Ejemplo n.º 1
0
def main():
    controlLayer = Sprite()
    addChild(controlLayer)

    title = TextField()
    title.size = 25
    title.text = "Choose A Loading Bar"
    controlLayer.addChild(title)

    btn1 = ButtonSample(text="LoadingSample1", size=30)
    btn1.y = 100
    btn1.addEventListener(MouseEvent.MOUSE_UP, lambda e: addLoadingBar(1))
    controlLayer.addChild(btn1)
    btn2 = ButtonSample(text="LoadingSample2", size=30)
    btn2.y = 180
    btn2.addEventListener(MouseEvent.MOUSE_UP, lambda e: addLoadingBar(2))
    controlLayer.addChild(btn2)
    btn3 = ButtonSample(text="LoadingSample3", size=30)
    btn3.y = 260
    btn3.addEventListener(MouseEvent.MOUSE_UP, lambda e: addLoadingBar(3))
    controlLayer.addChild(btn3)

    title.x = (controlLayer.width - title.width) / 2
    controlLayer.x = (stage.width - controlLayer.width) / 2
    controlLayer.y = (stage.height - controlLayer.height) / 2
Ejemplo n.º 2
0
    def addResultLayer(self, *text):
        resultLayer = Sprite()
        self.addChild(resultLayer)

        for i in text:
            txt = TextField()
            txt.font = "Microsoft YaHei"
            txt.text = i
            txt.size = 40
            txt.textAlign = TextFormatAlign.CENTER
            txt.x = stage.width / 2
            txt.y = resultLayer.height + 20
            txt.textColor = "orangered"
            txt.weight = TextFormatWeight.BOLD
            resultLayer.addChild(txt)

        # add a botton used for restart
        restartBtn = Sprite()
        restartBtn.graphics.beginFill("yellow")
        restartBtn.graphics.lineStyle(3, "orangered")
        restartBtn.graphics.drawRect(0, 0, 200, 60)
        restartBtn.graphics.endFill()
        restartBtn.x = (stage.width - restartBtn.width) / 2
        restartBtn.y = resultLayer.height + 50
        resultLayer.addChild(restartBtn)

        restartTxt = TextField()
        restartTxt.font = "Microsoft YaHei"
        restartTxt.text = "Restart"
        restartTxt.textColor = "orangered"
        restartTxt.size = 30
        restartTxt.x = (restartBtn.width - restartTxt.width) / 2
        restartTxt.y = (restartBtn.height - restartTxt.height) / 2
        restartBtn.addChild(restartTxt)

        def restart(e):
            self.start()

            resultLayer.remove()

        restartBtn.addEventListener(MouseEvent.MOUSE_UP, restart)

        # make the result layer locate at vertical center
        resultLayer.y = (stage.height - resultLayer.height) / 2
Ejemplo n.º 3
0
    def addResultLayer(self, *text):
        resultLayer = Sprite()
        self.addChild(resultLayer)

        for i in text:
            txt = TextField()
            txt.font = "Microsoft YaHei"
            txt.text = i
            txt.size = 40
            txt.textAlign = TextFormatAlign.CENTER
            txt.x = stage.width / 2
            txt.y = resultLayer.height + 20
            txt.textColor = "orangered"
            txt.weight = TextFormatWeight.BOLD
            resultLayer.addChild(txt)

            # add a botton used for restart
        restartBtn = Sprite()
        restartBtn.graphics.beginFill("yellow")
        restartBtn.graphics.lineStyle(3, "orangered")
        restartBtn.graphics.drawRect(0, 0, 200, 60)
        restartBtn.graphics.endFill()
        restartBtn.x = (stage.width - restartBtn.width) / 2
        restartBtn.y = resultLayer.height + 50
        resultLayer.addChild(restartBtn)

        restartTxt = TextField()
        restartTxt.font = "Microsoft YaHei"
        restartTxt.text = "Restart"
        restartTxt.textColor = "orangered"
        restartTxt.size = 30
        restartTxt.x = (restartBtn.width - restartTxt.width) / 2
        restartTxt.y = (restartBtn.height - restartTxt.height) / 2
        restartBtn.addChild(restartTxt)

        def restart(e):
            self.start()

            resultLayer.remove()

        restartBtn.addEventListener(MouseEvent.MOUSE_UP, restart)

        # make the result layer locate at vertical center
        resultLayer.y = (stage.height - resultLayer.height) / 2
Ejemplo n.º 4
0
	def selectCharacter(e):
		global selectedCharacter

		name = e.currentTarget.name

		# create selectedCharacter
		selectedCharacter = Sprite()
		selectedCharacter.name = name
		selectedCharacter.mouseShelter = False
		stageLayer.addChild(selectedCharacter)

		bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48))
		selectedCharacter.addChild(bmp)

		# make selectedCharacter move to mouse's position
		selectedCharacter.x = e.offsetX - selectedCharacter.width / 2
		selectedCharacter.y = e.offsetY - selectedCharacter.height / 2
Ejemplo n.º 5
0
	def selectCharacter(e):
		global selectedCharacter

		name = e.currentTarget.name

		# create selectedCharacter
		selectedCharacter = Sprite()
		selectedCharacter.name = name
		selectedCharacter.mouseShelter = False
		stageLayer.addChild(selectedCharacter)

		bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48))
		selectedCharacter.addChild(bmp)

		# make selectedCharacter move to mouse's position
		selectedCharacter.x = e.offsetX - selectedCharacter.width / 2
		selectedCharacter.y = e.offsetY - selectedCharacter.height / 2
Ejemplo n.º 6
0
def initCtrlLayer():
	global ctrlLayer, selectedCharacter, startBtn, moneyTxt, livesTxt, money, lives

	def selectCharacter(e):
		global selectedCharacter

		name = e.currentTarget.name

		# create selectedCharacter
		selectedCharacter = Sprite()
		selectedCharacter.name = name
		selectedCharacter.mouseShelter = False
		stageLayer.addChild(selectedCharacter)

		bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48))
		selectedCharacter.addChild(bmp)

		# make selectedCharacter move to mouse's position
		selectedCharacter.x = e.offsetX - selectedCharacter.width / 2
		selectedCharacter.y = e.offsetY - selectedCharacter.height / 2

	# draw the background of the ctrlLayer
	ctrlLayer.graphics.beginFill("#333333")
	ctrlLayer.graphics.lineStyle(3, "#222222")
	ctrlLayer.graphics.drawRect(0, 0, 150, stage.height)
	ctrlLayer.graphics.endFill()

	# list of our characters
	ourList = ["guanyu", "xiahoudun", "soldier1"]

	# show selectors of our characters
	selectorsLayer = Sprite()
	ctrlLayer.addChild(selectorsLayer)

	for i, v in enumerate(ourList):
		selector = Sprite()
		selector.name = v
		selectorsLayer.addChild(selector)

		# the appearance of the character
		bmp = Bitmap(BitmapData(dataList[v + "_mov"], 0, 0, 48, 48))
		selector.addChild(bmp)

		# show the cost of the character
		costTxt = TextField()
		costTxt.text = charactersData[v]["cost"]
		costTxt.textColor = "white"
		costTxt.x = (bmp.width - costTxt.width) / 2
		costTxt.y = bmp.height + 10
		selector.addChild(costTxt)

		selector.y = i * 88

		selector.addEventListener(MouseEvent.MOUSE_DOWN, selectCharacter)

	selectorsLayer.x = (ctrlLayer.width - selectorsLayer.width) / 2
	selectorsLayer.y = 40

	# add lives and money text
	livesTxt = TextField()
	livesTxt.text = "Lives: %s" % lives
	livesTxt.x = (ctrlLayer.width - livesTxt.width) / 2
	livesTxt.y = stage.height - 150
	livesTxt.textColor = "white"
	ctrlLayer.addChild(livesTxt)

	moneyTxt = TextField()
	moneyTxt.text = "Money: %s" % money
	moneyTxt.x = (ctrlLayer.width - moneyTxt.width) / 2
	moneyTxt.y = livesTxt.y + 30
	moneyTxt.textColor = "white"
	ctrlLayer.addChild(moneyTxt)

	# add a button to start game
	def clickStartBtn(e):
		global start, enemyNum

		start = True

		enemyNum = 0

		e.currentTarget.state = ButtonState.DISABLED

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 100, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (normal.width - txt.width) / 2
	txt.y = (normal.height - txt.height) / 2
	normal.addChild(txt)

	over = Sprite()
	over.graphics.beginFill("#888888")
	over.graphics.lineStyle(3, "#222222")
	over.graphics.drawRect(0, 0, 100, 60)
	over.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (over.width - txt.width) / 2
	txt.y = (over.height - txt.height) / 2
	over.addChild(txt)

	disabled = Sprite()
	disabled.graphics.beginFill("#666666")
	disabled.graphics.lineStyle(3, "#222222")
	disabled.graphics.drawRect(0, 0, 100, 60)
	disabled.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "#333333"
	txt.size = 20
	txt.x = (disabled.width - txt.width) / 2
	txt.y = (disabled.height - txt.height) / 2
	disabled.addChild(txt)

	startBtn = Button(normal, over, None, disabled)
	startBtn.x = (ctrlLayer.width - startBtn.width) / 2
	startBtn.y = stage.height - 80
	ctrlLayer.addChild(startBtn)

	startBtn.addEventListener(MouseEvent.MOUSE_UP, clickStartBtn)

	ctrlLayer.x = stage.width - ctrlLayer.width
Ejemplo n.º 7
0
def initCtrlLayer():
	global ctrlLayer, selectedCharacter, startBtn, moneyTxt, livesTxt, money, lives

	def selectCharacter(e):
		global selectedCharacter

		name = e.currentTarget.name

		# create selectedCharacter
		selectedCharacter = Sprite()
		selectedCharacter.name = name
		selectedCharacter.mouseShelter = False
		stageLayer.addChild(selectedCharacter)

		bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48))
		selectedCharacter.addChild(bmp)

		# make selectedCharacter move to mouse's position
		selectedCharacter.x = e.offsetX - selectedCharacter.width / 2
		selectedCharacter.y = e.offsetY - selectedCharacter.height / 2

	# draw the background of the ctrlLayer
	ctrlLayer.graphics.beginFill("#333333")
	ctrlLayer.graphics.lineStyle(3, "#222222")
	ctrlLayer.graphics.drawRect(0, 0, 150, stage.height)
	ctrlLayer.graphics.endFill()

	# list of our characters
	ourList = ["guanyu", "xiahoudun", "soldier1"]

	# show selectors of our characters
	selectorsLayer = Sprite()
	ctrlLayer.addChild(selectorsLayer)

	for i, v in enumerate(ourList):
		selector = Sprite()
		selector.name = v
		selectorsLayer.addChild(selector)

		# the appearance of the character
		bmp = Bitmap(BitmapData(dataList[v + "_mov"], 0, 0, 48, 48))
		selector.addChild(bmp)

		# show the cost of the character
		costTxt = TextField()
		costTxt.text = charactersData[v]["cost"]
		costTxt.textColor = "white"
		costTxt.x = (bmp.width - costTxt.width) / 2
		costTxt.y = bmp.height + 10
		selector.addChild(costTxt)

		selector.y = i * 88

		selector.addEventListener(MouseEvent.MOUSE_DOWN, selectCharacter)

	selectorsLayer.x = (ctrlLayer.width - selectorsLayer.width) / 2
	selectorsLayer.y = 40

	# add lives and money text
	livesTxt = TextField()
	livesTxt.text = "Lives: %s" % lives
	livesTxt.x = (ctrlLayer.width - livesTxt.width) / 2
	livesTxt.y = stage.height - 150
	livesTxt.textColor = "white"
	ctrlLayer.addChild(livesTxt)

	moneyTxt = TextField()
	moneyTxt.text = "Money: %s" % money
	moneyTxt.x = (ctrlLayer.width - moneyTxt.width) / 2
	moneyTxt.y = livesTxt.y + 30
	moneyTxt.textColor = "white"
	ctrlLayer.addChild(moneyTxt)

	# add a button to start game
	def clickStartBtn(e):
		global start, enemyNum

		start = True

		enemyNum = 0

		e.currentTarget.state = ButtonState.DISABLED

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 100, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (normal.width - txt.width) / 2
	txt.y = (normal.height - txt.height) / 2
	normal.addChild(txt)

	over = Sprite()
	over.graphics.beginFill("#888888")
	over.graphics.lineStyle(3, "#222222")
	over.graphics.drawRect(0, 0, 100, 60)
	over.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (over.width - txt.width) / 2
	txt.y = (over.height - txt.height) / 2
	over.addChild(txt)

	disabled = Sprite()
	disabled.graphics.beginFill("#666666")
	disabled.graphics.lineStyle(3, "#222222")
	disabled.graphics.drawRect(0, 0, 100, 60)
	disabled.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "#333333"
	txt.size = 20
	txt.x = (disabled.width - txt.width) / 2
	txt.y = (disabled.height - txt.height) / 2
	disabled.addChild(txt)

	startBtn = Button(normal, over, None, disabled)
	startBtn.x = (ctrlLayer.width - startBtn.width) / 2
	startBtn.y = stage.height - 80
	ctrlLayer.addChild(startBtn)

	startBtn.addEventListener(MouseEvent.MOUSE_UP, clickStartBtn)

	ctrlLayer.x = stage.width - ctrlLayer.width
Ejemplo n.º 8
0
def demoInit(result):
    global loadingBar, animaSet

    loadingBar.remove()

    # move image
    mov = result["mov"]
    # atk image
    atk = result["atk"]

    ###
    # create animation set to contain a sort of animations
    ###
    animaSet = AnimationSet()
    animaSet.x = animaSet.y = 100
    addChild(animaSet)

    ###
    # move animation
    ###
    # get move animation frame list
    frameList = Animation.divideUniformSizeFrames(48, 96, 1, 2)

    # move down
    bmpd = BitmapData(mov, 0, 0, 48, 96)
    anima = Animation(bmpd, frameList)
    animaSet.addAnimation("move_down", anima)
    # move up
    bmpd = BitmapData(mov, 0, 96, 48, 96)
    anima = Animation(bmpd, frameList)
    animaSet.addAnimation("move_up", anima)
    # move left
    bmpd = BitmapData(mov, 0, 192, 48, 96)
    anima = Animation(bmpd, frameList)
    animaSet.addAnimation("move_left", anima)
    # move right
    bmpd = BitmapData(mov, 0, 192, 48, 96)
    anima = Animation(bmpd, frameList)
    anima.mirroring = True
    animaSet.addAnimation("move_right", anima)

    ###
    # attack animation
    ###
    # get atk animation frame list
    frameList = Animation.divideUniformSizeFrames(64, 256, 1, 4)

    # atk down
    bmpd = BitmapData(atk, 0, 0, 64, 256)
    anima = Animation(bmpd, frameList)
    animaSet.addAnimation("atk_down", anima)
    # atk up
    bmpd = BitmapData(atk, 0, 256, 64, 256)
    anima = Animation(bmpd, frameList)
    animaSet.addAnimation("atk_up", anima)
    # atk left
    bmpd = BitmapData(atk, 0, 512, 64, 256)
    anima = Animation(bmpd, frameList)
    animaSet.addAnimation("atk_left", anima)
    # atk right
    bmpd = BitmapData(atk, 0, 512, 64, 256)
    anima = Animation(bmpd, frameList)
    anima.mirroring = True
    animaSet.addAnimation("atk_right", anima)

    for n in animaSet.animationList:
        o = animaSet.animationList[n]

        o.playMode = AnimationPlayMode.VERTICAL
        o.speed = 5

        # if atk animation... (because atk animation is bigger than move animation)
        if n.find("atk") >= 0:
            o.x -= 8
            o.y -= 8

    animaSet.changeAnimation("move_down")

    ###
    # create buttons
    ###
    btnList = [
        "move down", "move up", "move right", "move left", "atk down",
        "atk up", "atk right", "atk left"
    ]

    btnLayer = Sprite()
    btnLayer.x = 200
    btnLayer.y = 50
    addChild(btnLayer)

    for i, n in enumerate(btnList):
        btn = ButtonSample(text=n)
        btn.label = n
        btnLayer.addChild(btn)
        btn.addEventListener(MouseEvent.MOUSE_DOWN, onBtnClick)

        btn.x = (0 if (4 - i) > 0 else 1) * 150
        btn.y = (i % 4) * 50