def _play(self): self.is_playing_var = True self._music_picker.is_enabled_var = False self._play_button.is_enabled_var = False self._stop_button.is_enabled_var = True self._loop_button.is_enabled_var = False pyxel.playm(self.music_no_var, loop=self.should_loop_var)
def update_respect(self): ''' ヘンク・B・ロジャースへの敬意 ''' if self.tick - 1 == len(self.TEXTCOLOR): self.state = self.STATE_STORY pyxel.playm(1)
def display(self): global MUSIC, IS_MODE_TERMINATE, TEMP_FRAMES # ----- Opening credit. if pyxel.frame_count < 51: self.Text.display(self.Text.font, 30, 128, "Created by\nNaoki\nin 2019.") if MUSIC != 0: MUSIC = 0 pyxel.play(0,5, loop=False) pyxel.play(1,7, loop=False) if pyxel.frame_count > 17: pyxel.pal(7,6) if pyxel.frame_count > 34: pyxel.pal(7,5) if pyxel.frame_count > 52: pyxel.pal() # ----- Opening scene. if pyxel.frame_count >= 68 and TEMP_FRAMES == 0: self.Text.display(self.Text.font, 100, 128, "はじめから\nつづきから".strip()) if MUSIC != 1: MUSIC = 1 pyxel.playm(MUSIC, loop=True) if pyxel.btn(pyxel.KEY_SPACE): IS_MODE_TERMINATE =1
def display(self): global MUSIC if MUSIC != 3: pyxel.stop() MUSIC = 3 pyxel.playm(MUSIC, loop=True) if (CURRENT_REALM == DEVA_REALM): tm, u, v, w, h = 0, 0, 0, MAP_SIZE_X, MAP_SIZE_Y pyxel.pal(11,7) elif (CURRENT_REALM == MANUSSA_REALM): tm, u, v, w, h = 0, 0, 0, MAP_SIZE_X, MAP_SIZE_Y pyxel.pal() elif (CURRENT_REALM == TIRAACCHANA_REALM): tm, u, v, w, h = 0, 0, 0, MAP_SIZE_X, MAP_SIZE_Y pyxel.pal(11,10) elif (CURRENT_REALM == PETA_REALM): tm, u, v, w, h = 0, 0, 0, MAP_SIZE_X, MAP_SIZE_Y pyxel.pal(11,8) elif (CURRENT_REALM == NIRAYA_REALM): tm, u, v, w, h = 0, 0, 0, MAP_SIZE_X, MAP_SIZE_Y pyxel.pal(11,5) # 指定したtm(template)番号の(u,v)座標から # サイズ(w,h)の大きさを(base_x,base_y)座標に描画する pyxel.bltm(self.base_x,self.base_y,tm,u,v,w,h)
def __init__(self): pyxel.init(192, 128, scale=8, caption="NIBBLES", fps=60) pyxel.load("assets/resources.pyxres") self.current_game_state = GameState.RUNNING self.level = Level() self.hud = Hud() self.apple = Apple(64, 32) self.snake = [] # Store the snake section self.snake.append(SnakeSection(32, 32, is_head=True)) self.snake.append(SnakeSection(24, 32)) self.snake.append(SnakeSection(16, 32)) self.snake_direction = Direction.RIGHT self.sections_to_add = 0 self.speed = 1.5 self.time_last_frame = time.time() self.dt = 0 self.time_since_last_move = 0 self.score = 0 self.apples_eaten_this_level = 0 self.apples_eaten_total = 0 self.current_level = 1 self.input_queue = collections.deque( ) # Store the direction changes so the player can easily chain them self.play_music = True if self.play_music: pyxel.playm(0, loop=True) # Play music track 0 pyxel.run(self.update, self.draw)
def __init__(self): global g_player g_player = Charactor(g_player.name, 13, 2, 13, 2, [], [], 10, 0, 7) g_player.maxhp, g_player.maxmp, g_player.spells, g_player.agility = Statuses[ 0] g_player.hp, g_player.mp = g_player.maxhp, g_player.maxmp pyxel.playm(0, loop=True)
def __init__(self): pyxel.init(160, 120, caption="Pyxel Jump") pyxel.load("assets/backpack.pyxres") self.score = 0 self.player_x = 72 self.player_y = -16 self.player_vy = 0 self.player_is_alive = True self.far_cloud = [(-10, 75), (40, 65), (90, 60)] self.near_cloud = [(10, 25), (70, 35), (120, 15)] self.floor = [(i * 60, randint(8, 104), True) for i in range(4)] self.fruit = [(i * 60, randint(0, 104), randint(0, 2), True) for i in range(4)] pyxel.playm(0, loop=True) a = "c3d2e2b3 a2b2c3b2" b = "c3d2e2a3 a2b2c3a2" pyxel.sound(0).set(a * 3 + b * 1, "t", "2", "nf", 30) pyxel.sound(1).set("a1b1b1a1", "p", "2", "nf", 120) #pyxel.play(0, 0, loop=True) #pyxel.play(1, 1, loop=True) pyxel.sound(2).set("c3g3c4g3", "p", "1", "nf", 150) pyxel.sound(3).set("c1d1e1d1 c2d2e2a1", "t", "2", "nf", 100) # 階段 pyxel.play(2, 2, loop=True) pyxel.play(3, 3, loop=True) pyxel.run(self.update, self.draw)
def update_title(self): key = button_pressed() if self.is_instructions and key != None: self.is_instructions = False return if key != None: self.key_used = key if self.key_used != None and not self.is_instructions: self.key_timer += 1 if self.key_timer > 30: if self.menu_option == 0: self.update_state = self.update_game self.draw_state = self.draw_game pyxel.playm(0, loop=True) elif self.menu_option == 1: self.is_instructions = True self.key_timer = 0 pyxel.play(0, 7) if button_released(self.key_used): self.key_used = None if self.key_timer <= 30: self.menu_option = (self.menu_option + 1) % 2 pyxel.play(0, 10) self.key_timer = 0
def __init__(self): ''' Definimos el constructor ''' # construimos la ventana pyxel.init(constants.ventana_x, constants.ventana_y, caption='Peach dk game') # Load varibles pyxel.load('./assets/characters.pyxres') self._score = 0 self._Barriles = [] self._Peach = Peach() # el objeto mario funcional self._vidas = self._Peach.get_lives() self._posiciones_escaleras = [] self._animation = 0 self._h_suelo = [] self._win = False # ponemos la musica pyxel.playm(0, loop=True) # empezamos a correr el juego pyxel.run(self.update, self.draw)
def __init__(self): # make window pyxel.init(128, 128, caption="cat game") # load picture data. pyxel.load("pictures.pyxres") # init direction self.direction = RIGHT # Score self.score = 0 # Starting Point self.player_x = 42 self.player_y = 100 self.player_xy = 0 self.player_vy = 0 self.gravity = 0.1 # make items self.fruit = [(randint(0, 104), i * 60, True) for i in range(5)] self.star = [(i * 60, randint(0, 104), True) for i in range(1)] self.bomb = [(i * 60, randint(0, 104), True) for i in range(1)] self.enemy = [(i * 60, 0, True) for i in range(1)] self.shots = [] # flgs self.speed = 0 self.counter = 0 self.GAME_OVER = False self.START_FLG = False pyxel.playm(0, loop=True) pyxel.run(self.update, self.draw)
def game_start(self): #ゲーム開始 self.direction = RIGHT # スコア if self.stagenumber==1: self.score = 0 if self.stagenumber > 1: self.score = self.score #倒したモンスター数 self.countmonster=0 #ハート self.countheart=5 # 始めの位置 self.player_x = 20 self.player_y = 60 self.player_vy = 0 self.monster = [(200,randint(30,100), True)for i in range(1)] self.fire=[] self.flag=0 for i in range(len(self.monster)): self.fire.append((self.monster[i][0]-16,self.monster[i][1],self.monster[i][2],self.flag)) if self.stagenumber==1: self.stardrop=10 if self.stagenumber ==2: self.stardrop=15 if self.stagenumber == 3: self.stardrop=20 self.star=[(randint(0,255),randint(0,150), True)for i in range(self.stardrop)] pyxel.playm(0, loop=True) pyxel.run(self.update_game, self.draw_game)
def __init__(self): # 画面サイズの設定 captionはwindow枠にtext出せる pyxel.init(160, 120, caption="Hello Pysel") # editorデータ読み込み(コードと同じフォルダにある) pyxel.load("my_resource.pyxres") #画面遷移の初期化 self.scene = SCENE_TITLE #得点初期化 self.score = 0 self.highscore = 0 # 初期配置 self.player_x = 80 self.player_y = 60 # 初期追加速度 self.addspeed = 0 # 速度制御用flag self.isSpeedUp = False # アイテム取得数 self.getitem = 0 # fruit初期配置 x座標 y座標 表示flag on 種類(0と1)を4個用意 self.fruit = [(i * 60, randint(0, 104), True, randint(0, 1)) for i in range(4)] #BGM再生(MUSIC 0番をloop再生) pyxel.playm(1, loop = True) # 実行開始 更新関数 描画関数 pyxel.run(self.update, self.draw)
def toggle_music(self): if self.play_music: self.play_music = False pyxel.stop() # Stop all sound and music on all channels else: self.play_music = True pyxel.playm(0, loop=True) # Play music track 0
def __init__(self): pyxel.init(160, 120, caption="Pyxel Jump") pyxel.load("assets/jump_game.pyxel") # プレイヤー関連 self.score = 0 self.game_over_frame = 0 self.player_x = 36 self.player_y = -16 self.player_vy = 0 self.player_is_alive = True # ジャンプ関連 self.jump_gauge = 20 self.jump_start_time = 0 # オブジェクト関連 self.upper_star = [(-10, 75), (40, 65), (90, 60)] self.downer_star = [(10, 25), (70, 35), (120, 15)] self.obstacle = [(i * 60, randint(8, 104), True) for i in range(4)] self.water = [(i * 60, randint(0, 104), randint(0, 2), True) for i in range(4)] pyxel.playm(0, loop=True) pyxel.run(self.update, self.draw)
def __init__(self): # init screen pyxel.init(160, 120, caption="Pyxel Jump") # load Pyxel resource file(.pyxres) # we can create or edit images and sounds with attached Pyxel Editor # pyxeleditor assets/jump_game.pyxres pyxel.load('assets/jump_game.pyxres') # game status self.score = 0 self.player_x = 72 # x coordinate of player self.player_y = -16 # y coordinate of player self.player_vy = 0 self.player_is_alive = True self.far_cloud = [(-10, 75), (40, 65), (90, 60)] self.near_cloud = [(10, 25), (70, 35), (120, 15)] # coordinate of floor to jump # ex: [(0, 34, True), (60, 92, True), (120, 59, True), (180, 84, True)] self.floor = [(i * 60, randint(8, 104), True) for i in range(4)] self.fruit = [(i * 60, randint(0, 104), randint(0, 2), True) for i in range(4)] # coordinate of fruit # Play music(0-7) pyxel.playm(0, loop=True) # Runs Pyxel app pyxel.run(self.update, self.draw)
def update_gameover_scene(self): #ENTERでタイトル画面に遷移 if pyxel.btnp(pyxel.KEY_ENTER): #BGM再生(MUSIC 0番をloop再生) pyxel.playm(1, loop = True) self.score = 0 #得点初期化 self.scene = SCENE_TITLE
def __init__(self): pyxel.init(SCREEN_WIDTH, SCREEN_HEIGHT, caption="1024", palette=PALETTE) pyxel.load("2048.pyxres") self.field = TABLE.copy() self.design = 1 self.wins = 0 self.options = 1 self.death = False self.win = False # звук когда игрок долго жмет на одну кнопку))) pyxel.sound(19).set(note="c3e3g3c4c4", tone="s", volume="7", effect=("n" * 4 + "f"), speed=7) # звук смерти pyxel.sound(29).set( note="f3 b2 f2 b1 f1 f1 f1 f1", tone="p", volume=("4" * 4 + "4321"), effect=("n" * 7 + "f"), speed=9, ) add_random(self.field) pyxel.playm(MUSIC, loop=True) pyxel.run(self.update, self.draw)
def update(self): #BGM_Ctr if self.music_flug == False: pyxel.playm(0, loop=True) self.music_flug = True if pyxel.btnp(pyxel.KEY_Q): pyxel.quit() #Attack_action if self.atk_flug == 0: #Hado if pyxel.btnp(pyxel.KEY_SPACE): if (self.move_r == 0) and (self.move_l == 0): if len(self.Hadou) < 1: self.atk_flug = 1 self.atk_count = 1 pyxel.play(1, 10, loop=False) new_Hadou = Hadou(self.Player.player_x + 8, self.Player.player_y + 3) self.Hadou.append(new_Hadou) #Syoryu if pyxel.btnp(pyxel.KEY_V): if (self.move_r == 0) and (self.move_l == 0): self.atk_flug = 1 self.atk_count = 1 self.up_flug = 1 pyxel.play(1, 11, loop=False) #Move_right if pyxel.btn(pyxel.KEY_RIGHT): if self.Player.player_x < 51: self.move_r = 1 self.Player.update(self.Player.player_x + 0.5, self.Player.player_y) else: self.move_r = 0 #Move_left if pyxel.btn(pyxel.KEY_LEFT): if self.Player.player_x > 0: self.move_l = 1 self.Player.update(self.Player.player_x - 0.5, self.Player.player_y) else: self.move_l = 0 else: self.atk_count = self.atk_count + 1 if self.atk_count > 18: self.atk_flug = 0 self.atk_count = 0 self.up_flug = 0 #Hadou_move if len(self.Hadou) >= 1: if self.Hadou[0].hadou_x < 70: x = self.Hadou[0].hadou_x + 1.5 y = self.Hadou[0].hadou_y self.Hadou[0].update(x, y) else: del self.Hadou[0]
def update_title(self): if self.mode == TITLE: if pyxel.btnp(pyxel.KEY_ENTER) and self.fc == -1: self.fc = pyxel.frame_count + SPEED self.title_fc = pyxel.frame_count + SPEED * 2 if self.title_fc == pyxel.frame_count: self.mode = SELECTING pyxel.playm(1, loop=True)
def draw(self): if self.dead: self.draw_death() elif self.intro: self.draw_intro() else: if not self.played_game_music: pyxel.playm(0, loop=True) self.played_game_music = True self.draw_game()
def __init__(self): pyxel.init(160, 120, caption="JoJo's Bizarre Program") pyxel.load("assets/combined.pyxres") self.player_x = 0 self.player_y = 0 pyxel.playm(0, loop=True) pyxel.run(self.update, self.draw)
def play_music(msc, looping=False): if globals.g_music_on == False: return if msc not in MUSIC: return pyxel.stop() pyxel.playm(msc, loop=looping)
def display(self): global MUSIC, IS_MODE_TERMINATE if MUSIC != 2: pyxel.stop() MUSIC = 2 pyxel.playm(MUSIC, loop=True) pyxel.cls(5) if pyxel.btn(pyxel.KEY_SPACE): IS_MODE_TERMINATE =1
def __init__(self): """Initial game setup.""" LOGGER.info("Making the app.") self.start = time.clock() bounds = (0, 0, 55, 55) pyxel.init(*bounds[2:], caption="Beetle Charm") pyxel.load("assets/beetle-box.pyxel") self.player = Player(bounds) self.visible_map = VisibleMap(bounds) self.things = [self.visible_map, self.player] pyxel.playm(0, loop=True)
def reset(self): """Initiate key variables (direction, snake, apple, score, etc.)""" self.direction = RIGHT self.snake = deque() self.snake.append(START) self.death = False self.score = 0 self.generate_apple() pyxel.playm(0, loop=True)
def __init__(self): pyxel.init(128, 128, title="Pyxel Platformer") pyxel.load("assets/platformer.pyxres") # Change enemy spawn tiles invisible pyxel.image(0).rect(0, 8, 24, 8, TRANSPARENT_COLOR) global player player = Player(0, 0) spawn_enemy(0, 127) pyxel.playm(0, loop=True) pyxel.run(self.update, self.draw)
def __init__(self, x=12, y=2): self.x, self.y, self.direction = x, y, 3 # 主人公の位置、主人公の向き self.sx, self.sy = 0, 0 # マスの途中のアニメに使う self.update = self._update().__next__ self.idle_start = pyxel.frame_count self.textbox = None self.fdraw_poison = False self.original_state = None # fieldより下はないはずなので切っておく pyxel.playm(self.Music, loop=True) self.traps = ((12, 2, lambda: Blackout(lambda: Castle(22, 15))), # 街、階段とか # lambdaで「あとで実行」をここで書ける # Battleを書く場合があるかもしれないのでクラス変数にしない (13, 27, lambda: Blackout(lambda: Villege(None, None, self.direction))), (4, 29, lambda: Blackout(lambda: Dungeon(11, 26))), )
def hurt(self, damage, dtype=DType.MELEE): super().hurt(damage, dtype) if dtype == DType.MELEE: self.should_tp = True if self.pv < 1: pyxel.stop() pyxel.playm(2, loop=True) for e in self.state_ref.enemies: if e.parent == self: e.hurt(10) self.state_ref.level.items.append(Book(square=self.square))
def _play(self): self._is_playing = True for i in range(pyxel.MUSIC_CHANNEL_COUNT): self._play_pos[i] = 0 self._music_picker.is_enabled = False self._play_button.is_enabled = False self._stop_button.is_enabled = True self._loop_button.is_enabled = False pyxel.playm(self._music_picker.value, loop=self._loop_button.value)
def initialize(self): for i in range(0, int(256/self.stal_width)+1): self.stals.append({ 'x': 255 + (i*self.stal_width), 'height': np.random.randint(1, self.max_stal_height), 'color': self.random_color() }) self.hero_height = self.hero_starting_height self.score = 0 self.distance = 0 self.ppd = 0 pyxel.playm(0, loop=True)