Exemple #1
0
    weapon = ray_weapons[ray_choice - 1]
    raw_input("Ray attacks with {0}".format(weapon.name))
    hit, damage = weapon.attack(enemy)
    if hit:
        enemy.take_damage(damage)
        raw_input("{0} takes {1} damage!".format(enemy.name, damage))
    else:
        raw_input("Ray misses")
    
    if enemy.is_alive():
        enemy_weapon = choice(enemy_weapons)
        raw_input("{0} attacks with {1}".format(enemy.name, enemy_weapon.name))
        hit, damage = enemy_weapon.attack(enemy)
        if hit:
            ray.take_damage(damage)
            raw_input("Ray takes {0} damage!".format(damage))
        else:
            raw_input("{0} misses".format(enemy.name))
    else:
        raw_input("{0} is defeated".format(enemy.name))
        enemy = None

if ray.is_alive():
    print("You have won!")
    game.load_music("ff7.wav")
    game.play_music(False)
    raw_input()
else:
    print("Oh dear, you are dead!")
game.stop_music()
Exemple #2
0
 def _on_pacman_level_cleared(self):
     global_obj.game_paused = True
     global_obj.game_state = GameState.LEVEL_COMPLETE
     game.start_timer(timer_id=self.level_cleared_timer_id)
     game.stop_music()
Exemple #3
0
 def _on_pacman_lose_life(self):
     global_obj.game_paused = True
     global_obj.game_state = GameState.PACMAN_LOSE_LIFE
     game.start_timer(timer_id=self.pacman_lose_life_start_timer_id)
     game.stop_music()
Exemple #4
0
 def _on_pacman_power_pellete_eaten(self):
     game.stop_music()
     game.play_music(music_id="power-pellete")
     game.start_timer(timer_id=self.ghost_frightened_timer_id)
Exemple #5
0
 def _on_ghost_frightened_timer_timeout(self):
     game.stop_music()
     if global_obj.game_state == GameState.PLAYING:
         game.play_music(music_id="siren1")
    def __create__(self):
        # Vars
        self.speed = 100

        # Play Music
        game.stop_music()
        game.pause_music()
        game.resume_music()
        game.play_music(music_id="dd-music")

        # Create Text Label Entity
        text_label_entity_id = "test_text"
        game.create_label_entity(
            entity_id=text_label_entity_id,
            text="Test",
            position=(100, 100),
            font_id="charriot",
            layer=2,
            fixed=False,
            wrap_length=800,
            color=(100, 100, 100),
        )

        # Update Label Text
        game.update_label_entity_text(entity_id=text_label_entity_id, text="New Text!")

        # Create sprite entity
        helicopter_entity_id = "helicopter"
        game.create_sprite_entity(
            entity_id=helicopter_entity_id,
            texture_id="chopper",
            position=(400, 400),
            layer=3,
            width=32,
            height=32,
            clickable=False,
            fixed=False,
            collider_tag="",  # Emtpy as default set to add collider
        )

        # Setup signal for animation finished
        game.subscribe_to_signal(
            source_id=f"{helicopter_entity_id}_animation",
            signal_id="animation_finished",
            subscriber_entity_id=self.entity_id,
            function_name="_on_helicopter_animation_finished",
        )
        # Setup signal for animation frame changed
        game.subscribe_to_signal(
            source_id=f"{helicopter_entity_id}_animation",
            signal_id="frame_changed",
            subscriber_entity_id=self.entity_id,
            function_name="_on_helicopter_frame_changed",
        )

        # Delete sprite entity (after creation)
        delete_entity_id = "delete_entity"
        game.create_sprite_entity(
            entity_id=delete_entity_id,
            texture_id="chopper",
            position=(100, 100),
            layer=3,
            width=32,
            height=32,
            clickable=False,
            fixed=False,
        )
        game.delete_entity(entity_id=delete_entity_id)

        # Create timer
        self.counted_seconds = 0
        self.count_timer_id = "count_timer"
        game.create_timer(
            timer_id=self.count_timer_id, time=1.0, loops=True, start_on_creation=True
        )
        # Stop Timer
        game.stop_timer(self.count_timer_id)
        # Start Timer
        game.start_timer(self.count_timer_id)

        # Connect signal
        game.subscribe_to_signal(
            source_id=self.count_timer_id,
            signal_id="timeout",
            subscriber_entity_id=self.entity_id,
            function_name="_on_test_timer_timeout",
        )