Example #1
0
 def on_join_server(self):
     self.on_back()
     director.push(
         LevelScene(
             server_address=self.selected_connection_address,
             local_player_names=[self.player_name],
         ))
Example #2
0
    def on_start(self):
        import game.game

        scene = cocos.scene.Scene()

        scene.add(game.game.start())
        director.push(scene)
Example #3
0
    def on_key_press(self, k, m):
        if k == key.ENTER:
            self._stamp()
            return True
        if k in [key.SPACE, key.F3]:
            director.return_value = None
            director.push(Scene(ImgSelector(self.atlas)))
        if k == key.PAGEUP or k == key.PAGEDOWN:
            if k == key.PAGEUP:
                direction = 1
            elif k == key.PAGEDOWN:
                direction = -1

            if self.ed.floating_sprite:
                    # CTRL or COMMAND -> rotate
                if (m & key.MOD_ACCEL):
                    self.ed.rotate_floating(direction)

                    # SHIFT -> opacity
                elif (m & key.MOD_SHIFT):
                    self.ed.change_floating_opacity(direction)

                    # NOTHING -> scale
                else:
                    self.ed.scale_floating(direction)

            return True
Example #4
0
def start_solitaire(player_name, players):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_start(player_name, pyglet.clock.time.time(), players)
Example #5
0
 def on_new_game(self):
     if not os.path.exists('save'):
         os.mkdir('save')
     game = model.Game()
     game.json_savefile(os.path.join('save', '%d.json' % game.created))
     model.game = game
     director.push(Overview())
Example #6
0
def start_solitaire(player_name, players):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_start(player_name, pyglet.clock.time.time(), players)
Example #7
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 #8
0
def reload_solitaire(replay_file):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_reload(replay_file)
Example #9
0
    def on_new_game(self):
        import GameView
        import logging

        phaseLogger = logging.getLogger('data.train.phase')
        phaseLogger.info('NEWGAME')
        director.push(FlipAngular3DTransition(GameView.get_newgame(), 1.5))
Example #10
0
 def action(self, other):
     print("go_to_next_level")
     # for im in other.image.frames:
     #     im.duration = 0.1
     from src.scenes.game.game_scene import Game
     game_scene = Game()
     director.push( FadeTransition(game_scene, duration=1) )
Example #11
0
    def on_enter(self):
        if self.p >= len(self.scenes):
            director.pop()
        else:
            director.push(self.scenes[self.p])

        self.p += 1
Example #12
0
def reload_solitaire(replay_file):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_reload(replay_file)
Example #13
0
    def new_game(self):
        print "New game selected"
        from game.scenes import GameScene

        self.game_scene = GameScene()
        self.game_scene.parent = self.parent
        director.push(FadeBLTransition(self.game_scene, 1.5))
Example #14
0
    def on_key_press(self, k, m):
         if k == key.SPACE:
            import Level1_Background 
            director.push(SlideInTTransition(Level1_Background.get_newgame()))

         if k == key.M:
             import Sound
             Sound.mute_volume(0)
Example #15
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 #16
0
    def on_new_game(self):
        import GameView
        import logging

        phaseLogger = logging.getLogger('data.train.phase')
        phaseLogger.info('NEWGAME')
        director.push(FlipAngular3DTransition(
            GameView.get_newgame(), 1.5))
Example #17
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 #18
0
    def on_battle(self):
        print("Battle!")
        scene = cocos.scene.Scene()
        scene.add(self.scroller)
        scene.add(Interface.UI)
        director.push(scene)

        Battle.BATTLE.nextTurn()
        actions.setActionReady(True)
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 start_game(self):
     scene = Scene()
     scene.add(MultiplexLayer(
                      MainMenu(),
                      OptionsMenu(),
                      HiScoresLayer(),
                      ), z=1)
     scene.add(BackgroundLayer(), z=0)
     director.push(ShuffleTransition(scene, 1.5))
Example #21
0
    def on_battle(self):
        if MainMenu.BATTLE_SCENE is not None:
            director.push(ZoomTransition(MainMenu.BATTLE_SCENE, duration=0.5))

        else:
            print("Battle Selection...")
            scene = cocos.scene.Scene()
            scene.add(battleselect.BattleSelectionMenu())
            director.push(FlipX3DTransition(scene, duration=0.5))
Example #22
0
 def on_key_press(self, k, m):
     if k == key.ESCAPE:
         director.push(pause.PyFensePause())
         return True
     if k == key.Q:
         director.replace(highscore.PyFenseLost())
     if k == key.B:
         import pdb
         pdb.set_trace()
         return True
Example #23
0
    def on_join(self):
        import multiplayer
        import game.game

        scene = cocos.scene.Scene()

        scene.add(game.game.start())
        scene.add(multiplayer.join())

        director.push(scene)
Example #24
0
 def on_key_press(self, k, m):
     if k == key.ESCAPE:
         director.push(pause.PyFensePause())
         return True
     if k == key.Q:
         director.replace(highscore.PyFenseLost())
     if k == key.B:
         import pdb
         pdb.set_trace()
         return True
    def previous():
        if SlidesManager.current_position == 0 or \
            SlidesManager.current_position-1 > len(SlidesManager.slides_pool):

            return

        SlidesManager.current_position-=1
        scene = Scene(Presentation())
        scene.add(SlidesManager.slides_pool[SlidesManager.current_position], z=1)
        director.push(scene)
Example #26
0
 def on_win(self):
     Objects.reset_game()
     server = Objects.get_server(self.levelName)
     server.curLevel = self.level+1
     utils.play_sound("Enter.wav")
     game = Scene(server.map, server)
     game.add(ImageLayer(os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z)
     director.push(game)
     menu_player.stop()
     self.game_started = True
Example #27
0
    def on_join_regular(self):
        global game_controller
        game_controller = GameController()
        main_scene = Scene(game_controller.map, game_controller)
        director.push(main_scene)

        #adding a background layer that lies below all layers
        background_layer = ImageLayer(
            os.path.join("images", "backgrounds", "notebook-paper.png"))
        main_scene.add(background_layer, z=-1)
Example #28
0
 def on_start_new_server(self):
     pid = server_manager.run_server(
         ip_address=self.selected_connection_address[0],
         port=self.selected_connection_address[1],
     )
     self.on_back()
     director.push(
         LevelScene(
             server_address=server_manager.get_server_address(pid),
             local_player_names=[self.player_name],
         ))
Example #29
0
    def on_join_regular(self):
        global game_controller
        game_controller = GameController()
        main_scene = Scene(
            game_controller.map, game_controller)
        director.push(main_scene)

        #adding a background layer that lies below all layers
        background_layer = ImageLayer(
            os.path.join("images", "backgrounds", "notebook-paper.png"))
        main_scene.add(background_layer, z=-1)
Example #30
0
 def setup_board(client):
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     gamelayer.msg_controller.prompt("Waiting for other players")
     #gamelayer.game_status.log("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Example #31
0
 def setup_board(client):
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     gamelayer.msg_controller.prompt("Waiting for other players")
     #gamelayer.game_status.log("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Example #32
0
def push_sequence_scene():
    scene_blue = Scene()
    layer_blue = ColorLayer(32,32,255,255)
    scene_blue.add( layer_blue, z=0 )
    scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    scene_red = Scene()
    layer_red = ColorLayer(255,32,0,255)
    scene_red.add( layer_red, z=0 )
    scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    director.push( SequenceScene(scene_blue, scene_red) )
Example #33
0
def push_sequence_scene():
    scene_blue = Scene()
    layer_blue = ColorLayer(32, 32, 255, 255)
    scene_blue.add(layer_blue, z=0)
    scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    scene_red = Scene()
    layer_red = ColorLayer(255, 32, 0, 255)
    scene_red.add(layer_red, z=0)
    scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    director.push(SequenceScene(scene_blue, scene_red))
Example #34
0
 def on_key_press(self, k, _):
     if k == key.UP:
         self.menu_item_one_icon.visible = True
         self.menu_item_two_icon.visible = False
     elif k == key.DOWN:
         self.menu_item_one_icon.visible = False
         self.menu_item_two_icon.visible = True
     elif k == key.ENTER:
         if self.menu_item_one_icon.visible:
             stats.reset_new_game()
             director.push(InfoScene(self.hud))
         elif self.menu_item_two_icon.visible:
             pass
Example #35
0
    def update(self, dt):
        self.update_line()
        self.update_endnode()
        self.update_mirror()

        clear = True
        for e in self.end_node_list:
            if e.isActivated is not True:
                clear = False

        if clear:
            if self.index + 1 <= 3:
                director.push(self.stages[self.index + 1])
Example #36
0
    def on_start(self):

        try:
            socket.inet_aton(self.ip_item.value)
        except:
            return

        client.description.set_nb_players(1)
        client.description.set_server_ip(self.ip_item.value)
        options.save()
        log.client("menu.JoinMenu.on_start:: scene_stack: {}".format(
            director.scene_stack))
        director.push(client.GameScene())
Example #37
0
def start():
    """ Initializes the game


    """
    global Game, Layer, Scene, scroller

    Scene = cocos.scene.Scene()
    Game, layer, scroller = _game.start()
    Scene.add(scroller, z=1)
    Scene.add(layer, z=2)

    director.push(Scene)
    def test_2_push_delegates_to_on_push(self):
        scene0 = director.scene
        scene1 = Scene()
        
        # clear the mockup event recorder
        director._utest_recorded_events = []
        
        director.push(scene1)

        # ... and check it called on_push with the correct parameters
        evtype, args = director._utest_recorded_events[0]
        assert evtype == "on_push"
        assert args == (scene1,)
    def test_2_push_delegates_to_on_push(self):
        scene0 = director.scene
        scene1 = Scene()

        # clear the mockup event recorder
        director._utest_recorded_events = []

        director.push(scene1)

        # ... and check it called on_push with the correct parameters
        evtype, args = director._utest_recorded_events[0]
        assert evtype == "on_push"
        assert args == (scene1, )
Example #40
0
 def connected(client, avatar):
     client.avatar = avatar
     #client.msg_callback = chatbox.add_text
     #chatbox.set_callback(client.send_message)
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     #gamelayer.game_status.log("Waiting for other players")
     gamelayer.msg_controller.prompt("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Example #41
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 #42
0
 def connected(client, avatar):
     client.avatar = avatar
     #client.msg_callback = chatbox.add_text
     #chatbox.set_callback(client.send_message)
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     #gamelayer.game_status.log("Waiting for other players")
     gamelayer.msg_controller.prompt("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
def sequencer(dt):
    global time_x, t0, stage, last_current_scene
    time_x += dt
    if last_current_scene != director.scene:
        last_current_scene = director.scene
        report(time_x)
    if stage == "run scene1" and time_x > 2.0:
        stage = "transition to scene2"
        print "\n%4.3f begin %s" % (time_x, stage)
        director.push(FadeTransition( scene2, 0.5))
    elif stage == "transition to scene2" and time_x >5.0:
        stage = "transition to the top scene in the stack"
        print "\n%4.3f begin %s" % (time_x, stage)
        director.replace(FadeTransitionWithPop(director.scene_stack[0], 0.5))
Example #44
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))
def sequencer(dt):
    global time_x, t0, stage, last_current_scene
    time_x += dt
    if last_current_scene != director.scene:
        last_current_scene = director.scene
        report(time_x)
    if stage == "run scene1" and time_x > 2.0:
        stage = "transition to scene2"
        print("\n%4.3f begin %s" % (time_x, stage))
        director.push(FadeTransition(scene2, 0.5))
    elif stage == "transition to scene2" and time_x > 5.0:
        stage = "transition to the top scene in the stack"
        print("\n%4.3f begin %s" % (time_x, stage))
        director.replace(FadeTransitionWithPop(director.scene_stack[0], 0.5))
Example #46
0
def next_level(stay=False):
    if stay == False:
        #new_level =  Scenario.INSTANCE.level_id+1
        Scenario.INSTANCE.level_id += 1
    else:
        #new_level =  Scenario.INSTANCE.level_id
        pass
    filename = "level/level-%i.txt" % (Scenario.INSTANCE.level_id)
    if os.path.isfile(filename):

        game_layer = GameLayer(Scenario.INSTANCE)
        director.push(FadeTransition(cocos.scene.Scene(game_layer),
                                     duration=2))
    else:
        director.replace(SplitColsTransition(game_over(False)))
Example #47
0
	def find_partner(self):
		
		self.sock = socket.socket()
		if status.host == 'server':
			self.sock.bind(('0.0.0.0', 9050))
			self.sock.listen(1)
			self.conn, addr = self.sock.accept()
			self.unconnected = False
			import game
			director.push( FadeTransition(game.get_newgame(self.sock, self.conn), 1.5 ) )
		if status.host == 'client':
			self.sock.connect(('localhost', 9050))
			self.unconnected = False
			import game
			director.push( FadeTransition(game.get_newgame(self.sock, False), 1.5 ) )
Example #48
0
    def start_game(self):
        constants.MULTIPLAYER = True
        server = Objects.get_controller()
        server.client_start_game()
        if server.serverStarted:
            utils.play_sound("Enter.wav")
            game = Scene(server.map, server)
            menu_player.stop()
            game.add(ImageLayer(
                     os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z)
            director.push(game)
            self.game_started = True

        else:
            print "start server first"
Example #49
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 #50
0
    def update(self, dt):
        x, y = self.sprite.position
        if(x <=20 ):
            self.run_l = False
            self.run_r = False
            self.sprite.position = (30,180)
        self.heart1.position = (x-20, y+40)
        self.heart2.position = (x, y+40)
        self.heart3.position = (x+20, y+40)

        if self.run_l:
            self.sprite.position = (x - 3, y)
        elif self.run_r:
            self.sprite.position = (x + 3, y)
        Level1_Background.scroller_1.set_focus(self.sprite.position[0], self.sprite.position[1])
        
        # first stack --------------------------------------------
        self.wolf_action(200, self.hell_wolf_1, 2, -1, 1)
        self.wolf_action(210, self.hell_wolf_2, 2, -1, 1)
        self.wolf_action(220, self.dark_wolf_1, 2, -1, 1)
        self.wolf_action(230, self.dark_wolf_2, 2, -1, 1)
        #---------------------------------------------------------
        # second stack -------------------------------------------
        self.wolf_action(200, self.blue_wolf_1, 3, -1, 1)
        self.wolf_action(200, self.blue_wolf_2, 3, -1, 1)
        self.wolf_action(300, self.black_wolf_1, 3, -1, 1)
        
        # third stack--------------------------------------------
        self.wolf_action(250, self.hell_hound_1, 4, -1, 1)
        self.wolf_action(200, self.dark_wolf_3, 2, -1, 1)
        self.wolf_action(200, self.blue_wolf_3, 3, -1, 1)
        

        # fourth stack-------------------------------------------
        self.wolf_action(250, self.hell_hound_2, 4, -1, 1)
        self.wolf_action(200, self.dark_wolf_4, 2, -1, 1)
        self.wolf_action(200, self.blue_wolf_4, 3, -1, 1)
        self.beast_action(300, self.hell_beast, self.ball)
        #---------------------------------------------------------
        
        if self.life == 0:
            self.life = 3
            director.push(ZoomTransition(GameOver.get_gameover(1)))
            self.kill()
        if(self.sprite.position > (3090,y)):
            import Level2_Background
            director.push(SlideInTTransition(Level2_Background.get_newgame()))
Example #51
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 #52
0
    def on_host(self):
        import multiplayer
        import game.game

        scene = cocos.scene.Scene()

        scene.add(game.game.start())
        scene.add(multiplayer.host())

        g = game.game.game

        player = entity.get_entity_type("player")()
        player.position.x, player.position.y = (200, 200)

        g.spawn(player)
        g.set_player(player.eid)

        sword = entity.get_entity_type("BasicMeleeWeapon")(player)
        player.weapon = sword

        director.push(scene)
Example #53
0
 def on_join(self):
     director.push(game.get_game_scene)
     player = game.player.add()
     game.factory.clients.append(player)
Example #54
0
 def on_host(self):
     director.push(game.get_game_scene())
Example #55
0
 def on_intro(self):
     director.push(Scene(self.intro))
Example #56
0
 def on_new_game(self):
     import GameScene
     director.push(GameScene.get_game_scene())