Example #1
0
 def ready(self):
     self.scene.world = World(players=self.scene.num_players, timer=self.scene.timer)
     self.scene.navigations = []
     for player in self.scene.world.players:
         self.scene.navigations.append(Navigation(player))
     self.text.ainfo.index = 0
     self.scene.bgm.set_volume(0.7)
     self.start_sound = Sound("../resources/sound/start.wav")
     self.scene.timer.reset()
     self.scene.timer.update()
     self.ready_timer = Timer(settings.FPS*3)
     self.ready_timer.play()
Example #2
0
 def ready(self, *args, **kwargs):
     self.background = Image(u'../resources/image/main/background.png')
     self.frame = Image(u'../resources/image/main/frame.png', x=settings.STAGE_OFFSET[0]-15, y=settings.STAGE_OFFSET[1]-15)
     self.stage = Stage(args[0], args[1])
     self.bgm = BGM(u'../resources/bgm/game_intro.wav', -1, u'../resources/bgm/game_loop.wav')
     self.background.draw()
     self.frame.draw()
     self.navigation = Navigation(self.stage)
     self.sequence_mng = SceneManager({'ready':ReadySequence(self.frame, self.background),
                                       'main': MainSequence(self.stage, self.navigation), 
                                       'result':ResultSequence(self.stage, self.navigation, self.frame, self.bgm), 
                                       'pause':PauseSequence(self.navigation)})
     def init():
         if settings.DEBUG: return 'main'
         else: return 'ready'
     self.sequence_mng.change_scene(init())
     self.redraw = False
     Effect.reset()
     self.draw()
Example #3
0
class GameScene(Scene):
    def ready(self, *args, **kwargs):
        self.background = Image(u'../resources/image/main/background.png')
        self.frame = Image(u'../resources/image/main/frame.png', x=settings.STAGE_OFFSET[0]-15, y=settings.STAGE_OFFSET[1]-15)
        self.stage = Stage(args[0], args[1])
        self.bgm = BGM(u'../resources/bgm/game_intro.wav', -1, u'../resources/bgm/game_loop.wav')
        self.background.draw()
        self.frame.draw()
        self.navigation = Navigation(self.stage)
        self.sequence_mng = SceneManager({'ready':ReadySequence(self.frame, self.background),
                                          'main': MainSequence(self.stage, self.navigation), 
                                          'result':ResultSequence(self.stage, self.navigation, self.frame, self.bgm), 
                                          'pause':PauseSequence(self.navigation)})
        def init():
            if settings.DEBUG: return 'main'
            else: return 'ready'
        self.sequence_mng.change_scene(init())
        self.redraw = False
        Effect.reset()
        self.draw()
        
    def update(self):
        super(GameScene, self).update()
        self.bgm.play()
        next = self.sequence_mng.current_scene.update()
        if next:
            self.redraw = True
            self.sequence_mng.change_scene(next)
        
    def draw(self):
        super(GameScene, self).draw()
        if self.redraw:
            self.redraw = False
            self.background.draw()
            self.frame.draw()
        if self.stage.redraw_frame(): self.frame.draw() #マップのはじで回転させたとき、回転の軌跡が残ってしまうため、フレームを再描画
        rect_draw = self.stage.draw()
        rect_draw += self.navigation.draw()
        rect_draw += self.sequence_mng.current_scene.draw()
        return rect_draw