Example #1
0
 def __init__(self,screen,backgr,rcdic,basepath,libdir):
     Img.screen = screen
     Img.backgr = backgr
     CPinit(Img.screen,Img.backgr)# mandatory when using anything from the SpriteUtils
     ## Keep a original surface, because the background will be changed
     Img.backorg = backgr.convert()
     self.rcdic = rcdic
     self.clock = pygame.time.Clock()
     self.eventget = pygame.event.get
     self.basedir  = basepath
     self.libdir = libdir
     self.ttf = None # using pygame standard font
     self.gamelevels = range(1,4)
     self.gameitems = range(4)
     self.score = 0
     self.stop = 0
     file = os.path.join(self.libdir,'NumbersData','balloon.png')
     Img.balloon = load_image(file,1) 
     file = os.path.join(self.libdir,'NumbersData','shot.wav')
     Snd.boom = load_sound(file) 
     file = os.path.join(DATADIR,'wahoo.wav')
     Snd.wahoo = load_sound(file) 
     file = os.path.join(DATADIR,'bummer.wav')
     Snd.bummer = load_sound(file) 
     
     self._setup()
Example #2
0
    def start(self):
        """Mandatory method."""
        self.GoodSound=utils.load_sound(os.path.join(self.CPdatadir, 'good.ogg'))
        self.WrongSound=utils.load_sound(os.path.join(self.CPdatadir, 'wrong.ogg'))
        p = os.path.join(self.CPdatadir,'good_%s.png' % self.lang)
        if not os.path.exists(p):
            p = os.path.join(self.CPdatadir,'thumbs.png')
        self.ThumbsUp = SPSpriteUtils.MySprite(utils.load_image(p))

        i = utils.load_image(os.path.join(self.my_datadir, 'hint.png'))
        i_ro = utils.load_image(os.path.join(self.my_datadir, 'hint_ro.png'))
        self.HintBut = SimpleTransImgButton(i,i_ro, (370, 200))
        if int(self.rchash[self.theme]['show_errors']):
            self.wrongImg = SPSpriteUtils.MySprite(utils.load_image(os.path.join(self.my_datadir, 'incorrect.png')))
        else:
            self.wrongImg = None
        prev = os.path.join(self.my_datadir, 'findit_prev.png')
        prev_ro = os.path.join(self.my_datadir, 'findit_prev_ro.png')
        next = os.path.join(self.my_datadir, 'findit_next.png')
        next_ro = os.path.join(self.my_datadir, 'findit_next_ro.png')
        self.prevnextBut = TransPrevNextButton((370, 460), \
                                              self._cbf_prevnext_button, \
                                              prev, prev_ro, next, next_ro)
        self.imgdir = os.path.join(self.my_datadir, 'images', self.theme)
        if not os.path.exists(self.imgdir):
            self.imgdir = os.path.join(self.my_datadir, 'images','default')                                      
        self.score = 0
        self.AreWeDT = False
        # get language code
        loclang = utils.get_locale_local()[0]
Example #3
0
    def start(self):
        """Mandatory method."""
        self.GoodSound = utils.load_sound(
            os.path.join(self.CPdatadir, 'good.ogg'))
        self.WrongSound = utils.load_sound(
            os.path.join(self.CPdatadir, 'wrong.ogg'))
        p = os.path.join(self.CPdatadir, 'good_%s.png' % self.lang)
        if not os.path.exists(p):
            p = os.path.join(self.CPdatadir, 'thumbs.png')
        self.ThumbsUp = SPSpriteUtils.MySprite(utils.load_image(p))

        i = utils.load_image(os.path.join(self.my_datadir, 'hint.png'))
        i_ro = utils.load_image(os.path.join(self.my_datadir, 'hint_ro.png'))
        self.HintBut = SimpleTransImgButton(i, i_ro, (370, 200))
        if int(self.rchash[self.theme]['show_errors']):
            self.wrongImg = SPSpriteUtils.MySprite(
                utils.load_image(os.path.join(self.my_datadir,
                                              'incorrect.png')))
        else:
            self.wrongImg = None
        prev = os.path.join(self.my_datadir, 'findit_prev.png')
        prev_ro = os.path.join(self.my_datadir, 'findit_prev_ro.png')
        next = os.path.join(self.my_datadir, 'findit_next.png')
        next_ro = os.path.join(self.my_datadir, 'findit_next_ro.png')
        self.prevnextBut = TransPrevNextButton((370, 460), \
                                              self._cbf_prevnext_button, \
                                              prev, prev_ro, next, next_ro)
        self.imgdir = os.path.join(self.my_datadir, 'images', self.theme)
        if not os.path.exists(self.imgdir):
            self.imgdir = os.path.join(self.my_datadir, 'images', 'default')
        self.score = 0
        self.AreWeDT = False
        # get language code
        loclang = utils.get_locale_local()[0]
Example #4
0
    def __init__(self, screen, config, spawn_x, spawn_y, all_sprites):
        super(Mob, self).__init__()

        self.screen = screen

        # LOAD ASSETS
        # mandatory
        self.config = config
        self.all_sprites = all_sprites
        self.death_sounds = []
        for death_file in config.death_sound_files:
            sound = load_sound(death_file)
            self.death_sounds.append(sound)

        # optional (but common)
        if hasattr(config, 'img_file'):
            self.image = load_image(config.img_file)
        if hasattr(config, 'bullet_img_file'):
            self.bullet_image = load_image(config.bullet_img_file)
            self.shoot_sounds = []
        if hasattr(config, 'shoot_sound_files'):
            self.shoot_sounds = []
            for shoot_file in config.shoot_sound_files:
                sound = load_sound(shoot_file)
                self.shoot_sounds.append(sound)

        # get rects
        if hasattr(self, "image"):
            self.rect = self.image.get_rect()
            self.rect.x = spawn_x
            self.rect.y = spawn_y
        self.screen_rect = self.screen.get_rect()
Example #5
0
 def __init__(self):
     #pygame.mixer.pre_init(44100, -16, 2, 2048)
     pygame.mixer.init()
     if pygame.mixer:
         self.waka = load_sound('sounds/waka.wav')
         self.waka.set_volume(0.01)
         self.fruit = load_sound('sounds/fruit.wav')
         self.fruit.set_volume(0.01)
Example #6
0
    def initialise(self):
        """this function is called when the program starts.
           it initializes everything it needs, then runs in
           a loop until the function returns."""
        #Initialize Everything
        pygame.display.flip()

        #Load options
        try:
            self.options = pickle.load(open('options.p', 'rb'))
        except:
            print "No options"
            self.options = {'Difficulty':'Hard', 'Music':'Off'}

        self.game_paused = False
        #sounds
        self.sounds = {};
        self.sounds['glass'] = utils.load_sound('glass.ogg')
        self.sounds['throw'] = utils.load_sound('throw.ogg')
        #Create The Backgound
        self.background, foo = utils.load_image('back.png')

        #game variables
        self.clients_served = 0
        self.speed          = 50 #the lower the faster
        self.score          = 0
        self.mugs           = 10
        self.time           = 0 #to check the stage for clients
        self.client_score   = 500
        self.mug_score      = 500

        #Display The Background
        self.screen.blit(self.background, (0, 0))
        pygame.display.flip()


        self.level = Stage('level_1')
        #The player's ship
        self.bartender = Bartender()
        #The dash indicators

        #group that stores all enemies
        self.beers   = pygame.sprite.Group()
        #group that stores all powerups
        self.clients = pygame.sprite.Group()
        #group for information sprites in the screen, should be rendered the last one
        self.hud     = pygame.sprite.Group()
        self.font = utils.load_font('saloon.ttf', 20)


        self.game_started   = False
        self.game_finished  = False
        self.level_finished = False
Example #7
0
    def initialise(self):
        """this function is called when the program starts.
           it initializes everything it needs, then runs in
           a loop until the function returns."""
        #Initialize Everything
        pygame.init()
        self.screen = pygame.display.set_mode((640, 480))
        pygame.display.set_caption('VacuumFire')
        pygame.mouse.set_visible(0)
        #icon
        icon, foo = utils.load_image('icon.png')
        pygame.display.set_icon(icon)

        self.game_paused = False
        #sounds
        self.sounds = {};
        self.sounds['music'] = utils.load_sound('archivo.ogg')
        self.sounds['warning'] = utils.load_sound('warning.wav')
        self.sounds['powerup'] = utils.load_sound('powerup.wav')
        self.sounds['music'].play()
        #Create The Backgound
        self.background = Background(self.screen.get_size())
        #game variables
        self.score = 0
        #Display The Background
        self.screen.blit(self.background, (0, 0))
        pygame.display.flip()


        #The player's ship
        self.ship = Ship()
        #The player's ship
        self.lifemeter = LifeMeter()
        self.player    = pygame.sprite.RenderPlain((self.ship))
        #group that stores all enemies
        self.enemies    = pygame.sprite.Group()
        #group that stores all powerups
        self.powerups    = pygame.sprite.Group()
        #group that stores all the lasers the player shoots
        self.fire        = pygame.sprite.Group()
        #group for information sprites in the screen, should be rendered the last one
        self.hud         = pygame.sprite.Group()
        self.explosions  = pygame.sprite.Group()
        self.hud.add(self.lifemeter)
        #The level
        self.level = Stage('level_1')
        self.font = utils.load_font('4114blasterc.ttf', 36)


        self.clock = pygame.time.Clock()

        self.game_started = False
        self.game_finished = False
Example #8
0
    def initialise(self):
        """this function is called when the program starts.
           it initializes everything it needs, then runs in
           a loop until the function returns."""
        #Initialize Everything
        pygame.display.flip()

        #Load options
        try:
            self.options = pickle.load(open('options.p', 'rb'))
        except:
            print "No options"
            self.options = {'Difficulty': 'Hard', 'Music': 'Off'}

        self.game_paused = False
        #sounds
        self.sounds = {}
        self.sounds['glass'] = utils.load_sound('glass.ogg')
        self.sounds['throw'] = utils.load_sound('throw.ogg')
        #Create The Backgound
        self.background, foo = utils.load_image('back.png')

        #game variables
        self.clients_served = 0
        self.speed = 50  #the lower the faster
        self.score = 0
        self.mugs = 10
        self.time = 0  #to check the stage for clients
        self.client_score = 500
        self.mug_score = 500

        #Display The Background
        self.screen.blit(self.background, (0, 0))
        pygame.display.flip()

        self.level = Stage('level_1')
        #The player's ship
        self.bartender = Bartender()
        #The dash indicators

        #group that stores all enemies
        self.beers = pygame.sprite.Group()
        #group that stores all powerups
        self.clients = pygame.sprite.Group()
        #group for information sprites in the screen, should be rendered the last one
        self.hud = pygame.sprite.Group()
        self.font = utils.load_font('saloon.ttf', 20)

        self.game_started = False
        self.game_finished = False
        self.level_finished = False
Example #9
0
 def __init__(self,SPGoodies):
     """SPGoodies is a class object that SP sets up and will contain references
     to objects, callback methods and observers
     TODO: add more explaination"""
     self.logger =  logging.getLogger("childsplay.numbers_sp.Activity")
     self.logger.info("Activity started")
     self.SPG = SPGoodies
     self.lang = self.SPG.get_localesetting()[0][:2]
     self.scoredisplay = self.SPG.get_scoredisplay()
     self.theme = self.SPG.get_theme()
     self.screen = self.SPG.get_screen()
     self.screenclip = self.SPG.get_screenclip()
     self.blit_pos = self.screenclip.left, self.screenclip.top
     self.orgscreen = pygame.Surface(self.screenclip.size) # we use this to restore the screen
     self.orgscreen.blit(self.screen, (0, 0), self.screenclip)
     self.backgr = self.SPG.get_background()
     # The location of the activities Data dir
     self.my_datadir = os.path.join(self.SPG.get_libdir_path(),'CPData','Numbers_spData')
     # Location of the CPData dir which holds some stuff used by multiple activities
     self.CPdatadir = os.path.join(self.SPG.get_libdir_path(),'CPData')
     # Location of the alphabet sounds dir
     self.absdir = self.SPG.get_absdir_path()# alphabet sounds dir
     self.rchash = utils.read_rcfile(os.path.join(self.my_datadir, 'numbers_sp.rc'))
     self.logger.debug("rchash: " + str(self.rchash))
     # You MUST call SPInit BEFORE using any of the SpriteUtils stuff
     # it returns a reference to the special CPGroup
     self.actives = SPSpriteUtils.SPInit(self.screen,self.backgr)
     
     self.GoodSound=utils.load_sound(os.path.join(self.CPdatadir, 'good.ogg'))
     self.WrongSound=utils.load_sound(os.path.join(self.CPdatadir, 'wrong.ogg'))
     self.Done=utils.load_sound(os.path.join(self.CPdatadir, 'wahoo.wav'))
     
     b = os.path.join(self.CPdatadir, '200px_80px_blue.png')
     b_ro = os.path.join(self.CPdatadir, '200px_80px_black.png')
     self.beginbut = SPWidgets.TransImgButton(b, b_ro, \
                                 (300, 510), fsize=24, text= _("Begin"),\
                                 fcol=WHITE)
     self.beginbut.connect_callback(self._cbf_begin, MOUSEBUTTONDOWN)
     self.cheatbut = SPWidgets.TransImgButton(b, b_ro, \
                                 (300, 510), fsize=24, text= _("Cheat"),\
                                 fcol=WHITE)
     self.cheatbut.connect_callback(self._cbf_cheat, MOUSEBUTTONDOWN)
     self.playfield = utils.load_image(os.path.join(self.my_datadir, "playfield.png")).convert()
     self.playfield_position = (40, 120)
     self.list_pos = []
     r = self.playfield.get_rect()
     x, y = self.playfield_position
     for i in range(((r.w - 10) / 70)):
         for j in range(((r.h - 10) / 70)):
             self.list_pos.append(((i * 70) + x + 10, (j* 70) + y + 10))
Example #10
0
    def jump(self):
        self.rect.y += 2

        # verifica se houve colisao ao subir (bater a cabeca em alguma coisa)
        platform_hit_list = pygame.sprite.spritecollide(
            self, self.level.platform_list, False
        )

        self.rect.y -= 2

        list_len = len(platform_hit_list)
        if (list_len > 0 or self.rect.bottom >= const.SCREEN_HEIGHT):
            self.move_y = -10
            utils.load_sound("jump.wav").play()
Example #11
0
    def __init__(self):
        # initialize pygame, setup screen
        pygame.init()
        pygame.mixer.init()
        self.save = shelve.open('game_save')
        self.running = True
        self.can_restart = False
        self.manage_death = False
        self.manage_victory = False
        self.god_mode = Game.god_mode
        self.current_level = self.save['current_level']
        self.sounds = {}
        self.msg = {}
        self.sounds['level_completed'] = utils.load_sound(
            'level_completed.wav')
        self.sounds['game_completed'] = utils.load_sound('game_completed.wav')
        self.screen = pygame.display.set_mode(Game.screen_res)
        pygame.display.set_caption(Game.caption)
        self.interface_font = pygame.font.match_font(Game.interface_font_name)
        self.background_img = utils.load_image(Game.background_img_file)
        self.background_rect = self.background_img.get_rect()
        self.clock = pygame.time.Clock()

        # initialize sprites
        self.all_sprites = pygame.sprite.Group()
        self.enemy_bullets = pygame.sprite.Group()
        self.enemy_sprites = pygame.sprite.Group()
        self.player_sprites = pygame.sprite.Group()
        self.player = Player(self.screen, self.all_sprites)
        self.player.add(self.all_sprites, self.player_sprites)
        self.player_score = ScoreCounter(self.player,
                                         self.save['player_score'],
                                         self.screen, self.interface_font, 25,
                                         RGB.BLACK)
        self.msg['game_completed'] = Msg(self.screen, self.interface_font, 65,
                                         90, 1, RGB.GREEN,
                                         "Congratulations! Game completed!",
                                         Msg.MSG_PULSE)
        self.msg['lvl_completed'] = Msg(self.screen, self.interface_font, 100,
                                        175, 2, RGB.GREEN, "Victory!",
                                        Msg.MSG_PULSE)
        self.msg['player_killed'] = Msg(self.screen, self.interface_font, 100,
                                        175, 2, RGB.RED, "Game Over!",
                                        Msg.MSG_FADE)
        self.endgame_initiated = None
        self.player_score.add(self.all_sprites)
        self.player_bullets = pygame.sprite.Group()

        self.enemy_rows = []
        self.read_xml()
Example #12
0
    def initialise(self):
        # Initialize Everything
        pygame.display.flip()

        self.game_paused = False
        # sounds
        self.sounds = {}
        self.sounds["plop"] = utils.load_sound("plop.wav")

        # Create The Backgound
        self.background, foo = utils.load_image("background.png")

        # Display The Background
        self.screen.blit(self.background, (0, 0))
        pygame.display.flip()

        # group that stores all bubbles
        self.bubbles = pygame.sprite.Group()
        self.flying_scores = pygame.sprite.Group()

        # game variables
        self.score = Score_Meter((10, 10, 10, 10))
        self.flying_scores.add(self.score)

        self.bubble_grid = Bubblegrid(13, 20, self.bubbles)

        # group for information sprites in the screen, should be rendered the last one

        self.font = utils.load_font("chitown.ttf", 20)

        self.game_started = False
        self.game_finished = False
        self.level_finished = False
Example #13
0
    def __init__(self, position, create_bullet_callback):
        self.create_bullet_callback = create_bullet_callback
        self.blaster_sound = load_sound("blaster")
        # Make a copy of the original UP vector
        self.direction = Vector2(LEFT_TO_RIGHT)

        super().__init__(position, load_sprite("disinfector"), Vector2(0))
Example #14
0
 def __init__(self, screen, bg, cancion=None, cuerdas=None):
     self.cancion = cancion
     self.sounds = [load_sound(s) for s in SOUNDS]
     self.screen = screen
     self.screen.blit(bg, (0,0))
     self.exit = False
     self.clock = pygame.time.Clock()
Example #15
0
    def __init__(self, position, create_bullet_callback):
        self.create_bullet_callback = create_bullet_callback
        self.laser_sound = load_sound("laser")
        # Make a copy of the original UP vector
        self.direction = Vector2(UP)

        super().__init__(position, load_sprite("spaceship"), Vector2(0))
Example #16
0
    def __init__(self, allsprites, song):
        self.state = 'prestart'

        self.allsprites = allsprites
        self.keyboard_button = []
        self.song = song

        self.font = load_font(song.get_font_filename(), 36)

        self.notes_are_dropping = False
        self.song_is_finished = False

        # Reads and plays audio from notes files
        self.music_player = MusicPlayer(song, self)

        # Responsible for loading and animating the background
        self.background_handler = BackgroundHandler(song)

        # Assigns falling notes to correct hitbox
        self.note_dropper = NoteDropper(self.music_player)

        # Responsible for managing (high) scores
        self.scoreHandler = ScoreHandler(self.allsprites,self, self.song) 

        # Load sound which plays when a note is missed
        self.sounds_miss = load_sound(song.get_sound_miss())
        
        # Define Hitboxes
        input_keys = ['a', 's', 'd', 'f']
        self.hitboxes = [
            Hitbox('hitbox-example.png', 0, input_keys[0], self.allsprites),
            Hitbox('hitbox-example.png', 1, input_keys[1], self.allsprites),
            Hitbox('hitbox-example.png', 2, input_keys[2], self.allsprites),
            Hitbox('hitbox-example.png', 3, input_keys[3], self.allsprites),
        ]
Example #17
0
    def __init__(self, nextScene, teamColor):
        """
        @param nextScene: The scene which should come after this win screen
        @param teamColor: The color of the winning team
        @summary: Initializes win screen for the winning team
        """
        Scene.__init__(self)
        self.nextScene = nextScene
        self.frame = Frame()
        text = "!!! Congratulations !!!\n"
        text += "\n"
        text += "The " + teamColor + " team has won"
        labelText = Label(text)
        labelText.rect.center = (self.frame.rect.width / 2, self.frame.rect.height / 2)

        buttonBack = Button("Back", self.runNextScene)
        buttonBack.rect.size = (128, 32)
        buttonBack.rect.centerx = self.frame.rect.width / 2
        buttonBack.rect.bottom = self.frame.rect.height - 32

        self.frame.addWidget(labelText)
        self.frame.addWidget(buttonBack)

        self.victory_sound = load_sound("victory.ogg")
        self.victory_sound.play()
Example #18
0
 def __init__(self, SPGoodies):
     """SPGoodies is a class object that SP sets up and will contain references
     to objects, callback methods and observers
     TODO: add more explaination"""
     self.logger = logging.getLogger("childsplay.electro_sp.Activity")
     self.logger.info("Activity started")
     self.SPG = SPGoodies
     self.theme = self.SPG.get_theme()
     self.screen = self.SPG.get_screen()
     self.screenclip = self.SPG.get_screenclip()
     self.blit_pos = self.screenclip.left, self.screenclip.top
     self.orgscreen = pygame.Surface(
         self.screenclip.size)  # we use this to restore the screen
     self.orgscreen.blit(self.screen, (0, 0), self.screenclip)
     self.backgr = self.SPG.get_background()
     # The location of the activities Data dir
     self.my_datadir = os.path.join(self.SPG.get_libdir_path(), 'CPData',
                                    'Electro_spData')
     self.rchash = utils.read_rcfile(
         os.path.join(self.my_datadir, 'electro_sp.rc'))
     self.rchash['theme'] = self.theme
     self.logger.debug("rchash: %s" % self.rchash)
     # Location of the CPData dir which holds some stuff used by multiple activities
     self.CPdatadir = os.path.join(self.SPG.get_libdir_path(), 'CPData')
     # Location of the alphabet sounds dir
     self.absdir = self.SPG.get_absdir_path()  # alphabet sounds dir
     # You MUST call SPInit BEFORE using any of the SpriteUtils stuff
     # it returns a reference to the special CPGroup
     self.actives = SPSpriteUtils.SPInit(self.screen, self.backgr)
     self.scoredisplay = self.SPG.get_scoredisplay()
     files = ('dealcard1.wav', 'good.ogg', 'wrong.ogg', 'button_hover.wav')
     self.Sound = Snd()
     for file in files:
         setattr(self.Sound, file[:-4],
                 utils.load_sound(os.path.join(self.CPdatadir, file)))
Example #19
0
 def __init__(self,SPGoodies):
     """SPGoodies is a class object that SP sets up and will contain references
     to objects, callback methods and observers
     TODO: add more explaination"""
     self.logger =  logging.getLogger("childsplay.electro_sp.Activity")
     self.logger.info("Activity started")
     self.SPG = SPGoodies
     self.theme = self.SPG.get_theme()
     self.screen = self.SPG.get_screen()
     self.screenclip = self.SPG.get_screenclip()
     self.blit_pos = self.screenclip.left, self.screenclip.top
     self.orgscreen = pygame.Surface(self.screenclip.size) # we use this to restore the screen
     self.orgscreen.blit(self.screen, (0, 0), self.screenclip)
     self.backgr = self.SPG.get_background()
     # The location of the activities Data dir
     self.my_datadir = os.path.join(self.SPG.get_libdir_path(),'CPData','Electro_spData')
     self.rchash = utils.read_rcfile(os.path.join(self.my_datadir, 'electro_sp.rc'))
     self.rchash['theme'] = self.theme
     self.logger.debug("rchash: %s" % self.rchash)
     # Location of the CPData dir which holds some stuff used by multiple activities
     self.CPdatadir = os.path.join(self.SPG.get_libdir_path(),'CPData')
     # Location of the alphabet sounds dir
     self.absdir = self.SPG.get_absdir_path()# alphabet sounds dir
     # You MUST call SPInit BEFORE using any of the SpriteUtils stuff
     # it returns a reference to the special CPGroup
     self.actives = SPSpriteUtils.SPInit(self.screen,self.backgr)
     self.scoredisplay = self.SPG.get_scoredisplay()
     files = ('dealcard1.wav','good.ogg','wrong.ogg','button_hover.wav')
     self.Sound = Snd()
     for file in files:
         setattr(self.Sound, file[:-4], utils.load_sound(os.path.join(self.CPdatadir, file)))
Example #20
0
    def __init__(self, space_game, **kwargs):
        kwargs['orientation'] = 0
        SpaceShip.__init__(self, space_game, **kwargs)
        self.score = 0
        self.gun_fire_interval = 0.1
        if self._keyboard == None and platform not in ("android", "ios"):
            self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
            self._keyboard.bind(on_key_down=self._on_key_down)
            self._keyboard.bind(on_key_up=self._on_key_up)

        self.gun = RepeaterGun(space_game=self.space_game)
        self.add_widget(self.gun)
        self.gun.center_x = self.center_x
        self.gun.center_y = self.center_y
        self.boom = load_sound('sounds/boom.ogg', volume=FX_VOLUME)

        # Add touch events layer
        self.player_speed = Vector(0, 0)
        self.bullet_rate = 0.0
        self.player_motion = None
        self.bullet_fire = None
        touch_layer = FloatLayout(pos_hint=(0, 0), size_hint=(1., 1.))
        touch_layer.bind(
            on_touch_down=self.on_touch_down,
            on_touch_move=self.on_touch_move,
            on_touch_up=self.on_touch_up,
        )
        self.add_widget(touch_layer)

        self._update_event = Clock.schedule_interval(self.update, FPS)
Example #21
0
 def __init__(self, position, sprite, velocity):
     self.sprite = rotozoom(sprite, 0, 0.05)
     super().__init__(position, self.sprite, velocity)
     self.click_sound = load_sound("click_new2")
     self.bounces = 0
     self.clipping = 0
     return
Example #22
0
 def __init__(self, pos, volume=None, voice_unmute=True, defval=50):
     """defval - value between 0, silent, and 100, maximum, volume level."""
     Widget.__init__(self)
     self.logger = logging.getLogger("childsplay.SPWidgets.VolumeAdjust")
     self.logger.debug("VolumeAdjust called with volume level %s" % volume)
     self.soundcheck = utils.load_sound(os.path.join(ACTIVITYDATADIR, 'CPData','volumecheck.wav'))
     self.theme = self.THEME['theme']
     if volume or int(volume) == 0:
         #print "we have volume"
         self.volume = int(volume)
     elif self.WEHAVEAUMIX:
         #print "we have aumix"
         self.volume = int(self.WEHAVEAUMIX)
     else:
         #print "else defval"
         self.volume = int(defval)
     self.logger.debug("setting volume string to %s" % self.volume)
     self.volstr = '%02d' % self.volume + "%"
     # TODO: set fgcol and bgcol kwargs ?
     self.logger.debug("setting voice unmute to %s" % voice_unmute)
     imgup = os.path.join(THEMESPATH, self.theme,'core_volup_button.png')
     imgup_ro = os.path.join(THEMESPATH, self.theme,'core_volup_button_ro.png')
     imgdown = os.path.join(THEMESPATH, self.theme,'core_voldown_button.png')
     imgdown_ro = os.path.join(THEMESPATH, self.theme,'core_voldown_button_ro.png')
     px, py = pos
     
     prev = os.path.join(THEMESPATH, self.theme, 'core_volume_button.png')
     prev_ro = os.path.join(THEMESPATH, self.theme, 'core_volume_button_ro.png')
     next = os.path.join(THEMESPATH, self.theme, 'core_volmute_button.png')
     next_ro = os.path.join(THEMESPATH, self.theme, 'core_volmute_button_ro.png')
     
     self.lbl0 = Label(_("Quiz voice"), pos, fsize=18, padding=4, minh=48)
     px += self.lbl0.rect.w + 10
     self.voicetoggle = TransPrevNextButton((px, py), self._cbf_toggle_voice, \
                               prev, prev_ro,\
                               next, next_ro, states=[True,False])
     py += self.voicetoggle.rect.h + 20
     px = pos[0]
     self.lbl1 = Label(self.volstr, pos, fsize=18, padding=4, border=1, minh=48)
     self.volumetoggle = TransPrevNextButton((px, py), self._cbf_toggle_volume, \
                               prev, prev_ro,\
                               next, next_ro)
     px += self.volumetoggle.rect.w + 20
     self.voldownbut = TransImgButton(imgdown, imgdown_ro, (px, py))
     self.voldownbut.mouse_hover_leave_action = True
     self.voldownbut.connect_callback(self._cbf, MOUSEBUTTONUP, -5)
     
     px += self.voldownbut.rect.w
     self.lbl1.moveto((px , py+4))
     px += self.lbl1.rect.w
     
     self.volupbut = TransImgButton(imgup, imgup_ro, (px, py))
     self.volupbut.mouse_hover_leave_action = True
     self.volupbut.connect_callback(self._cbf, MOUSEBUTTONUP, 5)
     if self.volume == 0:
         self.volumetoggle.toggle()
         self.volumetoggle.display_sprite()
     if not voice_unmute:
         self.voicetoggle.toggle()
         self.voicetoggle.display_sprite()
Example #23
0
 def __init__(self, **kwargs):
     kwargs["transition"] = FadeTransition()
     super(ShooterGame, self).__init__(**kwargs)
     self.bg_music = load_sound('sounds/StarCommander1.ogg')
     if self.bg_music:
         self.bg_music.play()
         self.bg_music.loop = True
Example #24
0
    def initialize(self):
        print(f"Initializing the '{self.sceneName}' level...")

        # Loading resources (images, audio, etc.) before beginning scene
        Player.image = load_image("player.gif")
        Player.shootSound = load_sound("laser.ogg")
        Laser.image = load_image("laser.gif")
        Enemy.image = load_image("spider.gif")
        self.background = load_image("background2.gif").convert()

        # Initialize sprite group
        self.lasers = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self.all = pygame.sprite.RenderUpdates()

        # Assign groups to sprites
        Laser.containers = self.lasers, self.all
        Enemy.containers = self.aliens, self.all
        Player.containers = self.all
        Score.containers = self.all
        Lives.containers = self.all

        self.player = Player()
        self.score = Score()
        self.lives = Lives(self.player.lives)
        self.all.add(self.score)
        self.all.add(self.lives)
        self.generate_enemies()
Example #25
0
    def __init__(self):
        if not pygame.font: print 'Warning, fonts disabled'
        if not pygame.mixer: print 'Warning, sound disabled'
        """this function is called when the program starts.
           it initializes everything it needs, then runs in
           a loop until the function returns."""
        #Initialize Everything
        pygame.init()
        #self.screen = pygame.display.set_mode((640, 480), pygame.FULLSCREEN | pygame.DOUBLEBUF)
        self.screen = pygame.display.set_mode((640, 480), pygame.HWSURFACE)
        pygame.display.set_caption('VacuumFire')
        #pygame.display.toggle_fullscreen()
        pygame.mouse.set_visible(0)
        #icon
        icon, foo = utils.load_image('icon.png')
        pygame.display.set_icon(icon)

        intro = Intro(self.screen)
        vacuum = False
        self.clock = pygame.time.Clock()

        #Load musics
        self.music = {}
        self.music['game'] = utils.load_sound('level_1.ogg')
        self.music_game_playing = False
        self.music['intro'] = utils.load_sound('intro.ogg')
        self.music['intro'].play()


        #Loop intro or game depending on intro's state
        while 1:
            self.clock.tick(50)
            if intro.menu_finished == False:
                intro.loop()
            else:
                self.music['intro'].stop()
                if self.music_game_playing == False:
                    self.music['game'].play()
                    self.music_game_playing = True
                if vacuum == False:
                    vacuum = Vacuum(self.screen)
                if vacuum.scene_finished == True:
                    intro = Intro(self.screen)
                    vacuum = False
                else:
                    vacuum.loop()
            pygame.display.flip()
Example #26
0
    def __init__(self, screen, mode):
        '''
        Constructor
        
        Create table to play match a and all necessary variables
        '''
        # Texts
        font = utils.load_font("monof55.ttf", 18)
        font_big = utils.load_font("monof55.ttf", 22)
        score = TextItem("Score", font_big, INFO_X, SCORE_Y)
        score_val = TextItem("0", font, INFO_X, SCORE_VAL_Y)
        self.texts = [score, score_val]
        if mode == MODE_MOVE:
            self.texts.append(TextItem("Moves", font_big, INFO_X, COUNT_Y))
            self.texts.append(
                TextItem(str(MAX_MOVES), font, INFO_X, COUNT_VAL_Y))
        elif mode == MODE_TIME:
            self.texts.append(TextItem("Time", font_big, INFO_X, COUNT_Y))
            self.texts.append(
                TextItem(str(MAX_TIME), font, INFO_X, COUNT_VAL_Y))
        self.move_sound = utils.load_sound("move.wav")
        self.square_sound = utils.load_sound("square.wav")

        self.table = []  # Table of squares
        for r in range(TAB_H):
            self.table.append([])
            for c in range(TAB_W):
                self.table[r].append(Square(r, c))
        self.screen = screen
        self.mode = mode
        self.score = 0
        self.moves = 0
        self.start_time = time.time()

        # Variables to handle the gameplay
        self.button_down = False  # Is the mouse left button clicked?
        self.current_color = (0, 0, 0
                              )  # Color being selected after a mouse click
        self.chain = []  # Chain of selected squares
        self.chain_sorted = {
        }  # Useful dictionary to be used when deleting squares
        self.all_same_color = [
        ]  # All squares not in chain to be deleted because of a BigSquare
        self.before_square = None  # To store the last place before a square was composed
        self.count_after_square = 0
Example #27
0
 def start(self):
     """Mandatory method."""
     self.SPG.tellcore_set_dice_minimal_level(6)
     fs = 36
     self.scoreboard = ScoreBoard(self.rc_dic, size=fs)
     Img.winner = utils.load_image(os.path.join(self.my_datadir,'winner.jpg'),1)
     Img.loser = utils.load_image(os.path.join(self.my_datadir,'loser.jpg'),1)
     self.skipstart = None# used when the user sets a predefined game play in the config file
     self.skipsplash = None
     if self.rc_dic['sound'].lower() == 'no':
         Snd.pong = utils.load_sound(os.path.join(self.my_datadir,''))
         Snd.winner = utils.load_sound(os.path.join(self.my_datadir,''))
         Snd.goal = utils.load_sound(os.path.join(self.my_datadir,''))
         Snd.bump = utils.load_sound(os.path.join(self.my_datadir,''))
     else:
         Snd.pong = utils.load_sound(os.path.join(self.my_datadir,'pick.wav'))
         Snd.winner = utils.load_music(os.path.join(self.my_datadir,'winner.ogg'))
         Snd.goal = utils.load_sound(os.path.join(self.my_datadir,'goal.wav'))
         Snd.bump = utils.load_sound(os.path.join(self.my_datadir,'bump.wav'))
     #set kind of game play
     # we only check for multi and multipc, anything else is considerd single play
     # which is the default
     if self.rc_dic['gameplay'] == 'multi':
         self.restart([[None,'2']])
         self.skipstart = 1
     elif self.rc_dic['gameplay'] == 'multipc':
         self.restart([[None,'3']])
         self.skipstart = 1
Example #28
0
 def __init__(self, position, create_bullet_callback):
     # Create a callback for bullets
     self.create_bullet_callback = create_bullet_callback
     # Load the sound file for the lasers
     self.laser_sound = load_sound("laser")
     # Add a direction to the spaceship, make a copy of the constant UP
     self.direction = Vector2(UP)
     # Call to parent class constructor
     super().__init__(position, load_sprite("spaceship"), Vector2(0))
Example #29
0
 def checkHealth(self):
     """
     Check the health of the current snail.
     If the snail hits less or equal than 0 HP, play a sound and set attribut isAlive to false
     This method is called in Snail.update
     """
     if self.hitpoints <= 0:
         kill_sound = load_sound("kill.ogg")
         kill_sound.play()
         self.isAlive = False
Example #30
0
 def __init__(self, text, callback, *args):
     """
     @param text: The text that should be showed on the button
     @param callback: This function will be called when someone clicks the button
     @param args: The parameters for the callback
     @summary: Initializes a button
     """
     self.font_size = 25
     self.font = pygame.font.Font(None, self.font_size)
     self.rect = pygame.Rect(0,0,1,1)
     self.text = text
     self.callback = callback
     self.pressed = False
     self.args = None
     self.button_sound = load_sound("button.ogg")
     argSize = len(args)
     if(0 < argSize):
         self.args = args
     self.button_sound = load_sound("button.ogg")
Example #31
0
 def __init__(self, screen, cuerdas, cancion):
     self.cuerdas = cuerdas
     self.sounds = [load_sound(s) for s in SOUNDS]
     self.cancion = []   #hasta 18 cuerdas
     self.objetivo = cancion
     self.screen = screen
     self.load_bg()
     self.draw_cuerdas()
     self.widgets = pygame.sprite.OrderedUpdates()
     self.exit = False
     self.clock = pygame.time.Clock()
Example #32
0
 def __init__(self, screen, mode):
     '''
     Constructor
     
     Create table to play match a and all necessary variables
     '''
     # Texts
     font = utils.load_font("monof55.ttf", 18)
     font_big = utils.load_font("monof55.ttf", 22)
     score = TextItem("Score", font_big, INFO_X, SCORE_Y)
     score_val = TextItem("0", font, INFO_X, SCORE_VAL_Y)
     self.texts = [score, score_val]
     if mode == MODE_MOVE:
         self.texts.append(TextItem("Moves", font_big, INFO_X, COUNT_Y))
         self.texts.append(TextItem(str(MAX_MOVES), font, INFO_X, COUNT_VAL_Y))
     elif mode == MODE_TIME:
         self.texts.append(TextItem("Time", font_big, INFO_X, COUNT_Y))
         self.texts.append(TextItem(str(MAX_TIME), font, INFO_X, COUNT_VAL_Y))
     self.move_sound = utils.load_sound("move.wav")
     self.square_sound = utils.load_sound("square.wav")
         
     
     self.table = [] # Table of squares
     for r in range(TAB_H):
         self.table.append([])
         for c in range(TAB_W):
             self.table[r].append(Square(r,c))
     self.screen = screen
     self.mode = mode
     self.score = 0
     self.moves = 0
     self.start_time = time.time()
     
     # Variables to handle the gameplay
     self.button_down = False # Is the mouse left button clicked?
     self.current_color = (0,0,0) # Color being selected after a mouse click
     self.chain = [] # Chain of selected squares
     self.chain_sorted = {} # Useful dictionary to be used when deleting squares
     self.all_same_color = [] # All squares not in chain to be deleted because of a BigSquare
     self.before_square = None # To store the last place before a square was composed
     self.count_after_square = 0
Example #33
0
 def __init__(self, screen, cuerdas, cancion, cancionwav, next):
     self.cuerdas = cuerdas
     self.sounds = [load_sound(s) for s in SOUNDS]
     self.cancion = []   #hasta 16 cuerdas
     self.cancionwav = cancionwav
     self.objetivo = cancion
     self.screen = screen
     self.load_bg()
     self.next = next
     self.draw_cuerdas()
     self.exit = False
     self.clock = pygame.time.Clock()
Example #34
0
    def start(self):
        """Mandatory method."""
        self.snd_butts = []
        backdir = os.path.join(self.my_datadir,'backgrounds', self.lang)
        yellow_sound = utils.load_sound(os.path.join(self.my_datadir,'1.ogg'))
        red_sound = utils.load_sound(os.path.join(self.my_datadir,'2.ogg'))
        blue_sound = utils.load_sound(os.path.join(self.my_datadir,'3.ogg'))
        green_sound = utils.load_sound(os.path.join(self.my_datadir,'4.ogg'))
        self.good_sound=utils.load_sound(os.path.join(self.my_datadir,'good.ogg'))
        self.wrong_sound=utils.load_sound(os.path.join(self.my_datadir,'wrong.ogg'))
        self.backgr_normal = utils.load_image(os.path.join(backdir,'background.png'))
        self.backgr_start = utils.load_image(os.path.join(backdir,'background_start.png')) 
        self.backgr_tussen = utils.load_image(os.path.join(backdir,'background_repeat.png'))
        self.backgr_good = utils.load_image(os.path.join(backdir,'background_correct.png'))
        self.backgr_wrong = utils.load_image(os.path.join(backdir,'background_wrong.png'))
        
        yellow_on = utils.load_image(os.path.join(self.my_datadir,'yellow.png'))
        yellow_off = utils.load_image(os.path.join(self.my_datadir,'yellow_off.png')) 
        self.yellow_but = SndButton(yellow_off, yellow_on, yellow_sound,(14,245+self.yTop),\
                                     self.snd_but_observer, CYELLOW)   
        #self.yellow_but.set_use_current_background(True)
        self.snd_butts.append(self.yellow_but)    

        red_on = utils.load_image(os.path.join(self.my_datadir,'red.png'))
        red_off = utils.load_image(os.path.join(self.my_datadir,'red_off.png'))
        self.red_but = SndButton(red_off, red_on, red_sound,(400,16+self.yTop), \
                                 self.snd_but_observer, CRED)
        #self.red_but.set_use_current_background(True)
        self.snd_butts.append(self.red_but)
        
        blue_on = utils.load_image(os.path.join(self.my_datadir,'blue.png'))
        blue_off = utils.load_image(os.path.join(self.my_datadir,'blue_off.png'))
        self.blue_but = SndButton(blue_off, blue_on, blue_sound,(14,16+self.yTop),\
                                   self.snd_but_observer, CBLUE)
        #self.blue_but.set_use_current_background(True)
        self.snd_butts.append(self.blue_but)
        
        green_on = utils.load_image(os.path.join(self.my_datadir,'green.png'))
        green_off = utils.load_image(os.path.join(self.my_datadir,'green_off.png')) 
        self.green_but = SndButton(green_off, green_on, green_sound, (400,245+self.yTop),\
                                    self.snd_but_observer, CGREEN)
        #self.green_but.set_use_current_background(True)
        self.snd_butts.append(self.green_but)

        img = utils.load_image(os.path.join(self.my_datadir,self.lang,'start.png')) 
        self.start_but = CenterButton(img, (232, 148+self.yTop))
        self.start_but.connect_callback(self._cbf_start_button, MOUSEBUTTONDOWN)
        
        img = utils.load_image(os.path.join(self.my_datadir,self.lang,'simon.png')) 
        self.simon_but = CenterButton(img, (232, 148+self.yTop))
        img = utils.load_image(os.path.join(self.my_datadir,self.lang,'good.png')) 
        self.good_but = CenterButton(img, (232, 148+self.yTop))
        img = utils.load_image(os.path.join(self.my_datadir,self.lang,'wrong.png')) 
        self.wrong_but = CenterButton(img, (232, 148+self.yTop))      
        # lookup hash for the sounds dbase field, see generate_sequence for the
        # number of sounds in each level
        self.level_sounds_hash = {1:2, 2:3, 3:3, 4:4, 5:5, 6:6}
        self.scoredisplay.clear_score()
        self.AreWeDT = False
        self.score = 0
Example #35
0
    def score_observer(self, score):
        self.aquarium_counter = 0
        self.WeAreAquarium = False
        self.aquarium_text.erase_sprite()
        self.actives.remove(self.aquarium_text)
#        if self.aquariumsound:
#            self.aquariumsound.stop()

        snd = utils.load_sound(os.path.join(self.my_datadir,'sounds', 'poolsplash.wav')) 
        snd.play()
        if score < 0:
            score = 1
        self.scoredisplay.increase_score(score + self.level*6)
Example #36
0
    def __init__(self, player):
        Level.__init__(self, player)

        self.background = utils.load_image("background_01.jpg")
        self.sound = utils.load_sound("level1.ogg")

        """
        Array com o tipo de plataforma, posicao x, y e
        localizado dentro do sprite
        """
        level = [
                [platforms.GRASS_LEFT, 500, 500],
                [platforms.GRASS_MIDDLE, 570, 500],
                [platforms.GRASS_RIGHT, 640, 500],
                [platforms.GRASS_LEFT, 800, 400],
                [platforms.GRASS_MIDDLE, 870, 400],
                [platforms.GRASS_RIGHT, 940, 400],
                [platforms.GRASS_LEFT, 1000, 500],
                [platforms.GRASS_MIDDLE, 1070, 500],
                [platforms.GRASS_RIGHT, 1140, 500],
                [platforms.STONE_PLATFORM_LEFT, 1120, 280],
                [platforms.STONE_PLATFORM_MIDDLE, 1190, 280],
                [platforms.STONE_PLATFORM_RIGHT, 1260, 280],
                [platforms.YELLOW_BOX, 1360, 20],
                [platforms.ARROW_RIGHT, 0, 530],
                [platforms.EXIT, 1900, 530]]

        # criando uma travessia de corda
        for x in xrange(1, 8):
            level.append([platforms.ROPE, 1360 + 70 * x, 300]),

        # Recupera as plataformas a partir das coordernadas em level
        for platform in level:
            block = platforms.Platform(platform[0])
            block.rect.x = platform[1]
            block.rect.y = platform[2]
            block.player = self.player
            self.platform_list.add(block)

        # Adiciona movimento personalizado as plataformas
        block = platforms.MovingPlatform(platforms.STONE_PLATFORM_MIDDLE)
        block.rect.x = 1350
        block.rect.y = 280
        block.boundary_left = 1350
        block.boundary_right = 1600
        block.change_x = 1
        block.player = self.player
        block.level = self
        self.platform_list.add(block)
Example #37
0
    def __init__(self, owner):
        if Laser.sound_laser == 0:
            Laser.sound_laser = utils.load_sound('laser-01.wav')
        pygame.sprite.Sprite.__init__(self) #call Sprite intializer

        Laser.sound_laser.play()
        Laser.num+=1
        self.owner = owner
        #this makes the animation
        self.images = ('laser.gif', 'laser.gif', 'laser2.gif', 'laser2.gif', 'laser.gif', 'laser2.gif')
        self.image_anim_counter = 0
        self.image, self.rect = utils.load_image(self.images[0], -1)
        self.rect = owner.rect.copy()
        self.rect.top+= owner.rect.height/2-10
        self.rect.left+= owner.rect.width*0.5
Example #38
0
 def __init__(self,SPGoodies):
     """SPGoodies is a class object that SP sets up and will contain references
     to objects, callback methods and observers
     TODO: add more explaination"""
     self.logger =  logging.getLogger("childsplay.fishtank.Activity")
     self.logger.info("Activity started")
     self.SPG = SPGoodies
     self.scoredisplay = self.SPG.get_scoredisplay()
     self.theme = self.SPG.get_theme()
     self.screen = self.SPG.get_screen()
     self.screenclip = self.SPG.get_screenclip()
     self.blit_pos = self.screenclip.left, self.screenclip.top
     self.orgscreen = pygame.Surface(self.screenclip.size) # we use this to restore the screen
     self.orgscreen.blit(self.screen, (0, 0), self.screenclip)
     self.backgr = self.SPG.get_background()
     # The location of the activities Data dir
     self.my_datadir = os.path.join(self.SPG.get_libdir_path(),'CPData','FishtankData')
     # Location of the CPData dir which holds some stuff used by multiple activities
     self.CPdatadir = os.path.join(self.SPG.get_libdir_path(),'CPData')
     # Location of the alphabet sounds dir
     self.absdir = self.SPG.get_absdir_path()# alphabet sounds dir
     self.rchash = utils.read_rcfile(os.path.join(self.my_datadir, 'fishtank.rc'))
     self.rchash['theme'] = self.theme
     
     self.sounddir = os.path.join(self.my_datadir,'sounds')
     self.bubimg = utils.load_image(os.path.join(self.my_datadir,'backgrounds',self.theme,'blub0.png'))
     self.bubsnd = utils.load_sound(os.path.join(self.sounddir,'blub0.wav'))
     self.splashsnd = utils.load_sound(os.path.join(self.sounddir,'poolsplash.wav'))
     self.WeAreAquarium = False
     self.aquarium_counter = 0
     
     self.aquarium_music_list = glob.glob(os.path.join(self.sounddir,'*.ogg'))
     # You MUST call SPInit BEFORE using any of the SpriteUtils stuff
     # it returns a reference to the special CPGroup
     self.actives = SPSpriteUtils.SPInit(self.screen,self.backgr)
     self.actives.set_onematch(True)
Example #39
0
 def __init__(self, bartending, lane):
     pygame.sprite.Sprite.__init__(self)
     #Load the sounds if they are not loaded
     #they will be load with the appeareance of the first client
     if len(Client.sounds) == 0:
         Client.sounds.append(utils.load_sound('shout_0.ogg'))
         Client.sounds.append(utils.load_sound('shout_1.ogg'))
         Client.sounds.append(utils.load_sound('shout_2.ogg'))
     #assign a random sound to the client
     shout = Client.sounds[random.randint(0, len(Client.sounds) - 1)]
     shout.play()
     self.num_client = Client.num_clients
     Client.num_clients += 1
     pic = random.randint(0, len(Client.images) - 1)
     self.image, self.rect = utils.load_image(Client.images[pic])
     self.cur_lane = lane
     self.rect.top = Client.lanes_y[lane] - 25
     self.rect.left = Client.lanes_x_ini[lane]
     self.speed = 1
     self.bartending = bartending
     self.age = 0
     self.time_drinking = 0
     self.state = Client.WAITING
     self.drinking_time = 25
Example #40
0
 def __init__(self, bartending, lane):
     pygame.sprite.Sprite.__init__(self)
     #Load the sounds if they are not loaded 
     #they will be load with the appeareance of the first client
     if len(Client.sounds) == 0:
         Client.sounds.append(utils.load_sound('shout_0.ogg'))
         Client.sounds.append(utils.load_sound('shout_1.ogg'))
         Client.sounds.append(utils.load_sound('shout_2.ogg'))
     #assign a random sound to the client
     shout = Client.sounds[random.randint(0,len(Client.sounds)-1)]
     shout.play()
     self.num_client = Client.num_clients
     Client.num_clients += 1
     pic = random.randint(0,len(Client.images)-1)
     self.image, self.rect = utils.load_image(Client.images[pic])
     self.cur_lane   = lane
     self.rect.top   = Client.lanes_y[lane] -25 
     self.rect.left  = Client.lanes_x_ini[lane]
     self.speed = 1
     self.bartending = bartending
     self.age = 0
     self.time_drinking = 0
     self.state = Client.WAITING
     self.drinking_time = 25
Example #41
0
    def initialise(self):
        #Initialize Everything
        pygame.display.flip()

        self.game_paused = False
        #sounds
        self.sounds = {};
        self.sounds['plop'] = utils.load_sound('plop.wav')

        #Create The Backgound
        self.background, foo = utils.load_image('background.png')

        #Display The Background
        self.screen.blit(self.background, (0, 0))
        pygame.display.flip()

        self.level = Level()

        self.platforms          = pygame.sprite.Group()
        self.sprites            = pygame.sprite.Group()
        self.hud                = pygame.sprite.Group()

        first_platform_x = False
        #Load the platforms in the level
        for i in range(len(self.level.data)-1):
            self.level.scroll += 1
            platforms = self.level.platforms()
            for platform in platforms:
                if first_platform_x == False:
                    first_platform_x = platform * self.level.ratio
                self.platforms.add(Platform(pygame.Rect(platform*self.level.ratio, 640 - self.level.scroll * self.level.y_ratio,10,10)))

        self.player = Player(self)
        self.player.rect.left = first_platform_x
        self.sprites.add(self.player)

        #game variables
        self.score  = Score_Meter((10,10,10,10))
        self.hud.add(self.score)

        self.font = utils.load_font('chitown.ttf', 20)

        self.game_started   = False
        self.game_finished  = False
        self.level_finished = False
Example #42
0
 def __init__(self, top = -1):
     pygame.sprite.Sprite.__init__(self) #call Sprite intializer
     if Alien.sound_bomb == None:
         Alien.sound_bomb = utils.load_sound('bomb-02.wav')
     self.images = ('alien1.gif', 'alien2.gif', 'alien3.gif', 'alien4.gif')
     self.cycle = 0
     self.value = random.randint(0,len(self.images)-1)
     self.image, self.rect = utils.load_image(self.images[self.value], -1)
     self.contains_powerup = (random.randint(1,15) == 1)
     if top == -1:
         self.rect.top = random.randint(0,480)
     else:
         self.rect.top = top
     self.rect.left = 640
     self.move = -random.randint(1,3)
     self.amplitude = random.randint(1,5)
     self.frequency = random.random()*0.1+0.05
     self.target = None
Example #43
0
    def __init__(self, player):

        Level.__init__(self, player)

        self.background = utils.load_image("background_02.jpg")
        self.sound = utils.load_sound("level2.ogg")

        level = [[platforms.STONE_PLATFORM_LEFT, 500, 550],
                [platforms.STONE_PLATFORM_MIDDLE, 570, 550],
                [platforms.STONE_PLATFORM_RIGHT, 640, 550],
                [platforms.STONE_PLATFORM_LEFT, 800, 400],
                [platforms.STONE_PLATFORM_MIDDLE, 870, 400],
                [platforms.STONE_PLATFORM_RIGHT, 940, 400],
                [platforms.STONE_PLATFORM_LEFT, 1000, 500],
                [platforms.STONE_PLATFORM_MIDDLE, 1070, 500],
                [platforms.STONE_PLATFORM_RIGHT, 1140, 500],
                [platforms.STONE_PLATFORM_LEFT, 1120, 280],
                [platforms.STONE_PLATFORM_MIDDLE, 1190, 280],
                [platforms.STONE_PLATFORM_RIGHT, 1260, 280],
                [platforms.BRIGDE, 1360, 150],
                [platforms.EXIT, 1900, 530]]

        # criando uma ponte de madeira
        for x in xrange(1, 10):
            level.append([platforms.BRIGDE, 1360 + 70 * x, 150]),

        for platform in level:
            block = platforms.Platform(platform[0])
            block.rect.x = platform[1]
            block.rect.y = platform[2]
            block.player = self.player
            self.platform_list.add(block)

        block = platforms.MovingPlatform(platforms.STONE_PLATFORM_MIDDLE)
        block.rect.x = 1500
        block.rect.y = 300
        block.boundary_top = 100
        block.boundary_bottom = 550
        block.change_y = -1
        block.player = self.player
        block.level = self
        self.platform_list.add(block)
Example #44
0
    def __init__(self, top = -1):
        pygame.sprite.Sprite.__init__(self) #call Sprite intializer
        if Alien.sound_bomb == None:
            Alien.sound_bomb = utils.load_sound('bomb-02.wav')
        self.age = 0
        self.cycle = 0
        self.cycle_2 = 0

        #Cache in the class static
        if Alien.images == False:
            images = []
            for image_file in Alien.images_files: 
                image, rect = utils.load_image(image_file, -1)
                images.append((image,rect))
            Alien.images = images
        else:
            images = Alien.images

        self.value = random.randint(0,len(self.images)-1)
        self.image, self.rect = images[self.value]
        self.contains_powerup = (random.randint(1,Alien.ratio_powerup) == 1)
        if top == -1:
            self.rect.top = random.randint(0,480)
        else:
            self.rect.top = top
        self.rect.left = 640
        #Plane, fast forward
        if self.value == 4:
            self.move           = -random.randint(2,7)
            self.agressivity    = random.randint(1,2)
            self.amplitude      = 0
            self.amplitude_2    = 0
            self.frequency      = 0
            self.frequency_2    = 0
        else:
            self.move           = -random.randint(2,7)
            self.agressivity    = random.randint(1,5)
            self.amplitude      = random.randint(1,5)
            self.amplitude_2    = random.randint(0,5)
            self.frequency      = random.random()*0.1+0.05
            self.frequency_2    = random.random()*0.2
        self.target = None
Example #45
0
    def __init__(self, snail):
        """
        @param snail: The snail which has shooted this object. This will also be used to calculate the position of this object
        @summary: Initializes a shootable object
        """
        pygame.sprite.Sprite.__init__(self)
        self.image = load_image("bullet.png")
        self.rect = self.image.get_rect()

        # Calculate the x and y speed of the bullet
        self.speed = [0,0]

        self.snail = snail
        position = [0,0]
        position[0] = snail.rect.centerx
        position[1] = snail.rect.centery

        self.rect.center = position
        self.isAlive = True
        self.isProtected = True
        self.explosionSound = load_sound("cannon.ogg")
Example #46
0
	def __init__(self):
		controller = mvcState.GetController()
		controller.gameEventListeners.append( self )

		self.timeSinceSound = 0

		self.shootSounds = [
		                    load_sound( 'geyser00.ogg' ),
		                    load_sound( 'geyser01.ogg' ),
		                   ]
		self.ventSounds = [
		                    load_sound( 'geyser02.ogg' ),
		                    load_sound( 'geyser03.ogg' ),
		                   ]
		self.chaChing = load_sound('chaching.ogg')
		self.win = load_sound('win.ogg')
Example #47
0
    def __init__(self):
        controller = mvcState.GetController()
        controller.gameEventListeners.append(self)

        self.timeSinceSound = 0

        self.shootSounds = [
            load_sound('geyser00.ogg'),
            load_sound('geyser01.ogg'),
        ]
        self.ventSounds = [
            load_sound('geyser02.ogg'),
            load_sound('geyser03.ogg'),
        ]
        self.chaChing = load_sound('chaching.ogg')
        self.win = load_sound('win.ogg')
Example #48
0
    def __init__(self, player):

        Level.__init__(self, player)

        self.background = utils.load_image("background_03.png")
        self.sound = utils.load_sound("level3.ogg")

        level = [[platforms.STONE_PLATFORM_LEFT, 500, 550],
                [platforms.STONE_PLATFORM_MIDDLE, 570, 550],
                [platforms.STONE_PLATFORM_RIGHT, 640, 550],
                [platforms.STONE_PLATFORM_LEFT, 800, 400],
                [platforms.STONE_PLATFORM_MIDDLE, 870, 400],
                [platforms.STONE_PLATFORM_RIGHT, 940, 400],
                [platforms.STONE_PLATFORM_LEFT, 1000, 500],
                [platforms.STONE_PLATFORM_MIDDLE, 1070, 500],
                [platforms.STONE_PLATFORM_RIGHT, 1140, 500],
                [platforms.STONE_PLATFORM_LEFT, 1120, 280],
                [platforms.STONE_PLATFORM_MIDDLE, 1190, 280],
                [platforms.STONE_PLATFORM_RIGHT, 1260, 280],
                [platforms.GRASS_LEFT, 1700, 500],
                [platforms.GRASS_MIDDLE, 1770, 500],
                [platforms.GRASS_RIGHT, 1840, 500],
                [platforms.EXIT, 1950, 530]]

        for platform in level:
            block = platforms.Platform(platform[0])
            block.rect.x = platform[1]
            block.rect.y = platform[2]
            block.player = self.player
            self.platform_list.add(block)

        block = platforms.MovingPlatform(platforms.STONE_PLATFORM_MIDDLE)
        block.rect.x = 1500
        block.rect.y = 300
        block.boundary_top = 100
        block.boundary_bottom = 550
        block.change_y = -1
        block.player = self.player
        block.level = self
        self.platform_list.add(block)
Example #49
0
    def __init__(self, app):
        logging.info('Initializing game')

        self.app = app

        self.chips = pygame.sprite.Group()
        self.current_consecutive_chips = deque(maxlen=4)
        self.red_player = objects.RedPlayer()
        self.yellow_player = objects.YellowPlayer()

        logging.info('Loading images')

        self.board_cell_image = utils.load_image('board_cell.png')
        self.board_cell_highlighted_image = utils.load_image(
            'board_cell_highlighted.png')

        logging.info('Loading sounds')

        self.sounds_volume = self.app.config.getfloat('connectfour',
                                                      'sounds_volume')
        self.musics_volume = self.app.config.getfloat('connectfour',
                                                      'music_volume')

        self.placed_sound = utils.load_sound('placed.wav',
                                             volume=self.sounds_volume)
        self.column_change_sound = utils.load_sound('column_change.wav',
                                                    volume=self.sounds_volume)
        self.column_full_sound = utils.load_sound('column_full.wav',
                                                  volume=self.sounds_volume)
        self.win_sound = utils.load_sound('win.wav', volume=self.sounds_volume)
        self.applause_sound = utils.load_sound('applause.wav',
                                               volume=self.sounds_volume)
        self.boo_sound = utils.load_sound('boo.wav', volume=self.sounds_volume)

        logging.info('Loading fonts')

        self.title_font = utils.load_font('monofur.ttf', 22)
        self.normal_font = utils.load_font('monofur.ttf', 16)

        self.init_new_game()
Example #50
0
 def __load_resource_by_key(self, key):
     type, filename = key.split("_", 1)
     if type == "image":
         value = load_image(filename)
         self.__setitem__(key, value)
         return value
     elif type == "block":
         value = load_image(os.path.join("blocks", filename), convert_alpha=False)
         self.__setitem__(key, value)
         return value
     elif type == "shatter":
         value = load_image(os.path.join("blocks", "shattered.png"), convert_alpha=False, colorkey=True)
         value.set_alpha(int(filename))
         self.__setitem__(key, value)
         return value
     elif type == "surface" and filename == "screen":
         value = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
         self.__setitem__(key, value)
         return value
     elif type == "audio":
         value = load_sound(filename)
         self.__setitem__(key, value)
         return value
     elif type == "font":
         fontname, size = filename.split('/')
         value = load_font(fontname, int(size))
         self.__setitem__(key, value)
         return value
     elif type == "livesfont":
         value = self["font_audiowide.ttf/28"].render(filename, True, self.ORANGE)
         self.__setitem__(key, value)
         return value
     elif type == "scorefont":
         value = self["font_audiowide.ttf/17"].render(filename, True, self.ORANGE)
         self.__setitem__(key, value)
         return value
     elif type == "comboplussign":
         value = self["font_audiowide.ttf/40"].render(filename, True, self.ORANGE)
         self.__setitem__(key, value)
         return value
     elif type == "clock":
         value = pygame.time.Clock()
         self.__setitem__(key, value)
         return value
     elif type == "fn":
         if filename == "is_time_distortion_field_active":
             value = self.game.is_time_distortion_field_active
             self.__setitem__(key, value)
             return value
         elif filename == "create_powerup":
             value = self.game.create_powerup
             self.__setitem__(key, value)
             return value
         elif filename == "add_ball":
             value = self.game.add_ball
             self.__setitem__(key, value)
             return value
         elif filename == "add_life":
             value = self.game.add_life
             self.__setitem__(key, value)
             return value
         elif filename == "add_extrapoint":
             value = self.game.add_extrapoint
             self.__setitem__(key, value)
             return value
         elif filename == "activate_time_distortion_field":
             value = self.game.activate_time_distortion_field
             self.__setitem__(key, value)
             return value
         elif filename == "double_damage":
             value = self.game.double_damage
             self.__setitem__(key, value)
             return value
     raise KeyError("Invalid resource key: " + key)
Example #51
0
RATE_PLAYER_SPEED = 6
# Probability that determines if it's an energetic asteroid.
PROB_ENERGETIC_ASTEROID = 0.4
OBJECTIVE_LVL = 100  # Destroy 100 enemies

pygame.init()
window = pygame.display.set_mode(DISPLAYMODE)
font1 = pygame.font.SysFont("Liberation Serif", 24)
font2 = pygame.font.SysFont("Liberation Serif", 20)
font3 = pygame.font.SysFont("Arial", 20)
font4 = pygame.font.SysFont("Times New Roman", 36)
font5 = pygame.font.SysFont("Liberation Serif", 40)  # Points
font6 = pygame.font.SysFont("Sans Serif", 23)

# Set up sounds
intro_sound = load_sound('intro.ogg', 0.3)
background_sound = load_sound('game_music.ogg', 1.0)
explosion_sound = load_sound('explosion1.ogg', 0.3)
motor_on_sound = load_sound('motor_on.ogg', 0.4)
pickup_sound = load_sound('pickup.ogg', 0.3)
game_over_sound = load_sound('game_over.ogg', 1.0)
game_lost_sound = load_sound('game_lost.ogg', 1.0)
game_won_sound = load_sound('game_won.ogg', 1.0)

# We randomly select any of these sounds for the enemy
lst_sound_laser = [
    "laser1.ogg", "laser2.ogg", "laser3.ogg", "laser4.ogg", "laser5.ogg"
]
laser_droid_sound = load_sound(random.choice(lst_sound_laser), 0.3)
laser_player_sound = load_sound('laser_player.ogg', 0.3)
Example #52
0
 def __init__(self, **kwargs):
     super(RepeaterGun, self).__init__(**kwargs)
     self.gun_fire_interval = 0.3
     self.gun_cooldown = time()
     self.laser = load_sound('sounds/laser2.ogg')
Example #53
0
 def __init__(self, **kwargs):
     super(SpreadGun, self).__init__(**kwargs)
     self.gun_cooldown = time()
     self.laser = load_sound('sounds/laser2.ogg')
Example #54
0
 def __init__(self, space_game, **kwargs):
     SpaceShip.__init__(self, space_game)
     Actor.__init__(self, **kwargs)
     self.min_y = dp(200)
     self.boom = load_sound("sounds/boom.ogg")
Example #55
0
    def __init__(self, pos, volume=None, voice_unmute=True, defval=50):
        """defval - value between 0, silent, and 100, maximum, volume level."""
        Widget.__init__(self)
        self.logger = logging.getLogger("childsplay.SPWidgets.VolumeAdjust")
        self.logger.debug("VolumeAdjust called with volume level %s" % volume)
        self.soundcheck = utils.load_sound(
            os.path.join(ACTIVITYDATADIR, 'CPData', 'volumecheck.wav'))
        self.theme = self.THEME['theme']
        if volume or int(volume) == 0:
            #print "we have volume"
            self.volume = int(volume)
        elif self.WEHAVEAUMIX:
            #print "we have aumix"
            self.volume = int(self.WEHAVEAUMIX)
        else:
            #print "else defval"
            self.volume = int(defval)
        self.logger.debug("setting volume string to %s" % self.volume)
        self.volstr = '%02d' % self.volume + "%"
        # TODO: set fgcol and bgcol kwargs ?
        self.logger.debug("setting voice unmute to %s" % voice_unmute)
        imgup = os.path.join(THEMESPATH, self.theme, 'core_volup_button.png')
        imgup_ro = os.path.join(THEMESPATH, self.theme,
                                'core_volup_button_ro.png')
        imgdown = os.path.join(THEMESPATH, self.theme,
                               'core_voldown_button.png')
        imgdown_ro = os.path.join(THEMESPATH, self.theme,
                                  'core_voldown_button_ro.png')
        px, py = pos

        prev = os.path.join(THEMESPATH, self.theme, 'core_volume_button.png')
        prev_ro = os.path.join(THEMESPATH, self.theme,
                               'core_volume_button_ro.png')
        next = os.path.join(THEMESPATH, self.theme, 'core_volmute_button.png')
        next_ro = os.path.join(THEMESPATH, self.theme,
                               'core_volmute_button_ro.png')

        self.lbl0 = Label(_("Quiz voice"), pos, fsize=18, padding=4, minh=48)
        px += self.lbl0.rect.w + 10
        self.voicetoggle = TransPrevNextButton((px, py), self._cbf_toggle_voice, \
                                  prev, prev_ro,\
                                  next, next_ro, states=[True,False])
        py += self.voicetoggle.rect.h + 20
        px = pos[0]
        self.lbl1 = Label(self.volstr,
                          pos,
                          fsize=18,
                          padding=4,
                          border=1,
                          minh=48)
        self.volumetoggle = TransPrevNextButton((px, py), self._cbf_toggle_volume, \
                                  prev, prev_ro,\
                                  next, next_ro)
        px += self.volumetoggle.rect.w + 20
        self.voldownbut = TransImgButton(imgdown, imgdown_ro, (px, py))
        self.voldownbut.mouse_hover_leave_action = True
        self.voldownbut.connect_callback(self._cbf, MOUSEBUTTONUP, -5)

        px += self.voldownbut.rect.w
        self.lbl1.moveto((px, py + 4))
        px += self.lbl1.rect.w

        self.volupbut = TransImgButton(imgup, imgup_ro, (px, py))
        self.volupbut.mouse_hover_leave_action = True
        self.volupbut.connect_callback(self._cbf, MOUSEBUTTONUP, 5)
        if self.volume == 0:
            self.volumetoggle.toggle()
            self.volumetoggle.display_sprite()
        if not voice_unmute:
            self.voicetoggle.toggle()
            self.voicetoggle.display_sprite()
Example #56
0
    def start(self):
        """Mandatory method."""
        self.snd_butts = []
        backdir = os.path.join(self.my_datadir, 'backgrounds', self.lang)
        if not os.path.exists(backdir):
            backdir = os.path.join(self.my_datadir, 'backgrounds', 'en')
        yellow_sound = utils.load_sound(os.path.join(self.my_datadir, '1.ogg'))
        red_sound = utils.load_sound(os.path.join(self.my_datadir, '2.ogg'))
        blue_sound = utils.load_sound(os.path.join(self.my_datadir, '3.ogg'))
        green_sound = utils.load_sound(os.path.join(self.my_datadir, '4.ogg'))
        self.good_sound = utils.load_sound(
            os.path.join(self.my_datadir, 'good.ogg'))
        self.wrong_sound = utils.load_sound(
            os.path.join(self.my_datadir, 'wrong.ogg'))
        self.backgr_normal = utils.load_image(
            os.path.join(backdir, 'background.png'))
        self.backgr_start = utils.load_image(
            os.path.join(backdir, 'background_start.png'))
        self.backgr_tussen = utils.load_image(
            os.path.join(backdir, 'background_repeat.png'))
        self.backgr_good = utils.load_image(
            os.path.join(backdir, 'background_correct.png'))
        self.backgr_wrong = utils.load_image(
            os.path.join(backdir, 'background_wrong.png'))

        yellow_on = utils.load_image(
            os.path.join(self.my_datadir, 'yellow.png'))
        yellow_off = utils.load_image(
            os.path.join(self.my_datadir, 'yellow_off.png'))
        self.yellow_but = SndButton(yellow_off, yellow_on, yellow_sound,(14,245+self.yTop),\
                                     self.snd_but_observer, CYELLOW)
        #self.yellow_but.set_use_current_background(True)
        self.snd_butts.append(self.yellow_but)

        red_on = utils.load_image(os.path.join(self.my_datadir, 'red.png'))
        red_off = utils.load_image(os.path.join(self.my_datadir,
                                                'red_off.png'))
        self.red_but = SndButton(red_off, red_on, red_sound,(400,16+self.yTop), \
                                 self.snd_but_observer, CRED)
        #self.red_but.set_use_current_background(True)
        self.snd_butts.append(self.red_but)

        blue_on = utils.load_image(os.path.join(self.my_datadir, 'blue.png'))
        blue_off = utils.load_image(
            os.path.join(self.my_datadir, 'blue_off.png'))
        self.blue_but = SndButton(blue_off, blue_on, blue_sound,(14,16+self.yTop),\
                                   self.snd_but_observer, CBLUE)
        #self.blue_but.set_use_current_background(True)
        self.snd_butts.append(self.blue_but)

        green_on = utils.load_image(os.path.join(self.my_datadir, 'green.png'))
        green_off = utils.load_image(
            os.path.join(self.my_datadir, 'green_off.png'))
        self.green_but = SndButton(green_off, green_on, green_sound, (400,245+self.yTop),\
                                    self.snd_but_observer, CGREEN)
        #self.green_but.set_use_current_background(True)
        self.snd_butts.append(self.green_but)

        langdatadir = os.path.join(self.my_datadir, self.lang)
        if not os.path.exists(langdatadir):
            langdatadir = os.path.join(self.my_datadir, 'en')
        img = utils.load_image(os.path.join(langdatadir, 'start.png'))
        self.start_but = CenterButton(img, (232, 148 + self.yTop))
        self.start_but.connect_callback(self._cbf_start_button,
                                        MOUSEBUTTONDOWN)

        img = utils.load_image(os.path.join(langdatadir, 'simon.png'))
        self.simon_but = CenterButton(img, (232, 148 + self.yTop))
        img = utils.load_image(os.path.join(langdatadir, 'good.png'))
        self.good_but = CenterButton(img, (232, 148 + self.yTop))
        img = utils.load_image(os.path.join(langdatadir, 'wrong.png'))
        self.wrong_but = CenterButton(img, (232, 148 + self.yTop))
        # lookup hash for the sounds dbase field, see generate_sequence for the
        # number of sounds in each level
        self.level_sounds_hash = {1: 2, 2: 3, 3: 3, 4: 4, 5: 5, 6: 6}
        self.scoredisplay.clear_score()
        self.AreWeDT = False
        self.score = 0
Example #57
0
    def next_level(self, level, dbmapper):
        """Mandatory method.
        Return True if there levels left.
        False when no more levels left."""
        if level > 6:
            return False
        if level == self.level:
            self.levelrestartcounter += 1
        self.level = level
        if self.blit_pos[1] == 0:
            ty = 10
        else:
            ty = 110

        # Lower framerate as we only check for mouse events and don't have animated
        # sprites
        self.SPG.tellcore_set_framerate(10)
        SndBut.Selected = None
        # make sure we don't have old sprites in the group
        self.actives.empty()
        # restore screen
        self.clear_screen()
        #pygame.display.update()

        r, c, xoffset, yoffset = self.gamelevels[level - 1]
        x_offset = self.snd_img.get_width() + 16
        y_offset = self.snd_img.get_height() + 16
        # shuffle sounds
        random.shuffle(self.all_sounds_files)
        num = (r * c) / 2
        files = self.all_sounds_files[:num] * 2
        self.num_of_buttons = len(files)
        self.levelupcount = 1
        # db_mapper is a Python class object that provides easy access to the
        # dbase.
        self.db_mapper = dbmapper
        # store number of cards into the db table 'cards' col
        self.db_mapper.insert('sounds', self.num_of_buttons)
        random.shuffle(files)
        # used to record how many times the same card is shown.
        # It's setup in the next_level method and used by the Card objects.
        # we store it into a class namespace to make it globally available.
        Global.selected_cards = {}
        i = 1
        for y in range(r):
            for x in range(c):
                sfile = files.pop()

                snd = utils.load_sound(sfile)

                if self.beamer_set == 'on':
                    obj = SndBut(snd,\
                            (xoffset + x*x_offset,yoffset + y*y_offset+ty),\
                            self.snd_img_b.copy(),self.snd_img_high_b.copy(), sfile, self.scoreobs)
                    f = os.path.join(self.my_datadir, "%s.png" % i)
                    s = utils.load_image(f)
                    obj.set_number(s)
                    i += 1
                else:
                    obj = SndBut(snd,\
                            (xoffset + x*x_offset,yoffset + y*y_offset+ty),\
                            self.snd_img.copy(),self.snd_img_high.copy(), sfile, self.scoreobs)
                self.actives.add(obj)
                obj.display_sprite()
                Global.selected_cards[obj] = 0
        return True