Example #1
0
 def __init__(self):
     self.screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
     pygame.display.set_caption('Screaming Bird')
     self.pipegap = 120
     self.intro = Intro(self.screen)
     self.highScore = HighScore(self.screen)
     self.settings = Setting(self.screen)
def opening_screen(ai_settings, game_stats, screen):
    """Display the menu in the beginning"""

    # Set up screen attributes
    menu = Intro(ai_settings, game_stats, screen)
    play_button = Button(ai_settings, screen, 'Play Game', y_factor=0.70)
    hs_button = Button(ai_settings, screen, 'High Scores', y_factor=0.80)
    intro = True

    # Manages the key presses of the game
    while intro:
        for events in pygame.event.get():
            if events.type == pygame.QUIT:
                return False
            elif events.type == pygame.MOUSEBUTTONDOWN:
                click_x, click_y = pygame.mouse.get_pos()
                game_stats.game_active = play_button.check_button(click_x, click_y)
                intro = not game_stats.game_active
                if hs_button.check_button(click_x, click_y):
                    ret_hs = high_score_screen(ai_settings, screen)
                    if not ret_hs:
                        return False

        screen.fill(ai_settings.bg_color)
        # Allow the menu to display on the top layer
        menu.show_menu()
        # Draw the button on the main screen
        hs_button.draw_button()
        play_button.draw_button()

        # Display past
        pygame.display.flip()

    return True
Example #3
0
def startup_screen(ai_settings, game_stats, screen):
    """Display the startup menu on the screen, return False if the user wishes to quit,
    True if they are ready to play"""
    menu = Intro(ai_settings, game_stats, screen)
    play_button = Button(ai_settings, screen, 'Play Game', y_factor=0.70)
    hs_button = Button(ai_settings, screen, 'High Scores', y_factor=0.80)
    intro = True

    while intro:
        play_button.alter_text_color(*pygame.mouse.get_pos())
        hs_button.alter_text_color(*pygame.mouse.get_pos())
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return False
            elif event.type == pygame.MOUSEBUTTONDOWN:
                click_x, click_y = pygame.mouse.get_pos()
                game_stats.game_active = play_button.check_button(
                    click_x, click_y)
                intro = not game_stats.game_active
                if hs_button.check_button(click_x, click_y):
                    ret_hs = high_score_screen(ai_settings, game_stats, screen)
                    if not ret_hs:
                        return False
        screen.fill(ai_settings.bg_color)
        menu.show_menu()
        hs_button.draw_button()
        play_button.draw_button()
        pygame.display.flip()

    return True
Example #4
0
def main():
    pygame.init()

    size = width, height = 720, 700
    black = (0, 0, 0)
    screen = pygame.display.set_mode(size)

    running = True

    bd = Board(3)
    intro = Intro()
    game = Game(0)  # 0 -> intro menu, 1 ->game

    while running:

        screen.fill(black)

        for event in pygame.event.get():

            if event.type == pygame.QUIT:  #exit condition
                running = False
            # check for mouse positions for intro menu
            if game.state == 0:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    pos = pygame.mouse.get_pos()
                    if intro.start_btn.is_clicked(pos):
                        game.state = 1  #starts the game

            # check for mouse positions for the main game
            if game.state == 1:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    initial_pos = pygame.mouse.get_pos()
                    tile = bd.get_selected_tile(initial_pos)

                    if bd.solve_btn.is_clicked(initial_pos):
                        bd.is_solving = True
                        bd.solve_puzzle()

                if event.type == pygame.MOUSEBUTTONUP:
                    if tile != None:
                        final_pos = pygame.mouse.get_pos()
                        direction = bd.drag_direction(initial_pos, final_pos)
                        bd.move_tile(tile, direction)

        if game.state == 0:
            intro.draw(screen)
        else:
            if bd.is_solving == True:
                bd.walk_path(bd.solving_path)
                bd.draw(screen)
                time.sleep(0.3)  # solving speed
            else:
                bd.draw(screen)

        pygame.display.update()

    pygame.display.quit()
    pygame.quit()
Example #5
0
def IntroStart(ParentMenu):
    #Deletes previous MainMenu instance to avoid redundancy
    del(ParentMenu)
    global CurrentIntro

    #Starts Intro loop in file menu.py
    CurrentIntro = Intro()
    CurrentIntro.auto()
    GameStart(CurrentIntro)
Example #6
0
def game_intro():
    screen.fill(RGB_BLACK)  #DRAWS MENU
    pygame.display.update()
    sound1.sound.set_volume(0)
    pygame.time.wait(100)
    sound2.sound.play()
    text = """[i] Initializing ...
[i] Entering ghost mode ...

done ..."""
    Intro(screen, text).run()
    Intro(screen, "End.", False).run()
Example #7
0
class Game:

    settings: Settings

    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.settings.reset()
        self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        self.intro = Intro(self.screen, self.settings)
        self.menu = Menu(self.screen, self.settings)
        pygame.display.set_caption("Pacman Portal")

        self.maze = Maze(self.screen, mazefile='pacmap.txt')

        self.pacman = Pacman(self.screen)

        self.dashboard = Dashboard(self.screen)

        self.portal_enter = Portal("Enter", self.screen, self.settings)
        self.portal_exit = Portal("Exit", self.screen, self.settings)

        scoresheet = open('scoresheet.txt', 'r')
        self.settings.score_high = int(scoresheet.read())

    def __str__(self): return 'Game(Pacman Portal), maze=' + str(self.maze) + ')'

    def play(self):
        eloop = EventLoop(finished=False)
        while not eloop.finished:
            eloop.check_events(self.pacman, self.menu, self.portal_enter, self.portal_exit, self.settings)
            self.update_screen()

    def update_screen(self):
        self.screen.fill((0, 0, 0))
        if self.settings.mode == "Game":
            self.maze.check_pac_conditions(self.pacman, self.settings, self.portal_enter, self.portal_exit)
            self.maze.blitme(self.settings)
            self.pacman.blitme(self.settings)
            self.dashboard.blitme(self.settings)
            self.portal_enter.blitme()
            self.portal_exit.blitme()
        elif self.settings.mode == "Menu":
            self.menu.blitme()
            pass
        elif self.settings.mode == "Intro":
            self.intro.blitme()
        pygame.display.flip()
Example #8
0
	def __init__( self ):

		self.core = Core( 60, 1024, 768, "Ninja" )

		self.intro = Intro()

		self.menu_background = Texture( "menu/background.png" )
		self.menu_title = Menu_title()
		self.menu_play_button = Menu_play_button()
		self.menu_git_button = Menu_link_button( "menu/git.png", "https://github.com/Adriqun" )
		self.menu_google_button = Menu_link_button( "menu/google.png", "https://en.wikipedia.org/wiki/Ninja" )
		self.menu_facebook_button = Menu_link_button( "menu/facebook.png", "nothing", True )
		self.menu_twitter_button = Menu_link_button( "menu/twitter.png", "nothing", True )
		self.menu_music_button = Menu_music_button( "menu/music.png" )
		self.menu_chunk_button = Menu_music_button( "menu/chunk.png", 1 )
		self.menu_exit_log = Menu_exit_log()
		self.menu_author_log = Menu_author_log()
		self.menu_game_log = Menu_link_button( "menu/game.png", "nothing", True )
		self.menu_settings_log = Menu_link_button( "menu/settings.png", "nothing", True )
		self.menu_score_log = Menu_score_log()
		self.menu_music = Menu_music( "menu/Rayman Legends OST - Moving Ground.mp3" )
		
		self.wall = Wall()
		self.hero = Hero()
		self.menu_log = Menu_log()
		self.map = Map()
Example #9
0
    def __init__(self, game_opts):
        # part of the borg pattern
        self.__dict__ = self.__shared_state

        ## the game scenes/levels
        self.scenes = FSM()

        # initialise a sample level
        # TODO: find a way of applying lazy initialisation
        # on level creation - a level should be created only
        # right before executed
        # flev = LevelFactory().create_level(
        #     constants.SCENES['level_one'],
        #     game_opts)
        flev = LevelFactory().create_level(constants.SCENES['level_one'])

        # set and group the scenes
        scenes = (Intro(game_opts), Menu(game_opts), flev)

        # add the scenes to the state machine
        for s in scenes:
            self.scenes.add_state(s)

        # enable the default state
        self.scenes.active_state = scenes[0]
Example #10
0
    def __init__(self):
        if not pygame.font: print 'Warning, fonts disabled'
        if not pygame.mixer: print 'Warning, sound disabled'
        """this function is called when the program starts.
           it initializes everything it needs, then runs in
           a loop until the function returns."""
        #Initialize Everything
        pygame.init()
        #self.screen = pygame.display.set_mode((640, 480), pygame.FULLSCREEN | pygame.DOUBLEBUF)
        self.screen = pygame.display.set_mode((640, 480), pygame.HWSURFACE)
        pygame.display.set_caption('VacuumFire')
        #pygame.display.toggle_fullscreen()
        pygame.mouse.set_visible(0)
        #icon
        icon, foo = utils.load_image('icon.png')
        pygame.display.set_icon(icon)

        intro = Intro(self.screen)
        vacuum = False
        self.clock = pygame.time.Clock()

        #Load musics
        self.music = {}
        self.music['game'] = utils.load_sound('level_1.ogg')
        self.music_game_playing = False
        self.music['intro'] = utils.load_sound('intro.ogg')
        self.music['intro'].play()


        #Loop intro or game depending on intro's state
        while 1:
            self.clock.tick(50)
            if intro.menu_finished == False:
                intro.loop()
            else:
                self.music['intro'].stop()
                if self.music_game_playing == False:
                    self.music['game'].play()
                    self.music_game_playing = True
                if vacuum == False:
                    vacuum = Vacuum(self.screen)
                if vacuum.scene_finished == True:
                    intro = Intro(self.screen)
                    vacuum = False
                else:
                    vacuum.loop()
            pygame.display.flip()
Example #11
0
def main():
	#pygame init
	pygame.mixer.pre_init(SAMPLE_RATE, BIT, CHANNELS, BUFFER_SIZE)
	pygame.init()
	pygame.display.set_mode((WIDTH, HEIGHT))
	pygame.display.set_caption('PyTone')

	#make background
	background = Gradient((WIDTH, HEIGHT), GRAD_START, GRAD_END)

	#path to medias
	path = 'media/'

	pygame.display.set_icon(pygame.image.load(path + 'petrol.png'))

	#intro duration in milliseconds
	duration = 4000

	#states
	intro = Intro(background, path, duration)
	menu = Menu(background, path)
	game = Game(background, path)
	instructions = Instructions(background, path)

	intro.run()

	#storing return value from menu
	running = True
	while running:
		option = menu.run()
		if option == NEW_GAME:
			option = game.run()

		elif option == INSTRUCTIONS:
			instructions.run()
		elif option == PRACTICE:
			#intro.run()
			game.set_practise(True)
			game.run()
			game.set_practise(False)

		#no elif here to make different states be able to quit as well
		if option == pygame.locals.QUIT:
			pygame.quit()
			running = False
Example #12
0
def intro(status):
    """
    Introduction Scene
    :param status: A boolean ready to capture User Event
    :return: Updated Status Param
    """
    current = Intro()
    if current.status:
        status = current.status
    return status
Example #13
0
    def __init__(self):
        pygame.init()
        self.settings = Settings()
        self.settings.reset()
        self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        self.intro = Intro(self.screen, self.settings)
        self.menu = Menu(self.screen, self.settings)
        pygame.display.set_caption("Pacman Portal")

        self.maze = Maze(self.screen, mazefile='pacmap.txt')

        self.pacman = Pacman(self.screen)

        self.dashboard = Dashboard(self.screen)

        self.portal_enter = Portal("Enter", self.screen, self.settings)
        self.portal_exit = Portal("Exit", self.screen, self.settings)

        scoresheet = open('scoresheet.txt', 'r')
        self.settings.score_high = int(scoresheet.read())
Example #14
0
 def showIntro(self):
     myintro = Intro()
     mytextlist = ['Welcome to PyDF',
                   'd + mouse for digging',
                   'h + mouse for channeling',
                   'i + mouse to designate item dump',
                   'o + mouse selects items for dumping',
                   'k + arrows to inspect tile content',
                   's to save or l to load map from disk',
                   'arrow keys to move the viewport around',
                   'shift + < or > goes UP and DOWN Z levels',
                   'shift + arrow keys to move 10 tiles at a time',
                   'spacebar unpauses the game or pauses',
                   'Esc quits',
                   '',
                   'Press any key to continue']
     hoffset = self.tw
     voffset = self.tw * 2
     for item in mytextlist:
         myintro.drawText(item, self.screen, hoffset, voffset)
         voffset += self.tw * 2
                     
     pygame.display.update()
     myintro.waitForKey()
     self.intro = False
Example #15
0
    def run(self):
        menu = Menu(self.screen)
        hs_screen = HighScoreScreen(self.screen, self.score_keeper)
        intro_seq = Intro(self.screen)
        e_loop = EventLoop(
            loop_running=True,
            actions={pygame.MOUSEBUTTONDOWN: menu.check_buttons})

        while e_loop.loop_running:
            self.clock.tick(60)  # 60 fps limit
            e_loop.check_events()
            self.screen.fill(PacManPortalGame.BLACK_BG)
            if not menu.hs_screen:
                intro_seq.update()  # display intro/menu
                intro_seq.blit()
                menu.update()
                menu.blit()
            else:
                hs_screen.blit()  # display highs score screen
                hs_screen.check_done()
            if menu.ready_to_play:
                pygame.mixer.music.stop()  # stop menu music
                self.play_game()  # player selected play, so run game
                for g in self.ghosts:
                    g.reset_speed()
                menu.ready_to_play = False
                self.score_keeper.save_high_scores(
                )  # save high scores only on complete play
                hs_screen.prep_images()  # update high scores page
                hs_screen.position()
            elif not pygame.mixer.music.get_busy():
                pygame.mixer.music.play(-1)  # music loop
            pygame.display.flip()
Example #16
0
    def showIntro(self):
        intro = Intro()
        text_list = [
            "Welcome to PyDF",
            "d + mouse for digging",
            "h + mouse for channeling",
            "i + mouse to designate item dump",
            "o + mouse selects items for dumping",
            "k + arrows to inspect tile content",
            "s to save or l to load map from disk",
            "arrow keys to move the viewport around",
            "shift + < or > goes UP and DOWN Z levels",
            "shift + arrow keys to move 10 tiles at a time",
            "spacebar unpauses the game or pauses",
            "Esc quits",
            "",
            "Press any key to continue",
        ]
        hoffset = self.tw
        voffset = self.tw * 2
        for item in text_list:
            intro.drawText(item, self.screen, hoffset, voffset)
            voffset += self.tw * 2

        pygame.display.update()
        intro.waitForKey()
        self.intro = False
Example #17
0
File: game.py Project: Nando96/pac
    def play(self):
        menu = Menu(self.screen)
        hs_screen = HighScoreScreen(self.screen, self.score_keeper)
        intro_seq = Intro(self.screen)
        loop = Events(runs=True, actions={pygame.MOUSEBUTTONDOWN: menu.check})

        while loop.runs:
            self.clock.tick(60)
            loop.check_events()
            self.screen.fill((0, 0, 0))
            if not menu.hs_screen:
                intro_seq.update()
                intro_seq.blit()
                menu.update()
                menu.blit()
            else:
                hs_screen.blit()
                hs_screen.check_done()
            if menu.ready_to_play:
                pygame.mixer.music.stop()
                pygame.mixer.music.load('sounds/waka.wav')
                pygame.mixer.music.play()
                self.play_game()
                menu.ready_to_play = False
                self.score_keeper.save_high_scores()
                hs_screen.prep_images()
                hs_screen.position()
            elif not pygame.mixer.music.get_busy():
                pygame.mixer.music.play(-1)
            pygame.display.flip()
 def submit(self, action):
     if action == "startgame":
         self.next = Intro()
         self.pause()
         self.quit()
     elif action == "continue":
         self.next = ContMapSelect()
         self.pause()
         self.quit()
     elif action == "custom":
         self.next = MapSelect("custom_maps")
         self.pause()
         self.quit()
     elif action == "editor":
         self.next = Editor()
         self.pause()
         self.quit()
     elif action == "exit":
         self.quit()
Example #19
0
    def __init__(self):
        smach.StateMachine.__init__(self, outcomes=['finished', 'failed'])

        with self:

            smach.StateMachine.add('SELECT_SCENARIO',
                                   SelectScenario(),
                                   transitions={
                                       'pause': 'SELECT_SCENARIO',
                                       'intro': 'INTRO',
                                       'roses': 'ROSES',
                                       'ball': 'BALL',
                                       'failed': 'failed'
                                   })

            smach.StateMachine.add('SELECT_PAUSE',
                                   SelectPause(),
                                   transitions={
                                       'succeeded': 'SELECT_SCENARIO',
                                       'failed': 'failed'
                                   })

            smach.StateMachine.add('INTRO',
                                   Intro(),
                                   transitions={
                                       'finished': 'SELECT_PAUSE',
                                       'failed': 'failed'
                                   })

            smach.StateMachine.add('ROSES',
                                   Roses(),
                                   transitions={
                                       'finished': 'SELECT_SCENARIO',
                                       'failed': 'failed'
                                   })

            smach.StateMachine.add('BALL',
                                   BallHandling(),
                                   transitions={
                                       'finished': 'SELECT_SCENARIO',
                                       'failed': 'failed'
                                   })
Example #20
0
 def handle_event(self, event):
     if event.type == KEYDOWN and event.key == K_ESCAPE:
         self.game.change_scene(Intro(self.game, True))
     elif event.type == KEYDOWN and event.key == K_F10:
         self.levelFinished()
     elif event.type is MOUSEMOTION:
         pass
     elif event.type is MOUSEBUTTONDOWN:
         if event.button <> 1:
             return
         self.picker.set_position(event.pos)
         self.root_node.accept(self.picker)
         if len(self.picker.hits) > 0:
             for hit in self.picker.hits:
                 return
         else:
             h = rectaHandler(self)
             npos = self.worldPosFromMouse(event.pos)
             if self.isValid(npos):
                 self.push_handler(h(npos))
    def __init__(self, game_opts):
        super(GameManager, self).__init__()

        self.scenes = FSM()

        # TODO: find a way of applying lazy initialisation
        # on level creation - a level should be created only
        # right before executed
        # flev = LevelFactory().create_level(
        #     constants.SCENES['level_one'],
        #     game_opts)
        flev = LevelFactory().create_level(constants.SCENES['level_one'])

        # set and group the scenes
        scenes = (Intro(game_opts), Menu(game_opts), flev)

        # add the scenes to the state machine
        for s in scenes:
            self.scenes.add_state(s)

        # enable the default state
        self.scenes.active_state = scenes[0]
Example #22
0
class ScreamingBird(object):
    def __init__(self):
        self.screen = pygame.display.set_mode((SCREENWIDTH, SCREENHEIGHT))
        pygame.display.set_caption('Screaming Bird')
        self.pipegap = 120
        self.intro = Intro(self.screen)
        self.highScore = HighScore(self.screen)
        self.settings = Setting(self.screen)

    def run(self):
        playing = True
        mode = 'intro'
        count = 0
        while playing:
            # print(self.pipegap)
            if mode == 'intro' or mode[0] == 'intro':
                if count > 0:
                    self.__init__()
                if mode != 'intro':
                    print(mode[1])
                    self.pipegap = mode[1]
                mode = self.intro.run()
            elif mode == 'game':
                self.game = Game(self.screen, self.pipegap)
                print(self.pipegap)
                mode = self.game.run()
            elif mode == 'highscore':
                mode = self.highScore.run()
            elif mode[0] == 'gameover':
                count += 1
                self.scoreAppend = True
                self.gameOver = GameOver(self.screen, mode[1])
                mode = self.gameOver.run()
            elif mode == 'settings':
                mode = self.settings.run()
            elif mode == 'quit':
                playing = False
        pygame.quit()
Example #23
0
def startup_screen(config, game_stats, screen):
    """Display an introductory startup screen for the game, return False if the user wishes to quit,
    True if the user is ready to play"""
    title_screen = Intro(config, game_stats, screen)
    title_screen.prep_image()
    button = Button(config, screen, 'Play')
    intro = True

    while intro:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return False
            elif event.type == pygame.MOUSEBUTTONDOWN:
                click_x, click_y = pygame.mouse.get_pos()
                game_stats.game_active = button.check_button(click_x, click_y)
                intro = not game_stats.game_active
        screen.fill(config.bg_color)
        title_screen.show_menu()
        button.draw_button()
        pygame.display.flip()

    return True
Example #24
0
class Engine:

#-------------------------------------------------------------------------------------------------------
	def __init__( self ):

		self.core = Core( 60, 1024, 768, "Ninja" )

		self.intro = Intro()

		self.menu_background = Texture( "menu/background.png" )
		self.menu_title = Menu_title()
		self.menu_play_button = Menu_play_button()
		self.menu_git_button = Menu_link_button( "menu/git.png", "https://github.com/Adriqun" )
		self.menu_google_button = Menu_link_button( "menu/google.png", "https://en.wikipedia.org/wiki/Ninja" )
		self.menu_facebook_button = Menu_link_button( "menu/facebook.png", "nothing", True )
		self.menu_twitter_button = Menu_link_button( "menu/twitter.png", "nothing", True )
		self.menu_music_button = Menu_music_button( "menu/music.png" )
		self.menu_chunk_button = Menu_music_button( "menu/chunk.png", 1 )
		self.menu_exit_log = Menu_exit_log()
		self.menu_author_log = Menu_author_log()
		self.menu_game_log = Menu_link_button( "menu/game.png", "nothing", True )
		self.menu_settings_log = Menu_link_button( "menu/settings.png", "nothing", True )
		self.menu_score_log = Menu_score_log()
		self.menu_music = Menu_music( "menu/Rayman Legends OST - Moving Ground.mp3" )
		
		self.wall = Wall()
		self.hero = Hero()
		self.menu_log = Menu_log()
		self.map = Map()
	
#-------------------------------------------------------------------------------------------------------

	def load( self ):

		self.core.setState( -1 )

		self.intro.load( self.core.getWidth(), self.core.getHeight() )

		self.menu_title.load( self.core.getWidth() )
		self.menu_play_button.load( self.core.getWidth(), self.core.getHeight() )
		self.menu_git_button.load( self.core.getWidth(), 10 )
		self.menu_google_button.load( self.core.getWidth(), self.menu_git_button.getBot() )
		self.menu_facebook_button.load( self.core.getWidth(), self.menu_google_button.getBot() )
		self.menu_twitter_button.load( self.core.getWidth(), self.menu_facebook_button.getBot() )
		self.menu_music_button.load( 10 )
		self.menu_chunk_button.load( self.menu_music_button.getBot() )
		self.menu_exit_log.load( self.core.getWidth(), self.core.getHeight() )
		self.menu_author_log.load( self.menu_play_button.getLeft()+5, self.core.getWidth(), self.menu_title.getBot() +150, self.menu_play_button.getBot() )
		self.menu_game_log.load( self.menu_author_log.getRight(), self.menu_play_button.getBot() +10, True )
		self.menu_settings_log.load( self.menu_game_log.getRight(), self.menu_play_button.getBot() +10, True )
		self.menu_score_log.load( self.menu_settings_log.getRight(), self.core.getWidth(), self.menu_title.getBot() +150, self.menu_play_button.getBot() )

		self.wall.load()
		self.hero.load( self.core.getWidth(), self.core.getHeight() )
		self.menu_log.load( self.core.getWidth(), self.core.getHeight() )
		self.map.load()

#-------------------------------------------------------------------------------------------------------	

	def handle( self ):
		for event in pygame.event.get():

			if event.type == pygame.QUIT:
				self.core.setQuit()

#-------------------------------------------------------------------------------------------------------

			if self.core.getState() == 0:
				
				if self.menu_play_button.getState() == 0:
					self.menu_exit_log.handle( event )

				#HANDLE IF AUTHOR BUTTON == OFF AND SCORE BUTTON == OFF
				if self.menu_author_log.getState() == 0 and self.menu_score_log.getState() == 0:
					self.menu_play_button.handle( event )
					self.menu_git_button.handle( event )
					self.menu_google_button.handle( event )
					self.menu_music_button.handle( event )
					self.menu_chunk_button.handle( event )
				if self.menu_score_log.getState() == 0:
					self.menu_author_log.handle( event )
				if self.menu_author_log.getState() == 0:
					self.menu_score_log.handle( event )

#-------------------------------------------------------------------------------------------------------

			if self.core.getState() == 1:
				
				self.menu_log.handle( event )
				#HANDLE IF MENU_LOG == OFF
				if self.menu_log.getState() == 0:
					self.hero.handle( event )
				
#-------------------------------------------------------------------------------------------------------

	def states( self ):

#-------------------------------------------------------------------------------------------------------STATE -1

		if self.core.getState() == -1:
			self.intro.draw( self.core.getWindow() )
			if self.intro.getQuit():
				self.intro.free()
				del self.intro
				self.menu_music.play()#MENU MUSIC
				self.core.setState( 0 )
		

#-------------------------------------------------------------------------------------------------------STATE 0

		if self.core.getState() == 0:

			#FADE IN
			if self.menu_play_button.getState() != 1 and self.menu_exit_log.getState() == 0:
				self.menu_background.fadein( 5 )
				self.menu_title.fadein( 5 )
				self.menu_play_button.fadein( 5 )
				self.menu_git_button.fadein( 5 )
				self.menu_google_button.fadein( 5 )
				self.menu_facebook_button.fadein( 5 )
				self.menu_twitter_button.fadein( 5 )
				self.menu_music_button.fadein( 5 )
				self.menu_chunk_button.fadein( 5 )
				self.menu_author_log.fadein( 5 )
				self.menu_game_log.fadein( 5 )
				self.menu_settings_log.fadein( 5 )
				self.menu_score_log.fadein( 5 )
				self.menu_music.setVolume( 1.0 )

			#DRAW ALWAYS IN MENU STATE
			self.menu_background.draw( self.core.getWindow() )
			self.menu_title.draw( self.core.getWindow() )
			self.menu_exit_log.draw( self.core.getWindow() )
			#DRAW IF AUTHOR BUTTON == OFF AND SCORE BUTTON == OFF
			if self.menu_author_log.getState() == 0 and self.menu_score_log.getState() == 0:
				self.menu_git_button.draw( self.core.getWindow() )			
				self.menu_google_button.draw( self.core.getWindow() )
				self.menu_facebook_button.draw( self.core.getWindow() )
				self.menu_twitter_button.draw( self.core.getWindow() )
				self.menu_play_button.draw( self.core.getWindow() )
				self.menu_music_button.draw( self.core.getWindow() )
				self.menu_chunk_button.draw( self.core.getWindow() )
				self.menu_game_log.draw( self.core.getWindow() )
				self.menu_settings_log.draw( self.core.getWindow() )

			if self.menu_score_log.getState() == 0:
				self.menu_author_log.draw( self.core.getWindow() )
			if self.menu_author_log.getState() == 0:
				self.menu_score_log.draw( self.core.getWindow() )

			#IF USER TURN ON/OFF CHUNKS
			if self.menu_chunk_button.getState():
				self.menu_play_button.setState()
				self.menu_git_button.setState()
				self.menu_google_button.setState()
				self.menu_music_button.setState()
				self.menu_chunk_button.setState()
				self.menu_author_log.setState()
				self.menu_score_log.setState()
			#IF USER TURN ON/OFF MUSIC
			if self.menu_music_button.getState():
				self.menu_music.pause()

			#IF USER PRESS Q - EXIT
			if self.menu_exit_log.getState() == 1:
				self.menu_background.fadeout( 6, 120 )
				self.menu_title.fadeout( 6, 120 )
				self.menu_play_button.fadeout( 6, 120 )
				self.menu_git_button.fadeout( 6, 120 )
				self.menu_google_button.fadeout( 6, 120 )
				self.menu_facebook_button.fadeout( 6, 120 )
				self.menu_twitter_button.fadeout( 6, 120 )
				self.menu_music_button.fadeout( 6, 120 )
				self.menu_chunk_button.fadeout( 6, 120 )
				self.menu_author_log.fadeout( 6, 120 )
				self.menu_game_log.fadeout( 6, 120 )
				self.menu_settings_log.fadeout( 6, 120 )
				self.menu_score_log.fadeout( 6, 120 )
				self.menu_music.setVolume( 0.3 )

			elif self.menu_exit_log.getState() == 2:
				self.menu_background.fadeout( 6 )
				self.menu_title.fadeout( 6 )
				self.menu_play_button.fadeout( 6 )
				self.menu_git_button.fadeout( 6 )
				self.menu_google_button.fadeout( 6 )
				self.menu_facebook_button.fadeout( 6 )
				self.menu_twitter_button.fadeout( 6 )
				self.menu_music_button.fadeout( 6 )
				self.menu_chunk_button.fadeout( 6 )
				self.menu_author_log.fadeout( 6 )
				self.menu_game_log.fadeout( 6 )
				self.menu_settings_log.fadeout( 6 )
				self.menu_score_log.fadeout( 6 )
			if self.menu_exit_log.getState() == 2 and self.menu_background.getAlpha() == 0:
				self.core.setQuit()

			#IF USER CLICK PLAY BUTTON
			if self.menu_play_button.getState() == 1:
				self.menu_background.fadeout( 6 )
				self.menu_title.fadeout( 6 )
				self.menu_play_button.fadeout( 6 )
				self.menu_git_button.fadeout( 6 )
				self.menu_google_button.fadeout( 6 )
				self.menu_facebook_button.fadeout( 6 )
				self.menu_twitter_button.fadeout( 6 )
				self.menu_music_button.fadeout( 6 )
				self.menu_chunk_button.fadeout( 6 )
				self.menu_author_log.fadeout( 6 )
				self.menu_game_log.fadeout( 6 )
				self.menu_settings_log.fadeout( 6 )
				self.menu_score_log.fadeout( 6 )
				if self.menu_music.isPaused() == False:
					self.menu_music.fadeOut()

				if self.menu_play_button.getAlpha() == 0:
					self.menu_play_button.setNext( 0 )
					self.core.setState( 1 )

#-------------------------------------------------------------------------------------------------------STATE 1
		
		if self.core.getState() == 1:
			
			#FADE IN IF PAUSE BUTTON == OFF AND MENU_LOG == OFF
			if self.menu_log.getState() == 0:
				self.wall.fadein( 5 )
				self.hero.fadein( 5 )
				self.map.fadein( 5 )
			elif self.menu_log.getState() == 1:
				self.wall.fadeout( 6, 130 )
				self.hero.fadeout( 6, 130 )
				self.map.fadeout( 6, 130 )
			elif self.menu_log.getState() == 2:
				self.wall.fadeout( 6 )
				self.hero.fadeout( 6 )
				self.map.fadeout( 6 )
				if self.wall.getAlpha() == 0:
					self.menu_log.setState( 0 )
					if self.menu_music.isPaused() == False:
						self.menu_music.play()
					self.core.setState( 0 ) #Back to menu
			
			#DRAW
			self.wall.draw( self.core.getWindow() )
			self.hero.draw( self.core.getWindow() )
			self.menu_log.draw( self.core.getWindow() )
			self.map.draw( self.core.getWindow() )














	def loop( self ):
		while not self.core.isQuit():
			self.handle()
			self.core.fillDisplay()
			self.states()
			self.core.tickClock()
			pygame.display.update()
			
	def quit( self ):
		pygame.quit()
Example #25
0
def main():
    Intro()
Example #26
0
 def update_event(self, event):
     if event.type == KEYDOWN and event.key == K_ESCAPE:
         self.game.change_scene(Intro(self.game, True))
     elif event.type == KEYDOWN:
         self.game.change_scene(self.nextScene(self.game))
Example #27
0
import sys
from time import sleep
from open_file import OpenFile
import webbrowser
from git_upload import Upload
from create_file import CreateFile

print("""
||||||||  ||||      ||  ||||||||       ||||||||
||        || ||     ||  ||      ||   ||        ||
||||||||  ||  ||    ||  ||       ||  ||        ||
||        ||    ||  ||  ||      ||   ||        ||
||||||||  ||      ||||  ||||||||       ||||||||
""")

intro = Intro('https://api.jsonbin.io/b/5c26fbae412d482eae5706fc')
intro.show_details()
web_data = 'https://api.jsonbin.io/b/5c26bd046265442e46fe1f1c/3'
app_data = 'https://api.jsonbin.io/b/5c2ea1c57b31f426f8508620/5'
installer = Installer()
upload = Upload()

def endo():
    command = input()
    command = command.lower()
    if (command[:14]) == 'create project':
        website_name = command[17:]
        upload.repository_name = website_name
        data = GetData(web_data)
        if hasattr(data, 'is_loaded') and data.is_loaded == True:
            installer.run_installer(data.json_data, website_name)
Example #28
0
def input_listener(self):
    render_rate = 0
    anim = True
    while True:
        start_time = time.time()
        key = None
        if terminal.has_input() or self.pause == True:
            key = terminal.read()
        ###################
        ## Mouse catcher ## need to catch all mouse input or pause doesn't work
        ###################
        if (key == terminal.TK_MOUSE_SCROLL):
            print('mouse')
            self.tile_size -= int(terminal.state(terminal.TK_MOUSE_WHEEL))
            terminal.set(f"font: MegaFont.ttf, size={self.tile_size}")
            key = None
            continue
        if (key == terminal.TK_MOUSE_RIGHT):
            key = None
            continue

        if self.input_state == 'main':
            self.pause = True
            if (key == terminal.TK_MOUSE_LEFT):
                self.main_menu(0, terminal.state(terminal.TK_MOUSE_X),
                               terminal.state(terminal.TK_MOUSE_Y), True,
                               False)
            if (key == terminal.TK_MOUSE_MOVE):
                self.main_menu(0, terminal.state(terminal.TK_MOUSE_X),
                               terminal.state(terminal.TK_MOUSE_Y), False,
                               False)
                key = None
            if (key == terminal.TK_UP or key == terminal.TK_KP_8):
                self.main_menu(-1, 0, 0, False, False)
            if (key == terminal.TK_DOWN or key == terminal.TK_KP_2):
                self.main_menu(1, 0, 0, False, False)
            if (key == terminal.TK_ENTER):
                self.main_menu(0, 0, 0, False, True)
            if (key == terminal.TK_ESCAPE) and self.coords != []:
                self.input_state = 'sector'
                key = None
        if self.input_state == 'intro':
            Intro.play_intro(self, 1)
            if (key == terminal.TK_ENTER) or (key == terminal.TK_ESCAPE) or (
                    key == terminal.TK_MOUSE_LEFT):
                self.main_menu(0, 0, 0, False, False)
        if self.input_state == 'sector loaded':
            print('loaded')
            if (key == terminal.TK_ENTER) or (key == terminal.TK_ESCAPE) or (
                    key == terminal.TK_MOUSE_LEFT):
                self.input_state = 'sector'
                terminal.clear()
                key = None
        if self.input_state == 'sector':
            if (key == terminal.TK_LEFT or key == terminal.TK_KP_4
                    or key == terminal.TK_KP_7 or key == terminal.TK_KP_1):
                self.move_character(0, -1, 0)
            if (key == terminal.TK_RIGHT or key == terminal.TK_KP_6
                    or key == terminal.TK_KP_3 or key == terminal.TK_KP_9):
                self.move_character(0, 1, 0)
            if (key == terminal.TK_UP or key == terminal.TK_KP_8
                    or key == terminal.TK_KP_9 or key == terminal.TK_KP_7):
                self.move_character(0, 0, -1)
            if (key == terminal.TK_DOWN or key == terminal.TK_KP_2
                    or key == terminal.TK_KP_1 or key == terminal.TK_KP_3):
                self.move_character(0, 0, 1)
            if (key == terminal.TK_W or key == terminal.TK_KP_MINUS):
                self.move_character(-1, 0, 0)
            if (key == terminal.TK_S or key == terminal.TK_KP_PLUS):
                self.move_character(1, 0, 0)
            if (key == terminal.TK_SPACE):
                self.pause = not self.pause
            if self.pause:
                self.dev_console("[color=yellow]PAUSED  ", 0)
            else:
                self.dev_console("[color=dark red]realtime", 0)
            ########################
            ## animation modifier ##
            ########################
            render_rate += 1
            if render_rate >= 15:
                render_rate = 0
                anim = True
            render_starchart(self, anim)
            if (key == terminal.TK_ESCAPE):
                self.main_menu(0, 0, 0, False, False)
        # always active
        if (key == terminal.TK_CLOSE):
            break
        if (key == terminal.TK_RESIZED):
            print('hello')
        anim = False

        ##########################
        # mainloop frame counter #
        ##########################
        delta = int(time.time() * 1000 - start_time * 1000)
        target_framerate = 15
        if delta < target_framerate:
            terminal.delay(target_framerate - delta)
        if self.input_state != 'intro' and self.input_state != 'main' and self.dev_mode == True:
            # main loop time in milliseconds
            self.dev_console("Loop: " + str(delta), 2)
            # current frames per second (not averaged)
            self.dev_console(
                "FPS: " + str(int(1.0 / (time.time() - start_time))), 3)
Example #29
0
 def update_event(self, event):
     if event.type == KEYDOWN or event.type == MOUSEBUTTONDOWN:
         self.game.change_scene(Intro(self.game, True))
Example #30
0
def main():


    # in a compiled exe this can be called.
    if "analyse_play.py" in sys.argv:
        import analyse_play
        analyse_play.main()
        return


    data.where_to = ""


    #print "Hello from your game's main()"
    #print data.load('sample.txt').read()
    
    #pygame.mixer.pre_init(44100,-16,2, 1024* 4)
    #pygame.mixer.pre_init(44100,-16,2, 1024* 4) 

    pygame.init()
    pygame.fastevent.init()

    pygame.threads.init(4)



    analyse_thread.init()



    # start playing intro track, before the screen comes up.
    if 1:
        if 1:
            intro_track = os.path.join("data", "intro.ogg")
            intro_sound_big = pygame.mixer.Sound(open(intro_track, "rb"))
            intro_sound_big.play(-1)
        else:
            try:
                intro_track = os.path.join("data", "intro.ogg")
                pygame.mixer.music.load(intro_track)
                pygame.mixer.music.play(-1)
            except:
                print "failed playing music track: '%s'" % intro_track


    else:
        

        print "1 asdf"

        
        intro_track = os.path.join("data", "intro.ogg")
        print "2 asdf"

        intro_sound = pygame.mixer.Sound(open(intro_track, "rb"))
        
        print "3 asdf"
        
        intro_array = _array_samples(intro_sound, 1)[:705600/2]

        print "4 asdf"
        
        # assert len(intro_array) == 705600

        for i in range(1):  # 4 x longer
            intro_array = numpy.append(intro_array, intro_array, 0)

        print "5 asdf"

        intro_sound_big = pygame.sndarray.make_sound(intro_array)

        print "6 asdf"

        
        pygame.time.set_timer(constants.INTRO_FADEOUT, 31000)
        intro_sound_big.play()

        print "7 asdf"
        

    screen = pygame.display.set_mode(constants.SCREEN_SIZE)
    

    top = Top(name = "Eye stabs.  Do you?")
    top.set_main()

    # Add the intro as a child Game to the top Game.
    intro = Intro(name ="eye stab intro")
    
    intro.loop_ogg = intro_sound_big


    top.video_intro = VideoPlayer()
    intro.games.append(top.video_intro)

    top.gig_select = GigSelect(screen.copy())
    top.games.append(top.gig_select)
    top.gig_select.stop()
    #intro = top.gig_select


    # store the player object.
    #player.player = player.Player()


    top.eyefix = EyeFixResult()
    top.games.append(top.eyefix)
    top.eyefix.stop()
    #intro = top.eyefix

    top.doctors_surgery = DoctorsSurgery(screen.copy())
    top.games.append(top.doctors_surgery)
    top.doctors_surgery.stop()



    top.games.append(intro)
    top.intro = intro

    





    note_guess = NoteGuess(name="Eye stabs.    Note Guess")

    # stop the note_guess part, because we are not ready yet.
    note_guess.stop()
    top.games.append(note_guess)
    top.note_guess = note_guess
    


    import urdpyg.sounds
    data.sounds = urdpyg.sounds.SoundManager()
    data.sounds.Load(urdpyg.sounds.SOUND_LIST, os.path.join("data", "sounds"))






    clock = pygame.time.Clock()
    clock.tick()
    
    while top.going:
        elapsed_time = clock.get_time()
        if elapsed_time:
            elapsed_time = elapsed_time / 1000.


        # speed up time...
        #elapsed_time *= 4

        events = pygame.fastevent.get()

        if [e for e in events if e.type == constants.INTRO_FADEOUT]:
            intro_sound_big.fadeout(1000)
            # intro_sound_big.stop()

        # we pass in the events so all of them can get the events.
        top.handle_events(events)

        # each part that uses time, for animation or otherwise
        #   gets the same amount of elapsed time.  This also reduces the
        #   number of system calls (gettimeofday) to one per frame.
        top.update(elapsed_time)
        
        data.sounds.Update(elapsed_time)



        # the draw method retunrns a list of rects, 
        #   for where the screen needs to be updated.
        rects = top.draw(screen)

        # remove empty rects.
        rects = filter(lambda x: x != [], rects)
        #rects = filter(lambda x: type(x) not in map(type, [pygame.Rect, [], tuple([1,2])]) , rects)
        rects = filter(lambda x: type(x) not in map(type, [1]) , rects)

        # if not empty, then update the display.
        if rects != []:
            #print rects
            pygame.display.update(rects)
        #pygame.display.update(rects)
        
        # we ask the clock to try and stay at a FPS rate( eg 30fps).
        #  It won't get exactly this, but it tries to get close.
        clock.tick(constants.FPS)
        #print clock.get_fps()


    # we try and clean up explicitly, and more nicely... 
    #    rather than hoping python will clean up correctly for us.
    pygame.quit()

    
    pygame.threads.quit()

    analyse_thread.quit()
Example #31
0
from intro import Intro

Intro.game_intro()

Example #32
0
import smtplib
from intro import Intro

Intr = Intro()


def send_mail(df, mail):
    port = 587  # For starttls

    # Create a secure SSL context
    s = smtplib.SMTP('smtp.gmail.com', port)

    # start TLS for security
    s.starttls()

    # Authentication
    s.login("email", "pass")

    # message to be sent
    message = df

    try:
        # sending the mail
        s.sendmail("*****@*****.**",
                   mail, str(message))
    except:
        Intr.Warnings(cmd=Intr.WRONG_EMAIL)
    finally:
        s.quit()
Example #33
0
File: main.py Project: kenny8/siege
# создание поля
gf.create_fleet_enemy(background, enemy_group, stats.level)
gf.create_fleet(width_background, height_background, wall_group_up, wall_group_down, ground_group, ladder_group,
                door_group, end_group, traider_group, Wall(False).rect.h)
for sprite in wall_group_up:
    nn = sprite.rect.y
    break
player = Player(screen, screen_rect.centerx, nn)
player_group.add(player)
play_button = Button(screen, "Play", screen_rect.centerx - 100, screen_rect.centery, (100, 150, 50))
game_over_button = Button(screen, "New", screen_rect.centerx - 100, screen_rect.centery, (100, 150, 50))
quit_button = Button(screen, "quit", screen_rect.centerx - 100, screen_rect.centery + 70, (100, 150, 50))
return_intro_button = Button(screen, "return intro", screen_rect.centerx - 100, screen_rect.centery + 130,
                             (100, 150, 50))
camera = Camera()
intro = Intro(screen, stats)
shop = Shop(screen, stats)
help_image = gf.load_image('help.png')
while stats.game_active:
    # действия с квавиатуры и мыши
    gf.key_evens(screen, player, bullets, ladder_group, door_group, play_button, game_over_button, camera, stats, intro,
                 background, end_group, enemy_group, wall_group_down, wall_group_up, ground_group, quit_button,
                 return_intro_button, traider_group, shop)
    if stats.game_intro:
        # интро игры
        intro.blit()
    else:
        if stats.game_return:
            # переход через интро
            gf.new_fleet(screen, background, end_group, enemy_group, wall_group_down, wall_group_up, ladder_group,
                         ground_group, door_group, stats, player, camera, traider_group)
from images import Images
from maps import*
from intro import Intro
from item import*
import turtle
import math
import random
import time
import winsound

for image in Images:
    turtle.register_shape(image)

#intro screen
#------------------------------
Intro()

#main screen 
#------------------------------

wn = turtle.Screen()
wn.bgcolor("black")
wn.title("7 Dungeons Deep (7DD)")
wn.setup(1900,930)
wn.bgpic(".\\art\\background.gif")
wn.tracer(0)

particles = []

for i in range(15):
        particles.append(Particle("circle", "red", 0, 0))