Ejemplo n.º 1
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    def test_set_num_channels(self):
        mixer.init()

        default_num_channels = mixer.get_num_channels()
        for i in range(1, default_num_channels + 1):
            mixer.set_num_channels(i)
            self.assertEqual(mixer.get_num_channels(), i)
Ejemplo n.º 2
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    def test_set_num_channels(self):
        mixer.init()

        for i in xrange_(1, mixer.get_num_channels() + 1):
            mixer.set_num_channels(i)
            self.assert_(mixer.get_num_channels() == i)

        mixer.quit()
Ejemplo n.º 3
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    def test_set_num_channels(self):
        mixer.init()

        for i in xrange_(1, mixer.get_num_channels() + 1):
            mixer.set_num_channels(i)
            self.assert_(mixer.get_num_channels() == i)

        mixer.quit()
Ejemplo n.º 4
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 def main(self):
     global player_health
     global player_score
     black = (0, 0, 0)
     clock = pygame.time.Clock()
     dt = 0
     mixer.music.load("eye_of_the_tiger_8_bit.mp3")
     mixer.music.set_volume(0.8)
     mixer.music.play(-1)
     events = pygame.event.get()
     self.start_screen_sprites.update(events)
     self.start_screen_sprites.draw(self.screen)
     self.DefenceGun.draw(self.screen)
     while True:
         events = pygame.event.get()
         text = self.font.render('Score: ' + str(player_score), True, black)
         text2 = self.font.render('Health: ' + str(player_health), True, black)
         textRect = text.get_rect()
         textRect2 = text2.get_rect()
         textRect.center = (650, 500)
         textRect2.center = (650, 530)
         if mixer.get_num_channels() > 1:
             mixer.music.set_volume(0.3)
         if mixer.get_num_channels() == 1:
             mixer.music.set_volume(0.8)
         for e in events:
             if e.type == pygame.QUIT:
                 return
             if e.type == pygame.MOUSEBUTTONDOWN:
                 self.button_detect()
             if e.type == pygame.KEYDOWN:
                 self.started = True
         if not self.started:
             self.start_screen_sprites.update(events)
             self.start_screen_sprites.draw(self.screen)
             self.DefenceGun.draw(self.screen)
         elif self.started and player_health > 0:
             self.sprites.update(events)
             self.collision_detect()
             self.sprites.draw(self.screen)
             self.DefenceGun.draw(self.screen)
         else:
             self.end_screen_sprites.update(events)
             self.end_screen_sprites.draw(self.screen)
             self.DefenceGun.draw(self.screen)
             self.screen.blit(self.reset.image, self.reset.rect)
         self.screen.blit(text, textRect)
         self.screen.blit(text2, textRect2)
         self.screen.blit(self.quit.image, self.quit.rect)
         pygame.display.update()
         dt = clock.tick(60)
Ejemplo n.º 5
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    def test_set_reserved(self):

        # __doc__ (as of 2008-08-02) for pygame.mixer.set_reserved:

        # pygame.mixer.set_reserved(count): return count
        mixer.init()
        default_num_channels = mixer.get_num_channels()

        # try reserving all the channels
        result = mixer.set_reserved(default_num_channels)
        self.assertEqual(result, default_num_channels)

        # try reserving all the channels + 1
        result = mixer.set_reserved(default_num_channels + 1)
        # should still be default
        self.assertEqual(result, default_num_channels)

        # try unreserving all
        result = mixer.set_reserved(0)
        # should still be default
        self.assertEqual(result, 0)

        # try reserving half
        result = mixer.set_reserved(int(default_num_channels / 2))
        # should still be default
        self.assertEqual(result, int(default_num_channels / 2))
Ejemplo n.º 6
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    def test_get_num_channels__defaults_eight_after_init(self):
        mixer.init()

        num_channels = mixer.get_num_channels()

        self.assert_(num_channels == 8)

        mixer.quit()
Ejemplo n.º 7
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    def test_get_num_channels__defaults_eight_after_init(self):
        mixer.init()
        
        num_channels = mixer.get_num_channels()

        self.assert_(num_channels == 8)

        mixer.quit()
Ejemplo n.º 8
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 def set_volume(self, volume=None):
     "set_volume( volume): sets volume of all channels (0-1)"
     if volume is None:
         volume = self.volume
     else:
         self.volume = volume
     for i in range(mixer.get_num_channels()):
         mixer.Channel(i).set_volume(volume)
Ejemplo n.º 9
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 def set_volume(self, volume=None):
     "set_volume( volume): sets volume of all channels (0-1)"
     if volume is None:
         volume = self.volume
     else:
         self.volume = volume
     for i in range(mixer.get_num_channels()):
         mixer.Channel(i).set_volume(volume)
Ejemplo n.º 10
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def is_playing(sound):

	#check if sound is already playing on any channels
	ch = 0
	sound_list = []
	for _ in range(mixer.get_num_channels()):
		sound_list.append(mixer.Channel(ch).get_sound())
		ch += 1
	if not sound in sound_list:
		return False
Ejemplo n.º 11
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def initialize():
    passed, failed = PG.init()
    # make sure nothing weird is going on
    if failed > 0:
        print "ERROR: %d Pygame modules failed to initialize" % failed
        PG.quit()
    G.Globals.SCREEN = PD.set_mode((800, 650))
    PD.set_caption("Gamma Ray Kitten")
    G.Globals.WIDTH = G.Globals.SCREEN.get_width()
    G.Globals.HEIGHT = G.Globals.SCREEN.get_height() - G.Globals.HUD_HEIGHT
    G.Globals.STATE = Title.Title()
    G.Globals.AMB_MUSIC = PX.Sound("sounds/menu.ogg")
    if PX.get_num_channels() >= 2:
        G.Globals.FX_CHANNEL = PX.Channel(0)
        G.Globals.MUSIC_CHANNEL = PX.Channel(1)
    else:
        G.Globals.FX_CHANNEL = PX.Channel(0)
        G.Globals.MUSIC_CHANNEL = PX.Channel(0)
Ejemplo n.º 12
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def initialize():
    passed, failed = PG.init()
    # make sure nothing weird is going on
    if failed > 0:
        print "ERROR: %d Pygame modules failed to initialize" % failed
        PG.quit()
    G.Globals.SCREEN = PD.set_mode((800, 650))
    PD.set_caption("Gamma Ray Kitten")
    G.Globals.WIDTH = G.Globals.SCREEN.get_width()
    G.Globals.HEIGHT = G.Globals.SCREEN.get_height() - G.Globals.HUD_HEIGHT
    G.Globals.STATE = Title.Title()
    G.Globals.AMB_MUSIC = PX.Sound("sounds/menu.ogg")
    if PX.get_num_channels() >= 2:
        G.Globals.FX_CHANNEL = PX.Channel(0)
        G.Globals.MUSIC_CHANNEL = PX.Channel(1)
    else:
        G.Globals.FX_CHANNEL = PX.Channel(0)
        G.Globals.MUSIC_CHANNEL = PX.Channel(0)
Ejemplo n.º 13
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    def __init__(self, screen_size_, channels_: int = 8):
        """

        :param screen_size_: pygame.Rect; Size of the active display
        :param channels_   : integer; number of channels to reserved for the sound controller
        :return            : None
        """

        if not isinstance(screen_size_, pygame.Rect):
            raise ValueError(
                "\n screen_size_ argument must be a pygame.Rect type, got %s "
                % type(screen_size_))
        if not isinstance(channels_, int):
            raise ValueError(
                "\n channels_ argument must be a integer type, got %s " %
                type(channels_))

        assert channels_ >= 1, "\nArgument channel_num_ must be >=1"

        if pygame.mixer.get_init() is None:
            raise ValueError(
                "\nMixer has not been initialized."
                "\nUse pygame.mixer.init() before starting the Sound controller"
            )

        self.channel_num = channels_  # channel to init
        self.start = mixer.get_num_channels(
        )  # get the total number of playback channels
        self.end = self.channel_num + self.start  # last channel
        mixer.set_num_channels(
            self.end)  # sets the number of available channels for the mixer.
        mixer.set_reserved(
            self.end)  # reserve channels from being automatically used
        self.channels = [
            mixer.Channel(j + self.start) for j in range(self.channel_num)
        ]  # create a channel object for controlling playback
        self.snd_obj = [None
                        ] * self.channel_num  # list of un-initialised objects
        self.channel = self.start  # pointer to the bottom of the stack
        self.all = list(range(
            self.start, self.end))  # create a list with all channel number
        self.screen_size = screen_size_  # size of the display (used for stereo mode)
Ejemplo n.º 14
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    def test_find_channel(self):
        # __doc__ (as of 2008-08-02) for pygame.mixer.find_channel:

        # pygame.mixer.find_channel(force=False): return Channel
        # find an unused channel
        mixer.init()

        filename = example_path(os.path.join("data", "house_lo.wav"))
        sound = mixer.Sound(file=filename)

        num_channels = mixer.get_num_channels()

        if num_channels > 0:
            found_channel = mixer.find_channel()
            self.assertIsNotNone(found_channel)

            # try playing on all channels
            channels = []
            for channel_id in range(0, num_channels):
                channel = mixer.Channel(channel_id)
                channel.play(sound)
                channels.append(channel)

            # should fail without being forceful
            found_channel = mixer.find_channel()
            self.assertIsNone(found_channel)

            # try forcing without keyword
            found_channel = mixer.find_channel(True)
            self.assertIsNotNone(found_channel)

            # try forcing with keyword
            found_channel = mixer.find_channel(force=True)
            self.assertIsNotNone(found_channel)

            for channel in channels:
                channel.stop()
            found_channel = mixer.find_channel()
            self.assertIsNotNone(found_channel)
Ejemplo n.º 15
0
def run_game():
    # Game parameters
    SCREEN_WIDTH, SCREEN_HEIGHT = 400, 400
    BG_COLOR = 150, 150, 80
    CREEP_FILENAMES = [
        'bonehunter2.png', 
        'skorpio.png',
        'tuma.png', 
        'skrals.png',
        'stronius1.png',
        'stronius2.png',
        'metus_with_guards.png']
    TOWER_FILENAMES = [
        'matanui.png',
        'malum.png',
        'gresh.png',
        'gelu.png',
        'vastus.png',
        'kiina.png',
        'ackar.png',
        'straak.png'
        ]
    SELL_FILENAME = 'Sell.png'
    RAIN_OF_FIRE = 'rain_of_fire.png'
    TORNADO = 'tornado.png'
    TORNADO_BIG = 'tornado_big.png'
    BUTTON_FILENAMES = TOWER_FILENAMES + [RAIN_OF_FIRE, TORNADO, SELL_FILENAME]

    money = 643823726935627492742129573207

    mixer.pre_init(44100, -16, 2, 2048) # setup mixer to avoid sound lag
    mixer.init()
    mixer.set_num_channels(30)
    print "mix", mixer.get_num_channels()
    EXPLOSIONS = [mixer.Sound('expl%d.wav'%(i)) for i in range(1, 7)]
    FIRING = [mixer.Sound('fire%d.wav'%(i)) for i in range(1, 4)]
    N_CREEPS = 10
    N_TOWERS = 0

    pygame.init()

    background = pygame.image.load("Background_Level_1.JPG")
    path = pygame.image.load("Path_Level_1.png")
    w, h = background.get_size()
    assert (w, h) == path.get_size()
    sc = min(1024.0/w, 1024.0/h)
    background = pygame.transform.scale(background, (int(w * sc), int(h * sc)))
    path = pygame.transform.scale(path, (int(w * sc), int(h * sc)))
    backgroundRect = background.get_rect()

    starts, paths = create_paths(path)

    screen = pygame.display.set_mode(
        background.get_size(), 0, 32)
    clock = pygame.time.Clock()

    # Create N_CREEPS random creeps.
    creeps = []    
    for i in range(N_CREEPS):
        creeps.append(Creep(screen,
                            choice(CREEP_FILENAMES), 
                            (   choice(starts)[::-1]), # reversed x and y
                            (   choice([-1, 1]), 
                                choice([-1, 1])),
                            0.05,
                            paths,
                            choice(EXPLOSIONS)))

    towers = [Tower(screen,
                    choice(TOWER_FILENAMES),
                    (randint(0, background.get_size()[0]), randint(0, background.get_size()[1])),
                    (1, 1),
                    0.0,
                    paths, radius=100, max_attacks=3, firing_sounds=FIRING) for i in range (N_TOWERS)]

    buttons = [Button(screen,
                      buttonfile,
                      (randint(0, background.get_size()[0]), randint(0, background.get_size()[1])),
                      (1, 1),
                      0.0,
                      paths) for buttonfile in BUTTON_FILENAMES]



    rightedge = screen.get_width() - 5
    for b in buttons[:len(buttons)//2]:
        b.pos = vec2d(rightedge - b.image.get_width() / 2, 5 + b.image.get_height() / 2)
        rightedge -= (b.image.get_width() + 5)
    rightedge = screen.get_width() - 5
    for b in buttons[len(buttons)//2:]:
        b.pos = vec2d(rightedge - b.image.get_width() / 2, 5 + b.image.get_height() / 2 + 80)
        rightedge -= (b.image.get_width() + 5)

    next_tower = TOWER_FILENAMES[0]

    cursor = Cursor(screen, TOWER_FILENAMES[0],
                    (0, 0),
                    (1,1),
                    0.0, paths)

    font = pygame.font.SysFont(pygame.font.get_default_font(), 20, bold=True)

    tornado_img = pygame.image.load(TORNADO_BIG).convert_alpha()

    global_attacks = GlobalAttacks(screen, RAIN_OF_FIRE,
                                   (randint(0, background.get_size()[0]), randint(0, background.get_size()[1])),
                                   (1, 1),
                                   0.0,
                                   paths, radius=100, max_attacks=3, firing_sounds=FIRING)

    # The main game loop
    #
    rect = pygame.Rect((1, 1), (10, 10))
    selling = False    
    while True:
        # Limit frame speed to 50 FPS
        #
        time_passed = clock.tick(50)
        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit_game()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    rect.center = pygame.mouse.get_pos()
                    collided = False
                    for b in buttons:
                        if b.rect.colliderect(rect):
                            selling = (b.img_filename == SELL_FILENAME)
                            rain_of_fire = (b.img_filename == RAIN_OF_FIRE)
                            tornado = (b.img_filename == TORNADO)
                            buying = (not selling) and (not rain_of_fire)
                            if buying:
                                next_tower = BUTTON_FILENAMES[buttons.index(b)]
                                cursor.change_image(next_tower)
                            # only one rain of fire available at a time
                            if global_attacks.ready():
                                if rain_of_fire:
                                    for i in range(20):
                                        target = choice(creeps)
                                        global_attacks.target(target)
                            if tornado:
                                targets = [choice(creeps) for i in range(20)]
                                tornado_attack = MobileAttack(global_attacks, 
                                                              targets, 
                                                              img=tornado_img, 
                                                              pos=vec2d((randint(0, background.get_size()[0]), 
                                                                         randint(0, background.get_size()[1]))))
                                tornado_attack.speed = 0.2
                                global_attacks.add_attack(tornado_attack)
                            collided = True
                    for t in towers:
                        if cursor.rect.colliderect(t.rect):
                            collided = t
                    if not collided and not selling and money >= 100:
                        towers += [Tower(screen,
                                         next_tower,
                                         pygame.mouse.get_pos(),
                                         (1, 1),
                                         0.0,
                                         paths,
                                         radius=100,
                                         max_attacks=3,
                                         firing_sounds=FIRING)]
                        money -= 100
                    if selling and collided:
                        if collided in towers:
                            towers.remove(collided)
                            money += 50

        # Redraw the background
        screen.blit(background, backgroundRect)
        
        # Update and redraw all creeps
        for creep in creeps:
            creep.update(time_passed)

        for tower in towers:
            tower.attack(creeps)
            money += tower.update(time_passed)

        money += global_attacks.update(time_passed)
        
        cursor.update()

        for obj in creeps + towers + buttons + [global_attacks, cursor]:
            obj.blitme()
            
        money_text = font.render("%d"%(money), True, pygame.Color(0, 0, 0))
        screen.blit(money_text, (rightedge - 5 - money_text.get_width(), 5 + money_text.get_height()))

        pygame.display.flip()
Ejemplo n.º 16
0
 def test_get_num_channels__defaults_eight_after_init(self):
     mixer.init()
     self.assertEqual(mixer.get_num_channels(), 8)