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()
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
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
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
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 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
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()
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 __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]
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()
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)
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
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
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()
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' })
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): 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 __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]
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
# 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)
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)
def update_event(self, event): if event.type == KEYDOWN or event.type == MOUSEBUTTONDOWN: self.game.change_scene(Intro(self.game, True))
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()
def main(): Intro()
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))
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))
def __init__(self, game): Scene.__init__(self, game) import sound self.root_node.background_color = (0, 0, 0, 0) am = self.actionManager = Manager() luz = self.create_image("dad.png") luz.translate = Point3(60, -10, 0) luz.scale = (12, 4.5, 0) dad_hi = self.createDad() dad_hi.translate = Point3(150, -150, 0) script = [ ("- hey...", 800), ("where am I?", 1800), ("this is not home!", 2000), ("my teleport spell must have failed", 2000), ("lets try again...", 2000), (" ", 2000), ("ouch!", 1700), ("this didn't work", 2000), ("I'll get help from above", 2300), ("I'm going up!", 2000), ] offset = 0 lines = [] for line, duration in script: l = self.create_line(line) lines.append((l, offset, duration)) offset += duration nube = [self.create_image("nube%i.png" % i) for i in range(1, 6)] [setattr(n, "translate", Point3(150, -150, 0)) for n in nube] dad = self.create_image("dad.gif") dad.translate = Point3(-350, -150, 0) self.accept() dad_hi.disable() luz.disable() [n.disable() for n in nube] [n.disable() for (n, a, x) in lines] def enable(what): def doit(): what.enable() return doit def disable(what): def doit(): what.disable() return doit am.do( None, delay(20000) + call(lambda: musique("grossini talking 1.ogg")) + delay(10600) + call(lambda: musique("grossini talking 2.ogg"))) am.do( dad, goto(Point3(150, -150, 0), duration=5000) + call(lambda: luz.enable()) + call(lambda: sound.playSoundFile("farol.wav", 1)) + delay(1500) + call(lambda: musique("Applause.wav")) + delay(2500) + call(lambda: dad.disable()) + call(lambda: dad_hi.enable()) + delay(6000) + call(lambda: sound.playSoundFile("MagiaOK.wav", 1)) + call(lambda: dad_hi.disable()) + delay(3000) + call(lambda: luz.disable()) + call(lambda: sound.playSoundFile("farol.wav", 1))) for (line, start, duration) in lines: am.do( line, delay(20000) + delay(start) + call(enable(line)) + delay(duration) + call(disable(line))) am.do( None, delay(20000 + 4 * 2000) + call(lambda: sound.playSoundFile("tomato.wav", 1))) am.do( None, delay(20000 + 5 * 2000) + call(lambda: setattr(self.root_node, "background_color", (1, 1, 1, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (0, 0, 0, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (1, 1, 1, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (0, 0, 0, 0))) + delay(100)) am.do( None, delay(20000 + duration + start) + call(lambda: self.game.change_scene(Intro(self.game, False)))) def enable(what): def doit(): what.enable() return doit def disable(what): def doit(): what.disable() return doit for i, n in enumerate(nube): am.do( n, delay(15500) + delay(400 * i) + call(enable(n)) + delay(400) + call(disable(n)))