def new_game(): from Graphic_Element import draw_graphic_elements Globals.do_new_game = False Gameboard.random_Gameboard() Score.Reset_Score() Globals.selected_element = (-1, -1) Gameboard.check_availible_moves() set_start_time() set_game_state(Globals.Game_State.ready) Graphic_Element.clear_graphic_elements() Seeds.reset() while not Globals.do_quit: update_ticks() Globals.clock.tick() Globals.screen.fill((0, 0, 0)) draw_background() game_loop() for x in range(0, Gameboard.Gameboard_size): for y in range(0, Gameboard.Gameboard_size): obj = Gameboard.Gameboard[x][y] if (obj is not None): obj.update() obj.draw(x, y) if not Globals.selected_element == (-1, -1): element = get_selected_element() if element is not None: element.draw_box(Globals.selected_element) draw_score() Seeds.draw_seed_interface() if Globals.game_state != Globals.Game_State.game_over: draw_time_left() draw_graphic_elements(get_ticks()) pygame.display.flip() Globals.clock.tick_busy_loop(60) Globals.do_quit = False
def new_game(): from Graphic_Element import draw_graphic_elements Globals.do_new_game = False Gameboard.random_Gameboard() Score.Reset_Score() Globals.selected_element = (-1, -1) Gameboard.check_availible_moves() set_start_time() set_game_state(Globals.Game_State.ready) Graphic_Element.clear_graphic_elements() Seeds.reset() while not Globals.do_quit: update_ticks() Globals.clock.tick() Globals.screen.fill((0,0,0)) draw_background() game_loop() for x in range(0, Gameboard.Gameboard_size): for y in range(0, Gameboard.Gameboard_size): obj = Gameboard.Gameboard[x][y] if (obj is not None): obj.update() obj.draw(x, y) if not Globals.selected_element == (-1, -1): element = get_selected_element() if element is not None: element.draw_box(Globals.selected_element) draw_score() Seeds.draw_seed_interface() if Globals.game_state != Globals.Game_State.game_over: draw_time_left() draw_graphic_elements(get_ticks()) pygame.display.flip() Globals.clock.tick_busy_loop(60) Globals.do_quit = False
def game_loop(): if (get_ticks() >= Globals.end_time and Globals.game_state != Globals.Game_State.game_over): game_over() elif Globals.game_state == Globals.Game_State.ready: poll_events() elif Globals.game_state == Globals.Game_State.animation: do_animations() elif Globals.game_state == Globals.Game_State.update: if Gameboard.check_drop(): set_game_state(Globals.Game_State.animation) elif not Gameboard.check_adjacency(Globals.match_length): set_game_state(Globals.Game_State.ready) Score.Reset_Combo() Globals.current_turn += 1 if not Gameboard.check_availible_moves(): Graphic_Element.make_graphic_element( TextHandler.Render_TextBox("Shuffling Board",(255,255,255)), 250, 250, get_ticks() + 1000) reset_board() elif Globals.game_state == Globals.Game_State.game_over: poll_events()
def game_loop(): if (get_ticks() >= Globals.end_time and Globals.game_state != Globals.Game_State.game_over): game_over() elif Globals.game_state == Globals.Game_State.ready: poll_events() elif Globals.game_state == Globals.Game_State.animation: do_animations() elif Globals.game_state == Globals.Game_State.update: if Gameboard.check_drop(): set_game_state(Globals.Game_State.animation) elif not Gameboard.check_adjacency(Globals.match_length): set_game_state(Globals.Game_State.ready) Score.Reset_Combo() Globals.current_turn += 1 if not Gameboard.check_availible_moves(): Graphic_Element.make_graphic_element( TextHandler.Render_TextBox("Shuffling Board", (255, 255, 255)), 250, 250, get_ticks() + 1000) reset_board() elif Globals.game_state == Globals.Game_State.game_over: poll_events()
def game_over(): Graphic_Element.make_graphic_element( TextHandler.Render_TextBox("Game Over", (255, 255, 255)), 250, 250, -1) set_game_state(Globals.Game_State.game_over)
def game_over(): Graphic_Element.make_graphic_element( TextHandler.Render_TextBox("Game Over",(255,255,255)), 250, 250, -1) set_game_state(Globals.Game_State.game_over)