Ejemplo n.º 1
0
def main():
	t1 = TextField()
	t1.x = t1.y = 50
	t1.size = 30
	t1.text = "Hello World!"
	addChild(t1)

	t2 = TextField()
	t2.x = 50
	t2.y = 150
	t2.text = "Hello Pylash~"
	t2.rotation = 30
	t2.size = 50
	t2.textColor = "#FF4500"
	t2.weight = TextFormatWeight.BOLD
	addChild(t2)

	t3 = TextField()
	t3.x = 300
	t3.y = 130
	t3.text = "Based on Python3, PySide2"
	t3.alpha = 0.7
	t3.size = 40
	t3.textColor = "#0000FF"
	t3.italic = True
	addChild(t3)
Ejemplo n.º 2
0
def gameOver(e):
	global player, scoreTxt, stageLayer, keyboardEnabled

	keyboardEnabled = False

	stageLayer.removeAllEventListeners()

	scoreTxt.remove()
	player.animation.stop()

	resultTxt = TextField()
	resultTxt.text = "Final Score: %s" % score
	resultTxt.size = 40
	resultTxt.weight = TextFormatWeight.BOLD
	resultTxt.textColor = "orangered"
	resultTxt.x = (stage.width - resultTxt.width) / 2
	resultTxt.y = 250
	stageLayer.addChild(resultTxt)

	hintTxt = TextField()
	hintTxt.text = "Double Click to Restart"
	hintTxt.size = 35
	hintTxt.textColor = "red"
	hintTxt.x = (stage.width - hintTxt.width) / 2
	hintTxt.y = 320
	stageLayer.addChild(hintTxt)

	# add double click event to restart
	stageLayer.addEventListener(MouseEvent.DOUBLE_CLICK, startGame)
Ejemplo n.º 3
0
def gameInit(result):
	global dataList, stageLayer

	dataList = result

	# create stage layer
	stageLayer = Sprite()
	addChild(stageLayer)

	# add FPS
	fps = FPS()
	addChild(fps)

	# add background
	bg = Bitmap(BitmapData(dataList["bg"]))
	stageLayer.addChild(bg)

	# add some text fields
	titleTxt = TextField()
	titleTxt.text = "Get Furit"
	titleTxt.size = 70
	titleTxt.textColor = "red"
	titleTxt.x = (stage.width - titleTxt.width) / 2
	titleTxt.y = 100
	stageLayer.addChild(titleTxt)

	hintTxt = TextField()
	hintTxt.text = "Tap to Start the Game!~"
	hintTxt.textColor = "red"
	hintTxt.size = 40
	hintTxt.x = (stage.width - hintTxt.width) / 2
	hintTxt.y = 300
	stageLayer.addChild(hintTxt)

	engineTxt = TextField()
	engineTxt.text = "- Powered by Pylash -"
	engineTxt.textColor = "red"
	engineTxt.size = 20
	engineTxt.weight = TextFormatWeight.BOLD
	engineTxt.italic = True
	engineTxt.x = (stage.width - engineTxt.width) / 2
	engineTxt.y = 500
	stageLayer.addChild(engineTxt)

	# add event that the game will start when you click
	stageLayer.addEventListener(MouseEvent.MOUSE_UP, startGame)

	# add keyboard events to control player
	stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown)
	stage.addEventListener(KeyboardEvent.KEY_UP, keyUp)
Ejemplo n.º 4
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 5
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def startGame(e):
	global player, itemLayer, scoreTxt, addItemSpeedIndex, score, keyboardEnabled

	# reset some global variables
	addItemSpeedIndex = 0
	score = 0

	keyboardEnabled = True

	stageLayer.removeAllChildren()
	stageLayer.removeAllEventListeners()

	# add background
	bg = Bitmap(BitmapData(dataList["bg"]))
	stageLayer.addChild(bg)

	# create player
	player = Player(dataList["player"])
	player.x = (stage.width - player.width) / 2
	player.y = 450
	stageLayer.addChild(player)

	# create item layer to contain objects falling from the top
	itemLayer = Sprite()
	stageLayer.addChild(itemLayer)
	# set the hit target to confirm a object which will be checked collision with items
	itemLayer.hitTarget = player

	# add score text field
	scoreTxt = TextField()
	scoreTxt.text = "Score: 0"
	scoreTxt.textColor = "red"
	scoreTxt.size = 30
	scoreTxt.x = scoreTxt.y = 30
	scoreTxt.weight = TextFormatWeight.BOLDER
	stageLayer.addChild(scoreTxt)

	# add events
	stageLayer.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown)
	stageLayer.addEventListener(MouseEvent.MOUSE_UP, onMouseUp)
	stageLayer.addEventListener(LoopEvent.ENTER_FRAME, loop)
Ejemplo n.º 6
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def gameOver():
	global stageLayer, selectedCharacter, start, enemyNum, isMouseDownAtGameLayer

	for o in AttackCharacter.ourList:
		o.animaSet.currentAnimation.removeAllEventListeners()
		o.animaSet.currentAnimation.stop()

	for o in Enemy.enemyList:
		o.animaSet.currentAnimation.removeAllEventListeners()
		o.animaSet.currentAnimation.stop()

	start = False

	stageLayer.mouseEnabled = False
	stageLayer.mouseChildren = False

	if selectedCharacter:
		selectedCharacter.remove()

	selectedCharacter = None

	enemyNum = 0
	isMouseDownAtGameLayer = False

	resultLayer = Sprite()
	addChild(resultLayer)

	# add hint of game over
	hintTxt = TextField()
	hintTxt.textColor = "red"
	hintTxt.text = "Game Over!"
	hintTxt.weight = TextFormatWeight.BOLD
	hintTxt.size = 50
	hintTxt.x = (stage.width - hintTxt.width) / 2
	hintTxt.y = (stage.height - hintTxt.height) / 2 - 40
	resultLayer.addChild(hintTxt)

	# add restart button
	def clickRestartBtn(e):
		global money, lives, loopIndex, stageLayer, fps, terrain

		AttackCharacter.ourList = []
		Enemy.enemyList = []
		
		loopIndex = 0
		money = 200
		lives = 10

		terrain = copy.deepcopy(terrainList)

		stageLayer.remove()
		fps.remove()

		resultLayer.remove()

		gameInit()

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 130, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "RESTART"
	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, 130, 60)
	over.graphics.endFill()

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

	restartBtn = Button(normal, over)
	restartBtn.x = (stage.width - restartBtn.width) / 2
	restartBtn.y = stage.height / 2 + 30
	resultLayer.addChild(restartBtn)

	restartBtn.addEventListener(MouseEvent.MOUSE_UP, clickRestartBtn)
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 gameStart(data, bgmPlay, effectsPlay, p1Profile, p2Profile):
    global dataList, playingLayer, effectsOn, gameOverEffect, eatCandyEffects, moveEffect, btnEffect

    effectsOn = effectsPlay
    # receive the loaded data
    dataList = data

    gameOverEffect = Sound(dataList["gameOverEffect"])

    eatCandyEffects = [Sound(dataList["eatCandyEffect1"]),Sound(dataList["eatCandyEffect2"]),Sound(dataList["eatCandyEffect3"])]
    for eatCandyEffect in eatCandyEffects:
        eatCandyEffect.loopCount = 1

    moveEffect = Sound(dataList["moveEffect"])
    moveEffect.loopCount = Sound.LOOP_FOREVER

    btnEffect = Sound(dataList["btnEffect"])
    btnEffect.loopCount = 1

    # create the playing layer
    playingLayer = Sprite()
    addChild(playingLayer)

    # set the bg image
    playingBg = Bitmap(BitmapData(dataList["playingBg"], 0, 0, 520, 640))
    playingLayer.addChild(playingBg)

    # add profiles
    profile1 = Bitmap(BitmapData(dataList["profile%s" % p1Profile]))
    profile1.x = 20
    profile1.y = 20
    profile1.width = 100
    profile1.height = 100
    playingLayer.addChild(profile1)

    profile2 = Bitmap(BitmapData(dataList["profile%s" % p2Profile]))
    profile2.x = 400
    profile2.y = 20
    profile2.width = 100
    profile2.height = 100
    playingLayer.addChild(profile2) # display the scores
    colon = TextField()
    colon.text = ":"
    colon.size = 50
    colon.x = 260 - colon.width/2
    colon.y = 70 - colon.height/2
    colon.textColor = "#225590"
    colon.font = "Bradley Hand"
    playingLayer.addChild(colon)

    global snake1, snake2
    # create game snakes
    snake1 = snake("snake1", 60, 180, "Right")
    snake2 = snake("snake2", 450, 570, "Left")

    global score1Txt, score2Txt

    score1Txt = TextField()
    score1Txt.text = "%s" % snake1.score
    score1Txt.size = 50
    score1Txt.x = 260 - 20 - score1Txt.width
    score1Txt.y = 70 - score1Txt.height/2
    score1Txt.textColor = "#225590"
    score1Txt.font = "Bradley Hand"
    playingLayer.addChild(score1Txt)

    score2Txt = TextField()
    score2Txt.text = "%s" % snake2.score
    score2Txt.size = 50
    score2Txt.x = 260 + 20
    score2Txt.y = 70 - score2Txt.height/2
    score2Txt.textColor = "#225590"
    score2Txt.font = "Bradley Hand"
    playingLayer.addChild(score2Txt)

    # add sample snakes
    sampleSnake1 = snake("snake1", 130, 40, "Up")
    sampleSnake2 = snake("snake2", 380, 40, "Up")


    stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown)
    stage.addEventListener(KeyboardEvent.KEY_UP, keyUp)
    playingLayer.addEventListener(LoopEvent.ENTER_FRAME, loop)

    generate(0.05)