Exemple #1
0
def status(data):
    """
    verifie si la partie de Rockford est gagnée ou perdue

    :param list rockford: rockford
    """
    global GAME_STATUS
    if data["time"]["remain"] <= 0:
        GAME_STATUS = False
    if GAME_STATUS is not None:
        if GAME_STATUS:
            timer.new(1, ID="endScoreUpdate",
                      permanent=True)  # shadows the older timer /!\
            vector = data["time"]["remain"] * 10
            currentTime = data["time"]["remain"]
            currentScore = data["score"]
            while not timer.isOver("endScoreUpdate"):
                currentVector = vector * (
                    timer.timers["endScoreUpdate"]["progression"] /
                    timer.timers["endScoreUpdate"]["size"])
                data["score"] = currentScore + int(currentVector)
                data["time"]["remain"] = currentTime + int(currentScore / 10)

                updateStats(
                    data["time"]["remain"],
                    (data["diamonds"]["owned"], int(data["map"][0][1])),
                    data["score"])
                updateTime()
                ui.render(getFps())
                mise_a_jour()
            data["score"] = currentScore + vector
            data["time"]["remain"] = 0
            updateStats(data["time"]["remain"],
                        (data["diamonds"]["owned"], int(data["map"][0][1])),
                        data["score"])
            ui.render(getFps())

            if data["mode"] == "s":
                updateScore(data["score"], getPlayer(), level=data["level"])
                endGame(True)
                ui.remObject("endText")
                ui.render(getFps())
            return True
        else:
            if data["mode"] == "s":
                updateScore(data["score"], getPlayer(), level=data["level"])
                endGame(False)
            else:
                updateScore(data["score"], getPlayer())
                endGame(False)
            ui.remObject("endText")
            ui.render(getFps())
            return False
Exemple #2
0
def levelSaveMenu():
    """
    Fait fonctionner le menu de sélection d'une sauvegarde.
    """
    goInBlack()
    levels = IO.getLevels("save")
    levelSelected = 0
    level = IO.loadSave(levels[0])
    game.initSaveLevel(level)
    moveRender(levels, levelSelected, IO.loadSave)

    while not evenement.event["game"] == 'return':
        evenement.compute()
        ui.logic(evenement.event["tk"])
        if evenement.event["game"] == "right":
            levelSelected = move(levelSelected, levels, 1, IO.loadSave)
        elif evenement.event["game"] == "left":
            levelSelected = move(levelSelected, levels, -1, IO.loadSave)
        elif evenement.event["game"] == "play":
            goInBlack()
            game.play(levels[levelSelected], "l")
            backInBlack(game.initSaveLevel, [levels[levelSelected]])
            moveRender(levels, levelSelected, IO.loadSave)
        game.updateTime()
        animation.update()
        ui.render(game.getFps())
        mise_a_jour()

    backInBlack(game.initPlayMenu)
Exemple #3
0
def levelSelectionMenu():
    """
    Fait fonctionner le menu de sélection d'un niveau enregistré.
    """
    goInBlack()
    levels = IO.getLevels("level")
    levelSelected = 0
    level = IO.loadLevel(level=levels[0])
    game.initSelectionLevel(level)
    moveRender(levels, levelSelected, IO.loadLevel)
    while not evenement.event["game"] == 'return':
        evenement.compute()
        ui.logic(evenement.event["tk"])
        if evenement.event["game"] == "right":
            levelSelected = move(levelSelected, levels, 1, IO.loadLevel)
        elif evenement.event["game"] == "left":
            levelSelected = move(levelSelected, levels, -1, IO.loadLevel)
        elif evenement.event["game"] == "play":
            goInBlack()
            game.play(levels[levelSelected], "s")
            backInBlack(game.initSelectionLevel, [levels[levelSelected]])
            moveRender(levels, levelSelected, IO.loadLevel)
        elif evenement.event["game"] == "edit":
            goInBlack()
            editor.editor(levels[levelSelected])
            backInBlack(game.initSelectionLevel, [levels[levelSelected]])
            moveRender(levels, levelSelected, IO.loadLevel)
        game.updateTime()
        animation.update()
        ui.render(game.getFps())
        mise_a_jour()
    backInBlack(game.initPlayMenu)
Exemple #4
0
def endGame(win):
    ui.addText(WIDTH_WINDOW / 2,
               HEIGHT_WINDOW / 2,
               textSize=48,
               text=("VOUS AVEZ GAGNE :)" if win else "VOUS AVEZ PERDU :("),
               textColor=("green" if win else "red"),
               ID="endText",
               layer=2)
    ui.render(getFps())
    attente_clic_ou_touche()
Exemple #5
0
def choicePlaystyleMenu():
    """
    Fait fonctionner le menu de sélection du mode de jeu.
    """
    while not evenement.event["game"] == 'return':
        evenement.compute()
        ui.logic(evenement.event["tk"])
        # home:play:selection
        if evenement.event["game"] == 'selection':
            levelSelectionMenu()
        # home:play:save
        if evenement.event["game"] == 'save':
            levelSaveMenu()
        # home:play:random
        if evenement.event["game"] == 'play':
            goInBlack()
            game.play(mode="r")
            backInBlack(game.initPlayMenu)

        game.updateTime()
        ui.render(game.getFps())
        mise_a_jour()
Exemple #6
0
def scoresMenu():
    scores = IO.loadScore()
    levels = [key for key in scores["s"]]
    selected = 0
    game.initScores(scores)
    while not evenement.event["game"] == 'return':
        evenement.compute()
        ui.logic(evenement.event["tk"])

        if evenement.event["game"] == "up":
            selected += 1
            for i in range(4):
                ui.setObject(
                    "ltext" + str(i + 1), {
                        "text":
                        levels[(selected + i) % len(levels)] + " - " +
                        str(scores["s"][levels[(selected + i) %
                                               len(levels)]][0]) + "\n\t" +
                        scores["s"][levels[(selected + i) % len(levels)]][1]
                    })
        elif evenement.event["game"] == "down":
            selected -= 1
            for i in range(4):
                ui.setObject(
                    "ltext" + str(i + 1), {
                        "text":
                        levels[(selected + i) % len(levels)] + " - " +
                        str(scores["s"][levels[(selected + i) %
                                               len(levels)]][0]) + "\n\t" +
                        scores["s"][levels[(selected + i) % len(levels)]][1]
                    })

        game.updateTime()
        animation.update()
        ui.render(game.getFps())
        mise_a_jour()
Exemple #7
0
    game.initMenuUI()
    while not evenement.event["game"] == 'return':
        # ev=donne_evenement()
        # if ev[0]!='RAS':
        #     print(ev)
        evenement.compute()
        ui.logic(evenement.event["tk"])
        # home:play
        if evenement.event["game"] == 'play':
            goInBlack(game.initPlayMenu)
            choicePlaystyleMenu()
            backInBlack(game.initMenuUI)
        # home:editor
        elif evenement.event["game"] == 'editor':
            goInBlack()
            editor.editor()
            backInBlack(game.initMenuUI)
        elif evenement.event["game"] == 'score':
            goInBlack()
            scoresMenu()
            backInBlack(game.initMenuUI)

        game.updateTime()
        animation.update()  # /!\ render.updateAnimations before ui.render
        ui.render(game.getFps())
        mise_a_jour()

###############################################################################

###############################################################################
def editor(level=None):
    """
    Lance et fait fonctionner l'éditeur de niveau.
    :param list level: Niveau à charger
    """
    ui.reset()
    ui.setBackground("black")
    initEditorUI()
    blockMap=[
        ["W", "G"],
        [".", "B"],
        ["D", "X"],
        ["R", "E"],
        ]
    editorWidth = 20
    editorHeight = 12
    if level:
        # squaresMap=[]
        level=IO.loadLevel(level=level)
        ui.setObject("timeLeftTextField", {"text": str(level[0][0])})
        level=level[1:]
        ydiff=editorHeight-len(level)
        xdiff=editorWidth-len(level[0])
        for y in range(len(level)):
            level[y].extend(["." for x in range(xdiff)])
        level.extend([["." for y in range(editorWidth)] for y in range(ydiff)])
    else:
        level=[["." for x in range(editorWidth)] for y in range(editorHeight)]
    render.update(level, "editorCanvas")
    render.update(blockMap, "blockCanvas")
    onPressed=False
    while not evenement.event["game"] == 'return':
        evenement.compute()
        ui.logic(evenement.event["tk"])
        tkEvent=evenement.getTkEvent()
        # print(type(ui.objects["blockCanvas"]["selected"]))
        if ui.focus is None:
            if ui.exclusiveLayer is None:
                updateCursor(tkEvent, "editorCanvas", ui.objects["blockCanvas"]["squaresMap"][ui.objects["blockCanvas"]["selected"][0][1]][ui.objects["blockCanvas"]["selected"][0][0]], onPressed)
                updateCursor(tkEvent, "blockCanvas")
            # print(evenement.event["game"])
            if evenement.event["game"] == "reset":
                render.update([["." for x in range(editorWidth)] for y in range(editorHeight)], "editorCanvas")
                # ui.render(game.getFps())
                # continue
            elif evenement.event["game"] == "save":
                timer.factor = 0
                if level:
                    IO.save(ui.objects["editorCanvas"]["squaresMap"], level[1])
                else:
                    ui.newPrompt("Nom de la sauvegarde:", "Sauvegarder", success=lambda: IO.save(game.data, ui.objects["prompt_2"]["text"]), checker=IO.checkSaveName, anyway=lambda: timer.setFactor(1))
            if type_evenement(tkEvent)=="Deplacement":
                if "|" in str(tkEvent):
                    onPressed=True
                else:
                    onPressed=False

        game.updateTime()
        ui.render(game.getFps())
        mise_a_jour()
    ui.reset()