Example #1
0
 def __init__(self, gfx):
     self.gfx = gfx
     self.keys = {}
     self.menu = Menu()
     self.gallery = Gallery()
     self.game = Tetris()
     self.state = self.Menu
     self.time_to_menu = 0
Example #2
0
 def __init__(self, gfx):
     self.gfx = gfx
     self.keys = {}
     self.menu = Menu()
     self.gallery = Gallery()
     self.game = Tetris()
     self.state = self.Menu
     self.time_to_menu = 0
Example #3
0
class Core(object):

    Menu, Running, Paused, GameOver = xrange(4)

    def __init__(self, gfx):
        self.gfx = gfx
        self.keys = {}
        self.menu = Menu()
        self.gallery = Gallery()
        self.game = Tetris()
        self.state = self.Menu
        self.time_to_menu = 0

    def run(self):

        clock = pygame.time.Clock()

        while True:

            self.keys = {}
            for event in pygame.event.get():
                self.handle_event(event)

            self.gfx.fill((0, 0, 0))

            if self.state == self.Menu:
                self.menu.render(self.gfx, self.gallery)
            else:
                if self.state == self.Running:
                    self.game.process_key_events(self.keys)
                    self.game.update()
                self.game.render(self.gfx, self.gallery)

            self.process_key_events()
            self.update()
            self.render()

            pygame.display.update()
            clock.tick(30)

    # Handle caught pygame event
    def handle_event(self, event):

        # Handle exit events.
        if event.type == QUIT:
            pygame.quit()
            sys.exit()

        # Handle key events.
        elif event.type == KEYDOWN:
            self.keys[event.key] = True
        elif event.type == KEYUP:
            if event.key in self.keys:
                del self.keys[event.key]

    def process_key_events(self):

        if K_RETURN in self.keys:
            if self.state == self.Menu:
                self.state = self.Running
                self.game.new_game()

        if K_p in self.keys:
            if self.state == self.Running:
                self.state = self.Paused
                self.game.mixer.stop_music()
            elif self.state == self.Paused:
                self.state = self.Running
                self.game.mixer.loop_music()

    def update(self):

        if self.state == self.Running:
            if self.game.game_over():
                self.game.mixer.stop_music()
                self.state = self.GameOver
                self.time_to_menu = 200
        elif self.state == self.GameOver:
            self.time_to_menu -= 1
            if not self.time_to_menu:
                self.state = self.Menu

    def render(self):

        if self.state == self.Paused:
            font = pygame.font.SysFont("OCR A Extended", 18)
            label = font.render("PAUSED", 1, (255, 255, 255))
            self.gfx.blit(label,
                          ((ScreenSize[0] / 2) - (label.get_width() / 2), 180))
Example #4
0
class Core(object):

    Menu, Running, Paused, GameOver = xrange(4)

    def __init__(self, gfx):
        self.gfx = gfx
        self.keys = {}
        self.menu = Menu()
        self.gallery = Gallery()
        self.game = Tetris()
        self.state = self.Menu
        self.time_to_menu = 0

    def run(self):
        
        clock = pygame.time.Clock()
        
        while True:
            
            self.keys = {}
            for event in pygame.event.get():
                self.handle_event(event)
                
            self.gfx.fill((0, 0, 0))

            if self.state == self.Menu:
                self.menu.render(self.gfx, self.gallery)
            else:
                if self.state == self.Running:
                    self.game.process_key_events(self.keys)
                    self.game.update()
                self.game.render(self.gfx, self.gallery)
            
            self.process_key_events()
            self.update()
            self.render()
            
            pygame.display.update()
            clock.tick(30)
            
    # Handle caught pygame event
    def handle_event(self, event):

        # Handle exit events.
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
            
        # Handle key events.
        elif event.type == KEYDOWN:
            self.keys[event.key] = True
        elif event.type == KEYUP:
            if event.key in self.keys:
                del self.keys[event.key]
            
    def process_key_events(self):
        
        if K_RETURN in self.keys:
            if self.state == self.Menu:
                self.state = self.Running
                self.game.new_game()
        
        if K_p in self.keys:
            if self.state == self.Running:
                self.state = self.Paused
                self.game.mixer.stop_music()
            elif self.state == self.Paused:
                self.state = self.Running
                self.game.mixer.loop_music()
    
    def update(self):
        
        if self.state == self.Running:
            if self.game.game_over():
                self.game.mixer.stop_music()
                self.state = self.GameOver
                self.time_to_menu = 200
        elif self.state == self.GameOver:
            self.time_to_menu -= 1
            if not self.time_to_menu:
                self.state = self.Menu

    def render(self):
        
        if self.state == self.Paused:
            font = pygame.font.SysFont("OCR A Extended", 18)
            label = font.render("PAUSED", 1, (255, 255, 255))
            self.gfx.blit(label, ((ScreenSize[0] / 2) - (label.get_width() / 2), 180))