def __init__(self): super(About, self).__init__() logo = sprite.Sprite('data/graphics/Shuan2D.png') logo.position = rel(0.65,0.3) self.add(logo, z=1) # Ships, weapons and devices list # Ships UI self.gui = coui.CocosUIFrame() pos = rel(0.1, 0.1) dia = coui.Dialogue('Shuan 2D gameplay prototype', moveable=False, x=pos[0], y=pos[1], content= coui.VLayout(children=[ coui.Label('This is not a game, it\'s a playable prototype,'), coui.Label('To find a latest news about the game, visit the Opensource Game Studio Website.'), coui.Label(''), coui.Label('(с) 2012-2013 Opensource Game Studio'), coui.Label('License: GPL v3'), coui.Label('Third party graphics used:'), coui.Label('"SpriteLib" by Ari Feldman (http://www.widgetworx.com)'), coui.Label('"Spaceships" and "Fighters" by Skorpio (http://opengameart.org/users/skorpio)'), coui.Label('"Free Airplane Sprite" by Mark Simpson (http://prinzeugn.deviantart.com/)'), coui.Label('Music:'), coui.Label('"In a Heartbeat" by Kevin MacLeod is licensed under a CC Attribution 3.0.'), coui.Button('Back', action = self.back), ]) ) self.gui.add(dia) self.add(self.gui, z=99)
def __init__(self): super(Options, self).__init__() logo = sprite.Sprite('data/graphics/Shuan2D.png') logo.position = rel(0.65,0.3) self.add(logo, z=1) # Options UI gui = coui.CocosUIFrame() pos = rel(0.1, 0.25) dia = coui.Dialogue('Options', name='Options', moveable=False, x=pos[0], y=pos[1], content= coui.VLayout(children=[ coui.Checkbox('Fullscreen', h=100, value=Settings().fullscreen, action=self.changeFullScreen), coui.Checkbox('Sounds', h=100, value=Settings().sound, action=self.changeSound), coui.Checkbox('Music', h=100, value=Settings().music, action=self.changeMusic), coui.Checkbox('FPS', h=100, value=Settings().fps, action=self.changeFPS), coui.Button('Back', action = self.back), ]) ) gui.add(dia) self.add(gui, z=99)
def __init__(self): super(MainMenu, self).__init__() logo = sprite.Sprite('data/graphics/Shuan2D.png') logo.position = rel(0.65,0.3) self.add(logo, z=1) # Menu UI gui = coui.CocosUIFrame() pos = rel(0.1, 0.25) dia = coui.Dialogue('Menu', name='Menu', moveable=False, x=pos[0], y=pos[1], content= coui.VLayout(children=[ coui.Button('Start', action = self.startGame), coui.Button('Mission', action = self.missions), coui.Button('Ship', action = self.ships), coui.Button('Options', action = self.options), coui.Button('About', action = self.about), coui.Button('Quit', action = self.quit), ]) ) gui.add(dia) self.add(gui, z=99)
def __init__(self): super(Missions, self).__init__() logo = sprite.Sprite('data/graphics/Shuan2D.png') logo.position = rel(0.65,0.3) self.add(logo, z=1) #Missions list l = [coui.Label('Current mission:'), coui.Label(missionsList[Settings().mission].name, name='Current') ] for i in xrange(0, len(missionsList)): m = missionsList[i] l.append( coui.Button(m.name, action=self.SetMissionConstructor(i))) l.append( coui.Button('Back', action = self.back)) # Missions UI self.gui = coui.CocosUIFrame() pos = rel(0.1, 0.25) dia = coui.Dialogue('Missions', name='Missions', moveable=False, x=pos[0], y=pos[1], content= coui.VLayout(children=l) ) self.gui.add(dia) self.add(self.gui, z=99)
def __init__(self): super(Ships, self).__init__() logo = sprite.Sprite('data/graphics/Shuan2D.png') logo.position = rel(0.65,0.3) self.add(logo, z=1) # Ships, weapons and devices list # Ships UI self.gui = coui.CocosUIFrame() pos = rel(0.1, 0.1) dia = coui.Dialogue('Ship settings', name='Ship', moveable=False, x=pos[0], y=pos[1], content= coui.VLayout(children=[ coui.HLayout(children=[ coui.VLayout(children=[ coui.Label('Current ship'), coui.Button(playerShips[Settings().avatarKind].name, action=self.cycleShips, name="ShipSelector"), coui.HLayout(children=[coui.Button(playerShields[Settings().avatarShields][0], name="ShieldSelector", action=self.cycleShields), coui.Button(playerReactors[Settings().avatarReactor][0], name="ReactorSelector", action=self.cycleReactors)]), coui.Button(playerEngines[Settings().avatarEngine][0], name="EngineSelector", action=self.cycleEngines), coui.Label('Main gun'), coui.Button(playerGuns[Settings().avatarGun].name, action=self.cycleGuns, name="GunSelector"), coui.Label('Additional weapons'), coui.Button('Weapon', name="Weapon1Selector", action=self.cycleWeaponConstructor(1)), coui.HLayout(children=[ coui.Button('Weapon', name="Weapon2Selector", action=self.cycleWeaponConstructor(2)), coui.Button('Weapon', name="Weapon3Selector", action=self.cycleWeaponConstructor(3)) ]), coui.HLayout(children=[ coui.Button('Weapon', name="Weapon4Selector", action=self.cycleWeaponConstructor(4)), coui.Button('Weapon', name="Weapon5Selector", action=self.cycleWeaponConstructor(5)) ]), coui.Label('Devices'), coui.Button('Device', name="Device1Selector", action=self.cycleDeviceConstructor(1)), coui.Button('Device', name="Device2Selector", action=self.cycleDeviceConstructor(2)), coui.Button('Device', name="Device3Selector", action=self.cycleDeviceConstructor(3)) ]), coui.FlowLayout(w=300, children=[ coui.Label('Credits ($):'), coui.Label('0', name='Money'), coui.Label('Maneuverability Class:'), coui.Label('1', name='Speed'), coui.Label('Armor durability (du):'), coui.Label('100', name='Armor'), coui.Label('Shields power (du):'), coui.Label('0', name='Shield'), coui.Label('Shields regen (du/s):'), coui.Label('0', name='Regen'), coui.Label('Energy production:'), coui.Label('150', name='PowerIn'), coui.Label('Energy consumption:'), coui.Label('130', name='PowerOut'), coui.Label('Peak energy consumption:'), coui.Label('130', name='PeakPowerOut') ]) ]), coui.Button('Back', action = self.back), ]) ) self.gui.add(dia) element = self.gui.get_element_by_name('Weapon5Selector') if len(playerShips[Settings().avatarKind].weaponSlots) >= 7: while len(Settings().avatarWeapons) < 5: Settings().avatarWeapons.append(0) element.text = playerWeapons[Settings().avatarWeapons[4]].name element.visible = True else: element.visible = False element = self.gui.get_element_by_name('Weapon4Selector') if len(playerShips[Settings().avatarKind].weaponSlots) >= 6: while len(Settings().avatarWeapons) < 4: Settings().avatarWeapons.append(0) element.text = playerWeapons[Settings().avatarWeapons[3]].name element.visible = True else: element.visible = False element = self.gui.get_element_by_name('Weapon3Selector') if len(playerShips[Settings().avatarKind].weaponSlots) >= 5: while len(Settings().avatarWeapons) < 3: Settings().avatarWeapons.append(0) element.text = playerWeapons[Settings().avatarWeapons[2]].name element.visible = True else: element.visible = False element = self.gui.get_element_by_name('Weapon2Selector') if len(playerShips[Settings().avatarKind].weaponSlots) >= 4: while len(Settings().avatarWeapons) < 2: Settings().avatarWeapons.append(0) element.text = playerWeapons[Settings().avatarWeapons[1]].name element.visible = True else: element.visible = False element = self.gui.get_element_by_name('Weapon1Selector') if len(Settings().avatarWeapons) < 1: Settings().avatarWeapons.append(0) element.text = playerWeapons[Settings().avatarWeapons[0]].name element = self.gui.get_element_by_name('Device3Selector') if len(playerShips[Settings().avatarKind].deviceSlots) >= 3: while len(Settings().avatarDevices) < 3: Settings().avatarDevices.append(0) element.text = playerDevices[Settings().avatarDevices[2]].name element.visible = True else: element.visible = False element = self.gui.get_element_by_name('Device2Selector') if len(playerShips[Settings().avatarKind].deviceSlots) >= 2: while len(Settings().avatarDevices) < 2: Settings().avatarDevices.append(0) element.text = playerDevices[Settings().avatarDevices[1]].name element.visible = True else: element.visible = False element = self.gui.get_element_by_name('Device1Selector') if len(Settings().avatarDevices) < 1: Settings().avatarDevices.append(0) element.text = playerDevices[Settings().avatarDevices[0]].name self.add(self.gui, z=99)