Exemple #1
0
def draw(canvas):
    canvas.draw_polygon([(0, 400), (0, 100), (500, 100), (500, 400)], 5,
                        "Grey", "Grey")
    global selected, pointer
    aisprite.updateStatic(canvas)

    redsprite.updateStatic(canvas)
    greensprite.updateStatic(canvas)
    bluesprite.updateStatic(canvas)
    yellowsprite.updateStatic(canvas)

    interaction()
    if (Mouse.multiNoSel):
        pointer = Ai.level
        Mouse.multiNoSel = False
        selected = True
    if selected and pointer == 1:
        Master.levelSelect()
    if selected and pointer == 0:
        Master.spriteSelect()
    canvas.draw_polygon(
        [[100 + (pointer * 200), 315], [100 + (pointer * 200), 150],
         [200 + (pointer * 200), 150], [200 + (pointer * 200), 315]], 5, "Red")
    canvas.draw_text("Vs Player", (108, 300), 20, "White")
    canvas.draw_text("Vs CPU", (315, 300), 20, "White")
Exemple #2
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def draw(canvas):
    canvas.draw_polygon([(0, 400), (0, 100), (500, 100), (500, 400)], 5,
                        "Grey", "Grey")
    global selected
    global pointer
    redsprite.updateStatic(canvas)
    greensprite.updateStatic(canvas)
    bluesprite.updateStatic(canvas)
    yellowsprite.updateStatic(canvas)

    interaction()
    if (Mouse.levelSel):
        pointer = Ai.level - 1
        Mouse.levelSel = False
        selected = True
    if selected and pointer == 0:
        Ai.level = pointer + 1  #more efficient than assigning everytime loop is run, although more code
        Master.gameLoop('Base', 'Red', True)
    if selected and pointer == 1:
        Ai.level = pointer + 1
        Master.gameLoop('Base', 'Green', True)
    if selected and pointer == 2:
        Ai.level = pointer + 1
        Master.gameLoop('Base', 'Yellow', True)
    if selected and pointer == 3:
        Ai.level = pointer + 1
        Master.gameLoop('Base', 'Blue', True)
    canvas.draw_polygon(
        [[50 + (pointer * 100), 315], [50 + (pointer * 100), 150],
         [150 + (pointer * 100), 150], [150 + (pointer * 100), 315]], 5, "Red")
    canvas.draw_text("Level 1", (75, 300), 20, "White")
    canvas.draw_text("Level 2", (175, 300), 20, "White")
    canvas.draw_text("Level 3", (275, 300), 20, "White")
    canvas.draw_text("Level 4", (375, 300), 20, "White")
Exemple #3
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def draw(canvas):
    updateText(canvas)
    global timer
    if timer > 90:
        red.draw(canvas)
    if timer > 130:
        yellow.draw(canvas)
    if timer > 170:
        green.draw(canvas)
    if timer > 210:
        canvas.draw_text("Press any button to start!", (50, 450), 40, "White")
        if kbd.next:
            Master.menu()
    timer += 1
Exemple #4
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 def handler(position):
     click = Vector(position[0], position[1])
     if Mouse.screen == "splash":  #todo change to dict
         Master.menu()
     elif Mouse.screen == "menu":
         Mouse.mainMenuButtons(click)
     elif Mouse.screen == "instructions":
         Master.menu()
     elif Mouse.screen == "game":
         Mouse.gameMenuButtons(click)
     elif Mouse.screen == "MultOrNo":
         Mouse.multiplayer(click)
     elif Mouse.screen == "lvlSelect":
         Mouse.lvlSelect(click)
     elif Mouse.screen == "spriteSelect":
         Mouse.spriSel(click)
     else:
         pass
Exemple #5
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    def mainMenuButtons(click):
        radius = 36
        red = Vector(246, 74)
        yel = Vector(246, 157)
        gre = Vector(246, 240)

        cenToClick = click.copy().subtract(
            red.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            quit(0)
        cenToClick = click.copy().subtract(
            yel.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            Master.instructions()
        cenToClick = click.copy().subtract(
            gre.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            # Master.gameLoop()
            Master.modeSelect()
Exemple #6
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    def gameMenuButtons(click):
        #Red, yel and green correspond to the position of the buttons displayed during the game
        radius = 20
        red = Vector(30, 40)
        yel = Vector(80, 40)
        gre = Vector(130, 40)

        cenToClick = click.copy().subtract(
            red.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            quit(0)
        cenToClick = click.copy().subtract(
            yel.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            Master.instructions()
        cenToClick = click.copy().subtract(
            gre.copy())  # dist between centre of ball and click
        if (cenToClick.length() <= radius):  # check click is in ball
            # Master.gameLoop()
            Master.menu()
Exemple #7
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def drawSpriteSheet(canvas):
    canvas.draw_polygon([[125, 105], [125, 420], [375, 420], [375, 105]], 1,
                        'Grey', 'Grey')
    canvas.draw_text("Select Sprite", (200, 50), 20, "White")
    player1.update()
    player2.update()
    selection.draw(canvas)
    if Mouse.spriteSel1:
        cursor1.selected = True
        if not Mouse.spriteSel2:
            cursor1.position = Mouse.spriteSelection
    if Mouse.spriteSel2:
        Mouse.spriteSel1 = False
        cursor2.selected = True
        cursor2.position = Mouse.spriteSelection
        Mouse.spriteSel2 = False
    if cursor1.getSelected():
        selectedSprite1.changeState("on")
        selectedSprite1.nextSprite()
    else:
        selectedSprite1.changeState("off")
        selectedSprite1.nextSprite()
    if cursor2.getSelected():
        selectedSprite2.changeState("on")
        selectedSprite2.nextSprite()
    else:
        selectedSprite2.changeState("off")
        selectedSprite2.nextSprite()
    cursor1.draw(canvas)
    cursor2.draw(canvas)
    Sprite(previewSprites[cursor1.previewSelection()], 2, 14, (50, 250), 8,
           "idle", "right").updateStatic(canvas)
    Sprite(previewSprites[cursor2.previewSelection()], 2, 14, (450, 250), 8,
           "idle", "left").updateStatic(canvas)
    selectedSprite1.draw(canvas)
    selectedSprite2.draw(canvas)

    if ready():
        Master.gameLoop(finalnames[cursor1.previewSelection()],
                        finalnames[cursor2.previewSelection()], False)
Exemple #8
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def draw(canvas):
    if kbd.ai and round.startTimer % ai.loopsPerGo == 0:  ##allows the ai to select a move once every x cycles of the gameloop
        Ai.move(Ai)
        if round.startTimer % 20 == 0:  #stops moves lasting more than 20 cycles
            kbd.ai_keyup()
    round.startTimer += 1
    interactions.update(round)
    background.draw(canvas)
    player1.draw(canvas, player2)  #fireball drawing done in character draw
    player2.draw(canvas, player1)
    #platform_bottom.draw(canvas)
    if round.gameEnded:
        if round.startTimer < round.endTime + 180:
            round.drawend(canvas)

        else:
            #enter main menu
            kbd.key_up(next)
            round.gameEnded = False
            Master.menu()
    if round.startTimer < 180:
        round.draw(canvas)
Exemple #9
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def draw(canvas):
    instructions(canvas)
    if kbd.next:
        kbd.key_up(next)
        Master.menu()
Exemple #10
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def instructions():
    kbd.key_up(next)
    Master.instructions()
Exemple #11
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def playgame():
    kbd.key_up(next)
    Master.modeSelect()
Exemple #12
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def main():
    Master.runGame()
Exemple #13
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def draw(canvas):
    storysplash(canvas)
    if kbd.next:
        kbd.key_up(next)
        Master.menu()