Example #1
0
class TitleScene(Scene):
    def ready(self, *args, **kwargs):
        self.bgm = BGM(u'../resources/bgm/title_intro.wav', -1, u'../resources/bgm/title_loop.wav')
        self.player = Image(u'../resources/image/menu/title/player.png', x=410, y=-0)
        self.logo = Image(u'../resources/image/menu/title/logo.png', x=80, y=-70)
        self.play = Button(u'../resources/image/menu/title/cpu.png', w=270, h=80, x=110, y=370)
        self.vs = Button(u'../resources/image/menu/title/2p.png', w=270, h=80, x=420, y=370)
        self.hard = BombToggle(u'../resources/image/menu/title/hard.png', w=270, h=80, x=110, y=470)
        self.exit = Button(u'../resources/image/menu/title/exit.png', w=270, h=80, x=420, y=470)
        self.exit.on_release = lambda: Game.get_scene_manager().exit()
        self.vs.on_release = lambda: Game.get_scene_manager().change_scene('game', self.hard.bomb, False)
        self.play.on_release = lambda: Game.get_scene_manager().change_scene('game', self.hard.bomb, True)
        for button in [self.play, self.vs, self.hard, self.exit]:
            button.hover_sound = '../resources/sound/on_cursor.wav'
            button.press_sound = '../resources/sound/selected.wav'
        self.sprites.add(Image(u'../resources/image/menu/background.png'),
                         self.logo,self.play,self.vs,self.hard,self.exit, self.player
        )
        self.timer = Timer(60)
        self.timer.play()
        
    def update(self):
        self.bgm.play()
        self.timer.tick()
        if self.timer.now < 15:
            self.logo.y = self.timer.now*10-70
        else: 
            self.logo.y = 80
            self.sprites.update()
Example #2
0
 def update(self):
     self.navigation.gauge.is_update = True
     if not Key.is_press(K_SPACE):
         self.press = False
     if not self.press and Key.is_press(K_SPACE):
         Sound(u'../resources/sound/pause.wav').play()
         BGM.set_volume(1)
         return 'main'
Example #3
0
 def ready(self, *args, **kwargs):
     self.num_players = kwargs.get('players', 4)
     self.timer = GameTimer()
     self.sequence_manager = SceneManager()
     self.sequence_manager.set_scenes({'ready':ReadySequence(self),
                                       'game':GameSequence(self),
                                       'result':ResultSequence(self),
                                       'pause':PauseSequence(self),
                                       })
     self.bgm = BGM(u"../resources/music/main_intro.wav", -1, u"../resources/music/main_loop.wav")
     self.sequence_manager.change_scene('ready')
     self.timer.play()
Example #4
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
Example #5
0
class GameScene(Scene):
    BACKGROUND = (153,255,255)
    def ready(self, *args, **kwargs):
        self.num_players = kwargs.get('players', 4)
        self.timer = GameTimer()
        self.sequence_manager = SceneManager()
        self.sequence_manager.set_scenes({'ready':ReadySequence(self),
                                          'game':GameSequence(self),
                                          'result':ResultSequence(self),
                                          'pause':PauseSequence(self),
                                          })
        self.bgm = BGM(u"../resources/music/main_intro.wav", -1, u"../resources/music/main_loop.wav")
        self.sequence_manager.change_scene('ready')
        self.timer.play()
    def update(self):
        self.bgm.play()
        self.sequence_manager.current_scene.update()
        super(GameScene, self).update()
    def draw(self):
        super(GameScene, self).draw()
        rect = self.sequence_manager.current_scene.draw()
        return rect
Example #6
0
 def ready(self, *args, **kwargs):
     super(MainMenuScene, self).ready()
     self.bgm = BGM(u'../resources/music/title.wav', -1)
     self.cursor_sound = Sound("../resources/sound/cursor.wav")
     self.decide_sound = Sound('../resources/sound/decide.wav')
     self.decide_timer = Timer(settings.FPS*2.5)
     self.num_joypads = JoyPad.get_num_joypads()
     self.joypads = [] 
     for i in xrange(0, self.num_joypads):
         self.joypads.append(JoyPad(i))
     self.background = Image(os.path.join(self.IMAGE_PATH, "background3.png"), alpha=False)
     self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png"))
     self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"), alpha=False)
     self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"), alpha=False)
     self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"), alpha=True)
     self.cursor_threshold = [[0, 0], ] * self.num_joypads # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量
     self.cursor_move = [False] * self.num_joypads
     self.load_player_selection(self.num_joypads)
     self.logo.x = 280; self.logo.y = 20
     self.player2.x = 160; self.player2.y = 400
     self.player3.x = 380; self.player3.y = 400
     self.player4.x = 600; self.player4.y = 400
     self.config.x  = 380; self.config.y  = 460
     self.exit.x    = 600; self.exit.y    = 460
     # カーソル位置を初期化
     self.options = ((self.player2, self.player3, self.player4),
                     (None, self.config, self.exit))
     self.actions = ((lambda:self.start_game(2), # self.player2
                      lambda:self.start_game(3), # self.player3
                      lambda:self.start_game(4),)# self.player4
                    ,
                     (lambda:0, # None
                      lambda:Game.get_scene_manager().change_scene('keysetting'), #self.config
                      lambda:sys.exit()) # self.exit
                    )
     self.cursor_logical_x = 0;
     self.cursor_logical_y = 0;
     self.set_cursor_pos(0, 0)
     self.sprites.add(self.background)
     self.sprites.add(self.logo)
     self.sprites.add(self.player2)
     self.sprites.add(self.player3)
     self.sprites.add(self.player4)
     self.sprites.add(self.config)
     self.sprites.add(self.exit)
     self.sprites.add(self.cursor)
     
     self.last_press_key = [{}]
     for dummy in self.joypads:
         self.last_press_key.append({})
Example #7
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 #8
0
 def ready(self, *args, **kwargs):
     BGM.set_volume(0.4)
     self.press = True
     Mouse.show_cursor()
     self.string = Animation(u'../resources/image/main/strings.png',AnimationInfo(3,0,0,360,210,0),x=220, y=195)
     self.sprites.add(self.string)
Example #9
0
class MainMenuScene(Scene):
    BACKGROUND = (255,255,255)
    CURSOR_BORDER = 10 # カーソルを表す画像が、選択肢を表す画像からどれだけずらして配置されるか
    IMAGE_PATH = r"../resources/image/menu"
    KEY_REPEAT_TIME = 0.2 # 何秒以内の間なら、キーが押され続けていても連打とみなさないか
    
    # 2Players, 3Players, 4Playersの画像を読み込む
    def load_player_selection(self, joypad_number):
        fail = ("" if joypad_number >= 2 else "x")
        self.player2 = Image(os.path.join(self.IMAGE_PATH, "player2%s.png" % fail), alpha=False)
        
        fail = ("" if joypad_number >= 3 else "x")
        self.player3 = Image(os.path.join(self.IMAGE_PATH, "player3%s.png" % fail), alpha=False)
        
        fail = ("" if joypad_number >= 4 else "x")
        self.player4 = Image(os.path.join(self.IMAGE_PATH, "player4%s.png" % fail), alpha=False)
    
    # カーソルをx方向にdir_x、y方向にdir_yだけ動かす
    def set_cursor_pos(self, dir_x, dir_y):
        target_option = False
        while not target_option:
            # y方向
            self.cursor_logical_y += dir_y
            if self.cursor_logical_y < 0:
                self.cursor_logical_y += len(self.options)
            if self.cursor_logical_y >= len(self.options):
                self.cursor_logical_y -= len(self.options)
            
            # x方向
            self.cursor_logical_x += dir_x
            if self.cursor_logical_x < 0:
                self.cursor_logical_x += len(self.options[self.cursor_logical_y])
            if self.cursor_logical_x >= len(self.options[self.cursor_logical_y]):
                self.cursor_logical_x -= len(self.options[self.cursor_logical_y])
            
            # 描画位置の計算
            target_option = self.options[self.cursor_logical_y][self.cursor_logical_x]
        self.cursor.x = target_option.x - self.CURSOR_BORDER
        self.cursor.y = target_option.y - self.CURSOR_BORDER
    # ゲームを始める
    def start_game(self, player_number):
        self.decide_timer.play()
        self.decide_sound.play()
        self.player_number = player_number
    def ready(self, *args, **kwargs):
        super(MainMenuScene, self).ready()
        self.bgm = BGM(u'../resources/music/title.wav', -1)
        self.cursor_sound = Sound("../resources/sound/cursor.wav")
        self.decide_sound = Sound('../resources/sound/decide.wav')
        self.decide_timer = Timer(settings.FPS*2.5)
        self.num_joypads = JoyPad.get_num_joypads()
        self.joypads = [] 
        for i in xrange(0, self.num_joypads):
            self.joypads.append(JoyPad(i))
        self.background = Image(os.path.join(self.IMAGE_PATH, "background3.png"), alpha=False)
        self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png"))
        self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"), alpha=False)
        self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"), alpha=False)
        self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"), alpha=True)
        self.cursor_threshold = [[0, 0], ] * self.num_joypads # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量
        self.cursor_move = [False] * self.num_joypads
        self.load_player_selection(self.num_joypads)
        self.logo.x = 280; self.logo.y = 20
        self.player2.x = 160; self.player2.y = 400
        self.player3.x = 380; self.player3.y = 400
        self.player4.x = 600; self.player4.y = 400
        self.config.x  = 380; self.config.y  = 460
        self.exit.x    = 600; self.exit.y    = 460
        # カーソル位置を初期化
        self.options = ((self.player2, self.player3, self.player4),
                        (None, self.config, self.exit))
        self.actions = ((lambda:self.start_game(2), # self.player2
                         lambda:self.start_game(3), # self.player3
                         lambda:self.start_game(4),)# self.player4
                       ,
                        (lambda:0, # None
                         lambda:Game.get_scene_manager().change_scene('keysetting'), #self.config
                         lambda:sys.exit()) # self.exit
                       )
        self.cursor_logical_x = 0;
        self.cursor_logical_y = 0;
        self.set_cursor_pos(0, 0)
        self.sprites.add(self.background)
        self.sprites.add(self.logo)
        self.sprites.add(self.player2)
        self.sprites.add(self.player3)
        self.sprites.add(self.player4)
        self.sprites.add(self.config)
        self.sprites.add(self.exit)
        self.sprites.add(self.cursor)
        
        self.last_press_key = [{}]
        for dummy in self.joypads:
            self.last_press_key.append({})
    
    def update(self):
        self.decide_timer.tick()
        if self.decide_timer.is_over():
            Game.get_scene_manager().change_scene('game', players=self.player_number)
            self.bgm.fadeout(100)
        if self.decide_timer.is_active(): return
        self.bgm.play()
        for id, joypad in enumerate(self.joypads):
            xaxis = joypad.get_axis(0)
            yaxis = joypad.get_axis(1)
            length = sum(map(lambda x: x*x, list(self.cursor_threshold[id])))
            if abs(xaxis) > 0.5:
                self.cursor_threshold[id][0] += xaxis
                if not self.cursor_move[id] or abs(length) > 16:
                    self.cursor_sound.play()
                    self.set_cursor_pos(1 if xaxis > 0 else - 1, 0)
            if abs(yaxis) > 0.5:
                self.cursor_threshold[id][1] += yaxis
                if not self.cursor_move[id] or abs(length) > 16:
                    self.cursor_sound.play()
                    self.set_cursor_pos(0, 1 if yaxis > 0 else - 1)
            if abs(xaxis) > 0.5 or abs(yaxis) > 0.5:
                self.cursor_move[id] = True
            else:
                self.cursor_move[id] = False
            self.cursor_threshold[id] = [0, 0]
            if joypad.is_press(11):
                self.actions[self.cursor_logical_y][self.cursor_logical_x]()
Example #10
0
    def ready(self, *args, **kwargs):
        super(MainMenuScene, self).ready()
        self.bgm = BGM(u'../resources/music/title.wav', -1)
        self.cursor_sound = Sound("../resources/sound/cursor.wav")
        self.decide_sound = Sound('../resources/sound/decide.wav')
        self.decide_timer = Timer(settings.FPS * 2.5)
        self.num_joypads = JoyPad.get_num_joypads()
        self.joypads = []
        for i in xrange(0, self.num_joypads):
            self.joypads.append(JoyPad(i))
        self.background = Image(os.path.join(self.IMAGE_PATH,
                                             "background3.png"),
                                alpha=False)
        self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png"))
        self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"),
                            alpha=False)
        self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"),
                          alpha=False)
        self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"),
                            alpha=True)
        self.cursor_threshold = [
            [0, 0],
        ] * self.num_joypads  # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量
        self.cursor_move = [False] * self.num_joypads
        self.load_player_selection(self.num_joypads)
        self.logo.x = 280
        self.logo.y = 20
        self.player2.x = 160
        self.player2.y = 400
        self.player3.x = 380
        self.player3.y = 400
        self.player4.x = 600
        self.player4.y = 400
        self.config.x = 380
        self.config.y = 460
        self.exit.x = 600
        self.exit.y = 460
        # カーソル位置を初期化
        self.options = ((self.player2, self.player3, self.player4),
                        (None, self.config, self.exit))
        self.actions = (
            (
                lambda: self.start_game(2),  # self.player2
                lambda: self.start_game(3),  # self.player3
                lambda: self.start_game(4),
            )  # self.player4
            ,
            (
                lambda: 0,  # None
                lambda: Game.get_scene_manager().change_scene('keysetting'
                                                              ),  #self.config
                lambda: sys.exit())  # self.exit
        )
        self.cursor_logical_x = 0
        self.cursor_logical_y = 0
        self.set_cursor_pos(0, 0)
        self.sprites.add(self.background)
        self.sprites.add(self.logo)
        self.sprites.add(self.player2)
        self.sprites.add(self.player3)
        self.sprites.add(self.player4)
        self.sprites.add(self.config)
        self.sprites.add(self.exit)
        self.sprites.add(self.cursor)

        self.last_press_key = [{}]
        for dummy in self.joypads:
            self.last_press_key.append({})
Example #11
0
class MainMenuScene(Scene):
    BACKGROUND = (255, 255, 255)
    CURSOR_BORDER = 10  # カーソルを表す画像が、選択肢を表す画像からどれだけずらして配置されるか
    IMAGE_PATH = r"../resources/image/menu"
    KEY_REPEAT_TIME = 0.2  # 何秒以内の間なら、キーが押され続けていても連打とみなさないか

    # 2Players, 3Players, 4Playersの画像を読み込む
    def load_player_selection(self, joypad_number):
        fail = ("" if joypad_number >= 2 else "x")
        self.player2 = Image(os.path.join(self.IMAGE_PATH,
                                          "player2%s.png" % fail),
                             alpha=False)

        fail = ("" if joypad_number >= 3 else "x")
        self.player3 = Image(os.path.join(self.IMAGE_PATH,
                                          "player3%s.png" % fail),
                             alpha=False)

        fail = ("" if joypad_number >= 4 else "x")
        self.player4 = Image(os.path.join(self.IMAGE_PATH,
                                          "player4%s.png" % fail),
                             alpha=False)

    # カーソルをx方向にdir_x、y方向にdir_yだけ動かす
    def set_cursor_pos(self, dir_x, dir_y):
        target_option = False
        while not target_option:
            # y方向
            self.cursor_logical_y += dir_y
            if self.cursor_logical_y < 0:
                self.cursor_logical_y += len(self.options)
            if self.cursor_logical_y >= len(self.options):
                self.cursor_logical_y -= len(self.options)

            # x方向
            self.cursor_logical_x += dir_x
            if self.cursor_logical_x < 0:
                self.cursor_logical_x += len(
                    self.options[self.cursor_logical_y])
            if self.cursor_logical_x >= len(
                    self.options[self.cursor_logical_y]):
                self.cursor_logical_x -= len(
                    self.options[self.cursor_logical_y])

            # 描画位置の計算
            target_option = self.options[self.cursor_logical_y][
                self.cursor_logical_x]
        self.cursor.x = target_option.x - self.CURSOR_BORDER
        self.cursor.y = target_option.y - self.CURSOR_BORDER

    # ゲームを始める
    def start_game(self, player_number):
        self.decide_timer.play()
        self.decide_sound.play()
        self.player_number = player_number

    def ready(self, *args, **kwargs):
        super(MainMenuScene, self).ready()
        self.bgm = BGM(u'../resources/music/title.wav', -1)
        self.cursor_sound = Sound("../resources/sound/cursor.wav")
        self.decide_sound = Sound('../resources/sound/decide.wav')
        self.decide_timer = Timer(settings.FPS * 2.5)
        self.num_joypads = JoyPad.get_num_joypads()
        self.joypads = []
        for i in xrange(0, self.num_joypads):
            self.joypads.append(JoyPad(i))
        self.background = Image(os.path.join(self.IMAGE_PATH,
                                             "background3.png"),
                                alpha=False)
        self.logo = Image(os.path.join(self.IMAGE_PATH, "logo.png"))
        self.config = Image(os.path.join(self.IMAGE_PATH, "config.png"),
                            alpha=False)
        self.exit = Image(os.path.join(self.IMAGE_PATH, "exit.png"),
                          alpha=False)
        self.cursor = Image(os.path.join(self.IMAGE_PATH, "cursor.png"),
                            alpha=True)
        self.cursor_threshold = [
            [0, 0],
        ] * self.num_joypads  # ジョイスティックを倒したときに、axisがどれくらい倒れたかの総量
        self.cursor_move = [False] * self.num_joypads
        self.load_player_selection(self.num_joypads)
        self.logo.x = 280
        self.logo.y = 20
        self.player2.x = 160
        self.player2.y = 400
        self.player3.x = 380
        self.player3.y = 400
        self.player4.x = 600
        self.player4.y = 400
        self.config.x = 380
        self.config.y = 460
        self.exit.x = 600
        self.exit.y = 460
        # カーソル位置を初期化
        self.options = ((self.player2, self.player3, self.player4),
                        (None, self.config, self.exit))
        self.actions = (
            (
                lambda: self.start_game(2),  # self.player2
                lambda: self.start_game(3),  # self.player3
                lambda: self.start_game(4),
            )  # self.player4
            ,
            (
                lambda: 0,  # None
                lambda: Game.get_scene_manager().change_scene('keysetting'
                                                              ),  #self.config
                lambda: sys.exit())  # self.exit
        )
        self.cursor_logical_x = 0
        self.cursor_logical_y = 0
        self.set_cursor_pos(0, 0)
        self.sprites.add(self.background)
        self.sprites.add(self.logo)
        self.sprites.add(self.player2)
        self.sprites.add(self.player3)
        self.sprites.add(self.player4)
        self.sprites.add(self.config)
        self.sprites.add(self.exit)
        self.sprites.add(self.cursor)

        self.last_press_key = [{}]
        for dummy in self.joypads:
            self.last_press_key.append({})

    def update(self):
        self.decide_timer.tick()
        if self.decide_timer.is_over():
            Game.get_scene_manager().change_scene('game',
                                                  players=self.player_number)
            self.bgm.fadeout(100)
        if self.decide_timer.is_active(): return
        self.bgm.play()
        for id, joypad in enumerate(self.joypads):
            xaxis = joypad.get_axis(0)
            yaxis = joypad.get_axis(1)
            length = sum(map(lambda x: x * x, list(self.cursor_threshold[id])))
            if abs(xaxis) > 0.5:
                self.cursor_threshold[id][0] += xaxis
                if not self.cursor_move[id] or abs(length) > 16:
                    self.cursor_sound.play()
                    self.set_cursor_pos(1 if xaxis > 0 else -1, 0)
            if abs(yaxis) > 0.5:
                self.cursor_threshold[id][1] += yaxis
                if not self.cursor_move[id] or abs(length) > 16:
                    self.cursor_sound.play()
                    self.set_cursor_pos(0, 1 if yaxis > 0 else -1)
            if abs(xaxis) > 0.5 or abs(yaxis) > 0.5:
                self.cursor_move[id] = True
            else:
                self.cursor_move[id] = False
            self.cursor_threshold[id] = [0, 0]
            if joypad.is_press(11):
                self.actions[self.cursor_logical_y][self.cursor_logical_x]()