): screen.fill(color_black) draw.rect( screen, color_white, [[0, 0], [int(screen.get_width()), int(screen.get_height() * .9)]]) self.target.draw() self.player.draw() for ball in self.balls: ball.draw() display.update( [[0, 0], [int(screen.get_width()), int(screen.get_height() * .9)]]) def reset(self): self.n = 0 self.balls = [] self.player = PLAYER() def handle_events(self): keys = key.get_pressed() if keys[K_q] or keys[K_ESCAPE]: self.quit = True if keys[K_SPACE] and self.stop: self.reset() self.stop = False for evt in event.get(): if evt.type == QUIT: self.quit = True if evt.type == MOUSEBUTTONDOWN: for ball in self.balls: ball.reverse() def run(self): self.quit = False self.stop = False self.put_message() while not self.quit: self.handle_events() if not self.stop: self.update() self.draw() self.check() self.clock.tick(100)
class Game: def __init__(self): init() self.n = 0 self.balls = [] self.player = PLAYER() self.target = TARGET() self.target.new() display.set_caption('Ball Game') self.clock = time.Clock() self.Font = font.SysFont("arial", 40); def put_message(self): message = "Balls : %d"%(self.n) text = self.Font.render(message, True, (0, 0, 255)) screen.blit(text, (100,int(.9*screen.get_height()))) display.update([[0,int(screen.get_height()*.9)],[int(screen.get_width()/2),int(screen.get_height()*.1)]]) def check(self): if (abs(self.target.x-self.player.x) < self.target.width/2+self.player.width/2) and (abs(self.target.y-self.player.y) < self.target.width/2+self.player.height/2): self.balls.append(BALL()) self.n+=1 self.target.play_sound() self.target.new() self.put_message() self.draw() for ball in self.balls: if (self.player.x-self.player.width/2 < ball.x < self.player.x+self.player.width/2) and (self.player.y-self.player.height/2 < ball.y < self.player.y+self.player.height/2): self.player.play_sound() self.stop = True def update(self): self.player.move() for ball in self.balls: ball.bounce() ball.move() def draw(self): screen.fill(color_black) draw.rect(screen, color_white, [[0,0],[int(screen.get_width()),int(screen.get_height()*.9)]]) self.target.draw() self.player.draw() for ball in self.balls: ball.draw() display.update([[0,0],[int(screen.get_width()),int(screen.get_height()*.9)]]) def reset(self): self.n = 0 self.balls = [] self.player = PLAYER() def handle_events(self): keys = key.get_pressed() if keys[K_q] or keys[K_ESCAPE]: self.quit = True if keys[K_SPACE] and self.stop: self.reset() self.stop = False for evt in event.get(): if evt.type == QUIT: self.quit = True if evt.type == MOUSEBUTTONDOWN: for ball in self.balls: ball.reverse() def run(self): self.quit = False self.stop = False self.put_message() while not self.quit: self.handle_events() if not self.stop: self.update() self.draw() self.check() self.clock.tick(100)
class Game: def __init__(self): init() self.clock = time.Clock() self.n = 0 # Asteroid index self.pic = image.load('images/back.png').convert() # background image self.quit, self.pause, self.stop = False, False, False self.score = 0 self.inc = 1 try: # to read high score from file f=open('high.dat','r') self.high=load(f) f.close() except: self.high=0 self.message = "Score : %3d High : %3d"%(self.score,self.high) self.Font = font.SysFont("arial", 40) self.msg_center = "" self.bricks = dict() self.player = PLAYER() self.tick = 100 self.bg_x = 0 self.rank = False self.bg_sfx = mixer.Sound('sounds/bg.wav') # Background music def handle_events(self): # handling keyboard for evt in event.get(): if evt.type == QUIT: # quit the game self.quit = True if evt.type == KEYDOWN: if evt.key == K_u and self.stop: try: if not self.rank: r=str(post_score(self.player.name,self.score)) self.msg_center = 'Your Global Rank :'+r self.rank = True except: self.rank = False self.msg_center = 'Sorry! Failed to fetch rank' if evt.key == K_ESCAPE: # quit the game self.quit = True if evt.key == K_p and not self.stop: # press p for pause self.pause = True self.msg_center = "Press 'Space' to resume" if evt.key == K_SPACE: # press space to ... if self.pause: # ...unpause on pressing p self.pause = False self.msg_center = "" if self.stop: # ...start a new game if gameover self.reset() self.stop = False def put_message(self): ''' Displays self.message ''' self.message = "Score : %3d High : %3d"%(self.score,self.high) text = self.Font.render(self.message, True, (0, 0, 255)) screen.blit(text, (WIDTH - 50 - text.get_width(),int(.9*HEIGHT))) def center_msg(self): ''' Displays self.message ''' text = self.Font.render(self.msg_center, True, (255, 0, 0)) screen.blit(text, (int(WIDTH-text.get_width())/2,int(HEIGHT-text.get_height())/2)) def draw(self): ''' Draws every thing on the screen ''' screen.fill((0,0,0)) # Fill screen with black # Fill screen with background pattern for y in range(0, HEIGHT, self.pic.get_height()): for x in range(int(self.bg_x), WIDTH+self.pic.get_width(), self.pic.get_width()): screen.blit(self.pic, (x, y)) for brick in self.bricks.values(): # Draws all the bricks brick.draw() self.player.draw() # Draw the player self.put_message() self.center_msg() display.flip() # Update the display def update(self): ''' Changes position of all objects after every frame ''' self.score += self.inc if self.score > self.high: self.high = self.score # move the background if not ( self.pause or self.stop ): self.bg_x = self.bg_x-1 if self.bg_x > -self.pic.get_width() else 0 if randint(1,20)==1: # Bring a new asteroid with 1 in 20 probability self.n += 1 self.bricks[self.n] = BRICK() for brick in self.bricks.values(): brick.move() self.player.move() def check_bounds(self): self.tick, self.inc = 100, 1 for index, brick in self.bricks.items(): if brick.position.x + brick.radius < 0: del self.bricks[index] if ( brick.position-self.player.position ).length < ( brick.size.length/3 + self.player.size.length/3 ): self.player.pic = self.player.pic_dead self.player.sound.stop() self.player.explode.play() self.stop = True self.msg_center = "'Space'-New Game, 'U'-Upload Score" if ( brick.position-self.player.position ).length < ( brick.size.length/2 + self.player.size.length/2 ): self.tick,self.inc = 25, 4 if not( self.player.size.y/2 < self.player.position.y < HEIGHT-self.player.size.y/2 ): self.player.pic = self.player.pic_dead self.player.sound.stop() self.player.explode.play() self.stop = True self.msg_center = "'Space'-New Game, 'U'-Upload Score" def reset(self): ''' Reset objects for a new game ''' bricks.SPEED = 2 self.bricks = dict() self.player = PLAYER() self.n = 0 self.score = 0 self.rank = False self.msg_center = "" def write_scores(self): ''' Writes scores into the file ''' f=open('high.dat','w') dump(self.high,f) f.close() def run(self): ''' Main loop ''' self.bg_sfx.play(-1) self.bg_sfx.set_volume(01) while not self.quit: self.handle_events() if not (self.pause or self.stop): self.update() self.check_bounds() self.draw() self.clock.tick(self.tick) else: self.bg_sfx.stop() self.write_scores()