Example #1
0
 def on_ok(self):
     global doubleCounter
     global moneyCount
     moneyCount -= currentBet # Lose bet but not double downed money
     doubleCounter = 1 #reset double down
     director.pop()
     director.push(on_newGame(self))
Example #2
0
    def step(self, dt):
        super(EnemyUpdate, self).step(dt)

        enemy = self.target

        # check all reverse triggers in the map to see whether this enemy has
        # touched one
        (dx, dy) = enemy.velocity
        for cell in director.scene.reversers:
            if not cell.contains(enemy.x, enemy.y):
                continue
            # reverse movement direction; make sure to move the enemy out of
            # the collision so it doesn't collide again immediately next update
            if dx > 0:
                enemy.x = cell.left - 1
            else:
                enemy.x = cell.right + 1
            dx *= -1
            enemy.velocity = (dx, dy)
            break

        # check for collision with the player; on collision mark the flag on
        # the player to indicate game over (a health level could be decremented
        # here instead)
        player = director.scene.player
        if enemy.get_rect().intersects(player.get_rect()):
            print("You died!")
            director.pop()
            player.is_dead = True
Example #3
0
 def on_key_press(self, k, m):
     if k in (key.ENTER, key.ESCAPE, key.SPACE, key.Q):
         if self.in_highscore:
             director.replace(Scene(SubmitScore(self.wave)))
         else:
             director.pop()
         return True
Example #4
0
    def step(self, dt):
        self.max_left = self.target.image.width * self.target.scale / 2
        self.max_right = WIDTH - self.max_left

        # Run step function on the parent class.
        super(SpaceshipAction, self).step(dt)

        # Run step function on the parent class.
        joystick = EventHandle().joystick
        keyboard = EventHandle().keyboard
        super(SpaceshipAction, self).step(dt)
        self.error = 0.2
        self.speed = 200

        self.__set_velocity_with_keyboard(keyboard)

        if joystick is not None:
            self.__set_velocity_with_joystick(joystick)

            if EventHandle()['Home'] is True:
                director.pop()

        self.__set_movement_image()
        self.__bound_limits()
        self.target.cshape.center = self.target.position
Example #5
0
 def on_key_press(self, k, m):
     if k == key.BACKSPACE:
         self.name.element.text = self.name.element.text[0:-1]
         return True
     elif k == key.ENTER:
         if len(self.name.element.text) <= 2:
             w, h = director.get_window_size()
             label_s = Label('Name too short! Choose at least 3 characters',
                             font_name=_font_,
                             font_size=20,
                             anchor_y='top',
                             anchor_x='center')
             label_s.position = (w / 2., 700.)
             self.add(label_s)
         elif len(self.name.element.text) >= 15:
             w, h = director.get_window_size()
             label_l = Label(
                 'Name too long! Not more than 15 characters allowed',
                 font_name=_font_,
                 font_size=20,
                 anchor_y='top',
                 anchor_x='center')
             label_l.position = (w / 2., 750.)
             self.add(label_l)
         else:
             new_score(self.name.element.text, self.wave)
             director.pop()
         return True
     elif k == key.ESCAPE:
         director.pop()
         return True
     return False
    def step(self, dt):
        super(EnemyUpdate, self).step(dt)

        enemy = self.target

        # check all reverse triggers in the map to see whether this enemy has
        # touched one
        dx, dy = enemy.velocity
        r = enemy.get_rect()
        for cell in director.scene.reversers:
            if not r.intersects(cell):
                continue
            # reverse movement direction; make sure to move the enemy out of the
            # collision so it doesn't collide again immediately next update
            if dx > 0:
                r.right = cell.left - 1
            else:
                r.left = cell.right + 1
            dx *= -1
            break

        enemy.velocity = (dx, dy)
        enemy.position = r.center

        # check for collision with the player; on collision mark the flag on the
        # player to indicate game over (a health level could be decremented here
        # instead)
        player = director.scene.player
        if r.intersects(player.get_rect()):
            print("You died!")
            director.pop()
            player.is_dead = True
Example #7
0
 def on_key_press(self, k, m):
     if k == key.BACKSPACE:
         self.name.element.text = self.name.element.text[0:-1]
         return True
     elif k == key.ENTER:
         if len(self.name.element.text) <= 2:
             w, h = director.get_window_size()
             label_s = Label(
                 'Name too short! Choose at least 3 characters',
                 font_name=_font_,
                 font_size=20,
                 anchor_y='top',
                 anchor_x='center')
             label_s.position = (w/2., 700.)
             self.add(label_s)
         elif len(self.name.element.text) >= 15:
             w, h = director.get_window_size()
             label_l = Label(
                 'Name too long! Not more than 15 characters allowed',
                 font_name=_font_,
                 font_size=20,
                 anchor_y='top',
                 anchor_x='center')
             label_l.position = (w/2., 750.)
             self.add(label_l)
         else:
             new_score(self.name.element.text, self.wave)
             director.pop()
         return True
     elif k == key.ESCAPE:
         director.pop()
         return True
     return False
Example #8
0
    def on_key_press(self, key, modifier):
        # Don't exit on ESC
        if key == pyglet.window.key.ESCAPE:
            return True
        # ~ elif key == pyglet.window.key.S:
        # ~ self.level_to_edit.save_xml(self.filename)

        if modifier & pyglet.window.key.MOD_ACCEL:
            if key == pyglet.window.key.Q:
                director.pop()
            elif key == pyglet.window.key.MINUS:
                self._desired_scale = _zoom_out(self._desired_scale)
                self.parent.set_scale(self._desired_scale)
            elif key == pyglet.window.key.EQUAL:
                self._desired_scale = _zoom_in(self._desired_scale)
                self.parent.set_scale(self._desired_scale)
            elif key == pyglet.window.key.D:
                m = self.map_layers.selected
                m.set_debug(not m.debug)

        if key == pyglet.window.key.SPACE:
            self._space_down = True
            win = director.window
            cursor = win.get_system_mouse_cursor(pyglet.window.Window.CURSOR_SIZE)
            win.set_mouse_cursor(cursor)
Example #9
0
    def on_enter(self):
        if self.p >= len(self.scenes):
            director.pop()
        else:
            director.push(self.scenes[self.p])

        self.p += 1
Example #10
0
 def on_key_press(self, k, m):
     if k in (key.ENTER, key.ESCAPE, key.SPACE, key.Q):
         if self.in_highscore:
             director.replace(Scene(SubmitScore(self.wave)))
         else:
             director.pop()
         return True
Example #11
0
    def on_key_press(self, k, m):
        if k == key.F1:
            self.switch_mode('edit')
            return True

        if k == key.F2:
            self.switch_mode('camera')
            return True

        if k == key.F3:
            self.switch_mode('stamp')
            return True

        self.propagate_event('key_press', k, m)

        if k == key.I and (m & pyglet.window.key.MOD_ACCEL):
            # override cocos default interpreter
            return True

        # save
        if k == key.S and (m & pyglet.window.key.MOD_ACCEL):
            self.action_save()
            return True

        # load
        if k == key.L and (m & pyglet.window.key.MOD_ACCEL):
            self.action_load()
            return True

        num_keys = [key._1, key._2, key._3, key._4,
                    key._5, key._6, key._7, key._8, key._9, key._0]

        if k in num_keys and (m & pyglet.window.key.MOD_ACCEL):
            floating_sprite = self.floating_sprite
            self.set_current_layer (num_keys.index(k))
            if not isinstance(self.current_layer, CollisionLayer) and floating_sprite is not None:
                self.floating_sprite = floating_sprite
                self.current_layer.add(self.floating_sprite)

            self.hud.update()
            self.update_hotspot()
            return True


        if k == key.ESCAPE:
            self.update_hotspot()
            return True

        if k == key.DELETE:
            self.update_hotspot()
            return True

        if k == key.Q and (m & pyglet.window.key.MOD_ACCEL):
            director.pop()
            return True

        if k == key.G and (m & pyglet.window.key.MOD_ACCEL):
            self.action_grid_clicked()
            return True
Example #12
0
 def next_round(self):
     self.map.turn += 1
     self.text.element.text = 'ROUND ' + str(self.map.turn)
     if self.map.turn > 6:
         director.pop()
     else:
         print('enemy phase')
         self.take_turn()
Example #13
0
 def on_mouse_press(self,x,y, button, modifiers):
      if button & mouse.LEFT:
          if self.get("bet").contains(x,y):
              bet_scene = cocos.scene.Scene()
              bet_layer= BetMoney()
              bet_scene.add(bet_layer)
              director.pop()
              director.push(bet_scene)
Example #14
0
 def on_back_to_mainmenu(self):
     try:
         self.host.sfd.close()
         self.client.sfd.close()
     except Exception:
         pass
     director.pop()
     director.next_scene = FlipAngular3DTransition(director.next_scene)
Example #15
0
 def on_dno(self):
     global doubleCounter
     global currentBet
     global moneyCount
     moneyCount += currentBet * (2 ** doubleCounter)
     doubleCounter = 1 #resets counter
     director.pop()
     director.push(on_newGame(self))
Example #16
0
    def on_quit(self):
        print("Back to the previous menu...")
        director.pop()

        if self.unit_changed:
            # unit changed, so the player units menu needs to be reloaded
            scene = cocos.scene.Scene()
            scene.add(PlayerUnitsMenu(player=self.player, tech=self.tech))
            director.replace(FlipX3DTransition(scene, duration=0.5))
Example #17
0
 def end(self, value=None):
     """Ends the current scene setting director.return_value with `value`
     
     :Parameters:
         `value` : anything
             The return value. It can be anything. A type or an instance.
     """
     director.return_value = value
     director.pop()
Example #18
0
 def end(self, value=None):
     """Ends the current scene setting director.return_value with `value`
     
     :Parameters:
         `value` : anything
             The return value. It can be anything. A type or an instance.
     """
     director.return_value = value
     director.pop()
Example #19
0
	def _gameOver(self):
		score = int(self.time) if self.options.type == Options.TIME else self.coins

		highScores = Scores()
		if highScores.isHighScore(self.options.type, self.options.difficulty, score):
			director.push(GameOverScene(score, self.getNumberOfEnemies(),
			                            self.options, highScores))
		else:
			director.pop()
Example #20
0
 def send_msg(self, dt):
     client_key_dict2 = dict()
     player_list = []
     enermy_list = []
     bullet_list = []
     gifts_list = []
     # key
     for i in key_dict:
         if keyboard[key_dict[i]]:
             client_key_dict2[i] = 1
         else:
             client_key_dict2[i] = 0
     # ally
     for i in self.majorlayer.ally_dict:
         player_list.append([
             self.majorlayer.ally_dict[i], i.cshape_x, i.cshape_y,
             i.direction
         ])
     # enermy
     for i in self.majorlayer.enermy_dict:
         enermy_list.append([
             self.majorlayer.enermy_dict[i], i.cshape_x, i.cshape_y,
             i.direction, i.ai_direction
         ])
     # bullet
     for i in self.majorlayer.bullet_dict:
         bullet_list.append([
             self.majorlayer.bullet_dict[i], i.cshape_x, i.cshape_y,
             i.direction
         ])
     for i in self.majorlayer.bullet_dicte:
         bullet_list.append([
             self.majorlayer.bullet_dicte[i], i.cshape_x, i.cshape_y,
             i.direction, i.m, i.c
         ])
     # gift
     for i in self.majorlayer.gifts_dict:
         gifts_list.append([
             self.majorlayer.gifts_dict[i], i.cshape_x, i.cshape_y,
             i.direction
         ])
     # 打包信息
     b_list = [
         client_key_dict2, player_list, enermy_list, bullet_list, gifts_list
     ]
     body = json.dumps(b_list)
     ver = 1
     cmd = 2
     header = [ver, body.__len__(), cmd]
     headpack = header_model.pack(*header)
     msg = headpack + body.encode()
     try:
         self.host.cfd.send(msg)
     except Exception:
         self.host.cfd.close()
         director.pop()
Example #21
0
 def on_key_press(self, key, modifier):
     if modifier & pyglet.window.key.MOD_ACCEL:
         if key == pyglet.window.key.S:
             self.level_to_edit.save_xml(self.filename)
             director.pop()
         elif key == pyglet.window.key.Q:
             director.pop()
     if key == pyglet.window.key.D:
         m = self.selector.map_layer
         m.set_debug(not m.debug)
Example #22
0
 def on_key_press(self, key, modifier):
     if modifier & pyglet.window.key.MOD_ACCEL:
         if key == pyglet.window.key.S:
             self.level_to_edit.save_xml(self.filename)
             director.pop()
         elif key == pyglet.window.key.Q:
             director.pop()
     if key == pyglet.window.key.D:
         m = self.selector.map_layer
         m.set_debug(not m.debug)
    def test_3_pop_delegates_to_on_pop(self):
        # clear the mockup event recorder
        director._utest_recorded_events = []

        director.pop()

        # ... and check it called on_pop with the correct parameters
        evtype, args = director._utest_recorded_events[0]
        assert evtype == "on_pop"
        assert args == ()
Example #24
0
 def on_save(self):
     """
     Saves the GameGrid-Matrix in a pickle file, so it can be read later to
     create the correct path from it
     """
     output = open(pathjoin("data/path.cfg"), "wb")
     pickle.dump(self.gameGrid, output)
     output.close()
     print("save")
     director.pop()
    def test_3_pop_delegates_to_on_pop(self):
        # clear the mockup event recorder
        director._utest_recorded_events = []

        director.pop()

        # ... and check it called on_pop with the correct parameters
        evtype, args = director._utest_recorded_events[0]
        assert evtype == "on_pop"
        assert args == ()
Example #26
0
    def end(self, value=None):
        """Ends the current scene.

        This is accomplished by calling :meth:`.Director.pop`.
        Also sets ``director.return_value`` to ``value``.

        Arguments:
            value(anything):
                The return value. It can be anything. A type or an instance.
        """
        director.return_value = value
        director.pop()
Example #27
0
    def end(self, value=None):
        """Ends the current scene.

        This is accomplished by calling :meth:`.Director.pop`.
        Also sets ``director.return_value`` to ``value``.

        Arguments:
            value(anything):
                The return value. It can be anything. A type or an instance.
        """
        director.return_value = value
        director.pop()
Example #28
0
    def check_collisions(self, dt):
        if self.spaceship.health < 0:
            director.pop()
        else:
            health = self.spaceship.health / 5
            self.hp_string.element.text = "Health: " + str(health * 100) + "%"

        ship_collisions = self.collision_manager.objs_colliding(self.spaceship)
        if ship_collisions:
            self.__spaceship_rohinian_collision(ship_collisions)
            self.__spaceship_aerolite_collision(ship_collisions)

        self.__bullet_collisions()
Example #29
0
     def correct(self):
        double_Layer = cocos.scene.Scene()
        print("correct choice")

        sprite1= True_Door()
        sprite1.spr.position = doorPos[doorSelect]
        double_Layer.add(sprite1)
        DoubleMenuScene = DoubleDownMenu()
        DoubleDownScene = DoubleDown()
        double_Layer.add(DoubleMenuScene)
        double_Layer.add(DoubleDownScene)

        director.pop()
        director.push(double_Layer)
Example #30
0
    def on_key_press( self, k, m ):
        if not self.hi_score and (k == key.ENTER or k == key.ESCAPE):
            director.pop()
            return True

        if self.hi_score:
            if k == key.BACKSPACE:
                self.name.element.text = self.name.element.text[0:-1]
                return True
            elif k == key.ENTER:
                hiscore.hiscore.add( status.status.score,self.name.element.text,status.status.level_idx )
                director.pop()
                return True
        return False
Example #31
0
    def on_key_press( self, k, m ):
        if not self.hi_score and (k == key.ENTER or k == key.ESCAPE):
            director.pop()
            return True

        if self.hi_score:
            if k == key.BACKSPACE:
                self.name.element.text = self.name.element.text[0:-1]
                return True
            elif k == key.ENTER:
                hiscore.hiscore.add( status.status.score,self.name.element.text,status.status.level_idx )
                director.pop()
                return True
        return False
Example #32
0
    def on_restart(self): #set global variables to default
        global doubleCounter
        global moneyCount
        global currentBet
        global doorSelect
        global doorCorrect
        moneyCount = 10000 
        currentBet = 1000
        doubleCounter = 1 
        doorSelect = -1
        doorCorrect = 0

        director.pop()
        director.push(on_newGame(self))
Example #33
0
 def next_round(self):
     self.map.turn += 1
     self.text.element.text = 'ROUND '+str(self.map.turn)
     self.map.controller = 0
     self.mapstate = self.map.send_mapstate()
     for p in self.person:
         if self.map.person_container.controller[p] == 1:
             self.person[p].state = 'enemy'
         else:
             self.person[p].state = 'self'
     self._repaint()
     if self.map.turn > 6 :
         director.pop()
     else:
         self.take_turn()
Example #34
0
    def on_mouse_release(self, x, y, buttons, modifiers):
        # Mouse clicked. Perform unit selection, check for button presses, and executes actions.
        # Check if we clicked the minimap - if so, don't perform any selection logic on units behind the map.
        # for i in range(1000,1,-0.25):
            # self.mouseClickGraphic.scale = 0.001 * i
        # self.map.remove(self.mouseClickGraphic)
        if self.statusMenu.cm.objs_touching_point(x,y):
            director.pop()

        if self.infoLayer.miniMapToggled:
            # First check to see if the minimap is toggled to save our CM from
            # checking collisions if the minimap isn't up.
            minimap = self.infoLayer.cm.objs_touching_point(
                x - self.infoLayer.position[0], y - self.infoLayer.position[1])
            if self.infoLayer.miniMap in minimap:
                return
        x, y = self.scroller.pixel_from_screen(x, y)
        clicked_units = self.cm.objs_touching_point(x, y)

        for unit in clicked_units:
            if type(unit) == SurrenderButton:
                director.push(Scene(self.lost))

        # Set selectedUnits. If a vertex is clicked on, all troops in the
        # vertex are selected/unselected
        if buttons == 1:  # Left button clicked
            # Did we click on an action button?
            actionButton = get_action_button_clicked(clicked_units)
            if actionButton:
                # Clicked on an action button. Execute the action.
                self.execute_action(actionButton.name, actionButton.unitParent)
            elif clicked_units:
                if self.curAction:
                    # Attack
                    self.player.unit_attack(self.selectedUnits, clicked_units)
                    self.curAction = None
                else:
                    # If clicked on vertex or clicked on a single unit, switch
                    # select state of all units in vertex
                    self.select_units(clicked_units)
                    if constants.SOUND:
                        self.play_sound("click_troop.wav")
        # Move
        if clicked_units != set([]) and self.selectedUnits != []:
            if buttons == 4:  # Button == 4 means right click
                # Perform move action.
                self.execute_move(clicked_units)
            return True
Example #35
0
 def do_action(self, context):
     #if context.get("get_ability", False): pass
     #elif context.get("get_target", False): pass
     if context.get("get_cards", False):
         sellist = context['list']
         numselections = context['numselections']
         required = context['required']
         from_zone = context['from_zone']
         from_player = context['from_player']
         check_card = context['check_card']
         self.card_selector.activate(sellist, from_zone, numselections, required=required, is_opponent=(from_player != self.player1), filter=check_card)
     elif context.get("reveal_card", False):
         sellist = context['cards']
         from_zone = context['from_zone']
         from_player = context['from_player']
         self.card_selector.activate(sellist, from_zone, 0, required=False, is_opponent=(from_player != self.player1))
     elif context.get("get_selection", False):
         sellist = context['list']
         numselections = context['numselections']
         required = context['required']
         msg = context['msg']
         self.list_selector.build(sellist,required,numselections,msg)
     elif context.get("get_choice", False):
         msg = context['msg']
         notify = context['notify']
         options = context['options']
         if notify: self.msg_controller.notify(msg, options)
         else: self.msg_controller.ask(msg, options)
     elif context.get("get_mana_choice", False):
         required = context['required']
         manapool = context['manapool']
         from_player = context['from_player']
         self.mana_controller.request_mana(required, manapool, is_opponent=(from_player != self.player1))
     elif context.get("get_X", False):
         from_player = context['from_player']
         self.x_controller.request_x(is_opponent=(from_player != self.player1))
     elif context.get("get_distribution", False):
         amount = context['amount']
         targets = context['targets']
         self.distribution_assignment.activate(amount, targets)
     elif context.get("get_damage_assign", False):
         blocking_list = context['blocking_list']
         trample = context['trample']
         deathtouch = context['deathtouch']
         self.damage_assignment.activate(blocking_list, trample, deathtouch)
     elif context.get("get_game_over", False):
         director.pop()
Example #36
0
 def do_action(self, context):
     #if context.get("get_ability", False): pass
     #elif context.get("get_target", False): pass
     if context.get("get_cards", False):
         sellist = context['list']
         numselections = context['numselections']
         required = context['required']
         from_zone = context['from_zone']
         from_player = context['from_player']
         check_card = context['check_card']
         self.card_selector.activate(sellist, from_zone, numselections, required=required, is_opponent=(from_player != self.player1), filter=check_card)
     elif context.get("reveal_card", False):
         sellist = context['cards']
         from_zone = context['from_zone']
         from_player = context['from_player']
         self.card_selector.activate(sellist, from_zone, 0, required=False, is_opponent=(from_player != self.player1))
     elif context.get("get_selection", False):
         sellist = context['list']
         numselections = context['numselections']
         required = context['required']
         msg = context['msg']
         self.list_selector.build(sellist,required,numselections,msg)
     elif context.get("get_choice", False):
         msg = context['msg']
         notify = context['notify']
         options = context['options']
         if notify: self.msg_controller.notify(msg, options)
         else: self.msg_controller.ask(msg, options)
     elif context.get("get_mana_choice", False):
         required = context['required']
         manapool = context['manapool']
         from_player = context['from_player']
         self.mana_controller.request_mana(required, manapool, is_opponent=(from_player != self.player1))
     elif context.get("get_X", False):
         from_player = context['from_player']
         self.x_controller.request_x(is_opponent=(from_player != self.player1))
     elif context.get("get_distribution", False):
         amount = context['amount']
         targets = context['targets']
         self.distribution_assignment.activate(amount, targets)
     elif context.get("get_damage_assign", False):
         blocking_list = context['blocking_list']
         trample = context['trample']
         deathtouch = context['deathtouch']
         self.damage_assignment.activate(blocking_list, trample, deathtouch)
     elif context.get("get_game_over", False):
         director.pop()
Example #37
0
 def on_mouse_release(self, x, y, buttons, modifiers):
     # Mouse released - check to see if we clicked on the menu and need
     # to set screen focus.
     if self.settingsMenuOn:
         clicked_objects = self.cm.objs_touching_point(
             x - self.position[0], y - self.position[1])
         for item in clicked_objects:
             if type(item) == HomeButton:
                 if constants.MUSIC:
                     theme_player.stop()
                 director.pop()
             elif type(item) == ToggleTutorialButton:
                 print "Tutorial Toggled"
                 constants.SHOW_TUTORIAL = not constants.SHOW_TUTORIAL
             elif type(item) == ToggleFullScreenButton:
                 print "Full Screen Toggled"
                 director.window.set_fullscreen(not director.window.fullscreen)
Example #38
0
    def on_mouse_press(self,x,y, button, modifiers):
        global doorSelect
        if button & mouse.LEFT & self.selectable == 1:
            if self.get("door").contains(x,y):
                print("Clicked door: " + str(self.spr.num))
                doorSelect = self.spr.num
                print("Selected a door")
                
                if doorSelect == doorCorrect:
                    idoorList = [1,2,3]
                    idoorList.remove(doorCorrect) 
                    falseDoor = random.choice(idoorList) #Randomized false door
                    doorList = [doorCorrect, falseDoor]

                else: #picked the wrong door 
                    doorList = [doorCorrect, doorSelect]
                #Build next scene
                confirm_Layer = cocos.scene.Scene()
                if 1 in doorList:
                    sprite1 = Sprite_Door(0)
                    sprite1.spr.position = doorPos[1]
                    sprite1.spr.num = 1
                    confirm_Layer.add(sprite1)
                if 2 in doorList:
                    sprite2 = Sprite_Door(0)
                    sprite2.spr.position = doorPos[2]
                    sprite2.spr.num = 2
                    confirm_Layer.add(sprite2)
                if 3 in doorList:
                    sprite3 = Sprite_Door(0)
                    sprite3.spr.position = doorPos[3]
                    sprite3.spr.num = 3
                    confirm_Layer.add(sprite3)

                sprite4 = Door_Select()
                sprite4.spr.position = doorPos[doorSelect]
                confirm_Layer.add(sprite4)

                confirmScene = Confirmation(doorList)
                textScene = textConfirm()

                confirm_Layer.add(confirmScene)
                confirm_Layer.add(textScene)
                director.pop()
                director.push(confirm_Layer)
Example #39
0
 def send_msg(self, dt):
     client_key_dict2 = dict()
     for i in key_dict:
         if keyboard[key_dict[i]]:
             client_key_dict2[i] = 1
         else:
             client_key_dict2[i] = 0
     body = json.dumps(client_key_dict2)
     ver = 1
     cmd = 2
     header = [ver, body.__len__(), cmd]
     headpack = header_model.pack(*header)
     msg = headpack + body.encode()
     try:
         self.client.sfd.send(msg)
     except Exception:
         self.client.sfd.close()
         director.pop()
Example #40
0
 def next_turn(self):
     if len(self.allies) == 0:
         print "Enemies win! Tough luck, hero."
         director.pop()
         return
     elif len(self.enemies) == 0:
         print "Allies win! Good work, hero!"
         director.pop()
         return
     # Add combatants speed to their counter
     next_combatant = None
     for combatant in self.combatants:
         combatant.ap += combatant.stats._speed
         if next_combatant == None:
             next_combatant = combatant
         elif combatant.ap > next_combatant.ap:
             next_combatant = combatant
     next_combatant.ap = 0
     next_combatant.take_turn()
Example #41
0
    def on_key_press( self, k, m ):
        if not self.hi_score and (k == key.ENTER or k == key.ESCAPE):
            director.pop()
            return True

        if not self.hi_score and (k == key.R) and not self.win:
            self.parent.remove( self )
            self.parent.get('ctrl').restart_level()
            return True

        if self.hi_score:
            if k == key.BACKSPACE:
                self.name.element.text = self.name.element.text[0:-1]
                return True
            elif k == key.ENTER:
                hiscore.hiscore.add( state.score,self.name.element.text,state.level_idx )
                director.pop()
                return True
        return False
Example #42
0
     def incorrect(self):
        print("wrong choice")
        wrong_Layer= cocos.scene.Scene()

        sprite1=False_Door()
        sprite1.spr.position = doorPos[doorSelect]
        wrong_Layer.add(sprite1)
        
        sprite2=Door_Select()
        sprite2.spr.position= doorPos[doorSelect]
        wrong_Layer.add(sprite2)

        sprite3=WrongChoice()
        wrong_Layer.add(sprite3)

        sprite4=WrongMenu()
        wrong_Layer.add(sprite4)

        director.pop()
        director.push(wrong_Layer)
Example #43
0
 def on_key_press(self, key,modifiers):
     print(key)
     global currentBet
     if key == pyglet.window.key.ENTER:
         print ("You Entered: {}".format(self.keys_pressed))
         if(int(self.keys_pressed) <= moneyCount):
             currentBet = int(self.keys_pressed)
         else:
             print("Invalid Entry")
             currentBet = 1000
         director.pop()
         director.push(on_newGame(self))
     else:
         kk = pyglet.window.key.symbol_string(key)
         if kk == "BACKSPACE":
             self.keys_pressed = self.keys_pressed[:-1]
         else:
             kk = kk[1:] #Removes the _ from the raw input...
             self.keys_pressed = self.keys_pressed + kk
     self.update_text()
Example #44
0
 def on_button_click(self,id):
     print "callback for button <%s>"%id
     if id == "Open":
         print "show open file dialog"
         self.dialog_layer.add_dialog(
             blobedit_dialogs.OpenFileDialog(
                 self.last_path,
                 on_open = self.on_file_open_clicked
                 )
             )
     elif id == "Save":
         self.save_map()
         self.dialog_layer.add_dialog(
             blobedit_dialogs.PopupMessage(
                 "File Saved"
                 )
             )
     elif id == "Quit":
         director.pop()
     else:
         self.dialog_layer.add_dialog(blobedit_dialogs.PopupMessage("Not implemented: <%s>"%id))
Example #45
0
 def on_key_press(self, k, m):
     if k in (key.ENTER, key.ESCAPE, key.SPACE):
         director.pop()
         return True
     elif k == key.F:
         director.window.set_fullscreen(not director.window.fullscreen)
         return True
     elif k == key.V:
         director.window.set_vsync(not director.window.vsync)
         return True
     elif k == key.X:
         director.show_FPS = not director.show_FPS
         return True
     elif k == key.S:
         resources.sounds = not resources.sounds
         if(resources.music_player.playing):
             resources.music_player.pause()
         else:
             resources.music_player.play()
         return True
     elif k == key.Q:
         director.pop()
         director.replace(highscore.PyFenseLost())
         return True
Example #46
0
 def on_mouse_press(self, x, y,  buttons, modifiers):
     director.pop(blob_fade_transition)
Example #47
0
 def on_key_press(self, key, modifiers):
     director.pop(blob_fade_transition)
     return True
Example #48
0
 def on_quit(self):
     director.pop()
Example #49
0
	def onYes(self):
		# Pop 2 scenes (the current Quit scene and the Game scene)
		director.pop()
		director.pop()
Example #50
0
def quit():
    director.pop()
 def finish(self):
     director.pop()
Example #52
0
 def on_quit(self):
     print("Back to the main menu...")
     director.pop()
Example #53
0
	def on_quit(self):
		# Pop this scene off of the scene stack.
		# This should end the program because there should be no other scenes under the main menu in the stack.
		director.pop()
Example #54
0
 def on_quit(self):
     director.pop()
Example #55
0
	def onNo(self):
		# Pop the current Quit scene
		director.pop()
Example #56
0
 def on_key_press(self, symbol, modifier):
     if symbol in [key.ESCAPE, key.RETURN, key.SPACE]:
         director.pop()
     return True
Example #57
0
 def on_key_press(self, k, m):
     if k == pyglet.window.key.P and m & pyglet.window.key.MOD_ACCEL:
         director.pop()
         return True
Example #58
0
def pop_scene():
    director.pop()