Exemple #1
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        def onUpdate(self):
            self.gameObject.aggressive = True

            if self.movingUp:
                if self.active:
                    self.gameObject.getComponent(Physics).velocity = Vector2(
                        0, 50)
                else:
                    self.gameObject.aggressive = False

                if self.gameObject.transform.position.y >= self.startPositionY + 24:
                    self.gameObject.getComponent(Physics).velocity = Vector2(
                        0, 0)

            elif not self.movingUp:
                self.gameObject.getComponent(Physics).velocity = Vector2(
                    0, -50)

                if self.gameObject.transform.position.y <= self.startPositionY:
                    self.gameObject.getComponent(Physics).velocity = Vector2(
                        0, 0)
                    self.gameObject.aggressive = False

                    if not self.active:
                        Timer.remove(self.hideTimer)
Exemple #2
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    def on_update(cls, dt: float):
        cls.dt = dt

        while not cls.callableQueue.empty():
            callable = cls.callableQueue.get()
            callable()

        for gameObject in cls.gameObjects:
            for script in gameObject.scripts:
                script.onUpdate()

        from gameengine.managers.CameraManager import CameraManager
        for camera in CameraManager().collection:
            for script in camera.scripts:
                script.onUpdate()

        from gameengine.managers.PhysicsManager import PhysicsManager
        PhysicsManager().onUpdate(dt)

        from gameengine.managers.CollisionManager import CollisionManager
        CollisionManager().onUpdate(dt)

        Timer.tick()

        for gameObject in cls.gameObjects.copy():
            for script in gameObject.scripts:
                script.onLateUpdate()

        from gameengine.managers.CameraManager import CameraManager
        for camera in CameraManager().collection:
            for script in camera.scripts:
                script.onLateUpdate()

        cls.frameCount += 1
Exemple #3
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    def onCollisionStay(self, other):
        if "PowerUp" in other.tags and other.popped:
            # print(World.frameCount)
            if "SuperMushroom" in other.tags or "FireFlower" in other.tags:
                self.gameObject.state.upgrade()

            elif "SuperStar" in other.tags:
                self.gameObject.tags.append("Invincible")

                Resources.bgMusic.pause()
                p = Resources.star.play()
                p.volume = 0.15

                def f():
                    Resources.bgMusic.play()

                p.set_handler("on_player_eos", f)

                def f():
                    self.gameObject.tags.remove("Invincible")
                    state = str(self.gameObject.state)

                    if state == "Small":
                        self.gameObject.spriteSet = Resources.playerSprites[
                            self.gameObject.character]["small"]
                    elif state == "Big":
                        self.gameObject.spriteSet = Resources.playerSprites[
                            self.gameObject.character]["big"]
                    elif state == "Fire":
                        self.gameObject.spriteSet = Resources.playerSprites[
                            "fire"]

                Timer.add(f, (), 10000, 0, 1)
		def onCollisionEnter(self, other, side):
			if "Player" in other.tags:
				Timer.remove(self.walkTimer)

				if side == Sides.TOP_SIDE:
					self.script.state = KoopaTroopaScript.Stomped(self.script)
				else:
					self.script.state = KoopaTroopaScript.Bowling(self.script, other)
Exemple #5
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    def goPassive(self):
        self.tags.append("Passive")
        self.getComponent(SpriteRenderer).opacity = 127

        def f():
            self.tags.remove("Passive")
            self.getComponent(SpriteRenderer).opacity = 255

        Timer.add(f, (), 2000, 0, 1)
Exemple #6
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    def destroy(cls, gameObject, delay=0):
        def f():
            if gameObject not in cls.gameObjects:
                return

            gameObject.prepareDestroy()
            cls.gameObjects.remove(gameObject)

        if delay == 0:
            cls.callableQueue.put(f)
        else:
            Timer.add(cls.callableQueue.put, (f, ), delay, 0, 1)
Exemple #7
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        def init(self, *args):
            self.gameObject.getComponent(Physics).velocity.y = -120

            Resources.bgMusic.pause()
            Resources.flagpole.play().volume = 0.05
            World.findByTag("Time")[0].stop()

            World.findByTag("Score")[0].add(5000)

            def goToNextLevel():
                if self.gameObject.prepareNextLevel:
                    self.gameObject.prepareNextLevel()
                if self.gameObject.nextScene:
                    SceneManager().loadScene(self.gameObject.nextScene,
                                             *self.gameObject.nextSceneArgs,
                                             *self.gameObject.nextSceneKwargs)

            Timer.add(goToNextLevel, (), 2000, 0, 1)
    def init(self, *args, **kwargs):
        self.tags.append("Instructions")

        self.font_name = "Emulogic"
        self.font_size = 16
        self.text = "Deplacement : fleches\nCourir/jeter des boules de feu : SHIFT"
        self.width = 1000
        self.multiline = True
        self.set_style("align", "left")

        DrawingManager().GUI.add(self)

        def f():
            DrawingManager().remove(self)
            DrawingManager().GUI.remove(self)
            World.destroy(self)

        Timer.add(f, (), 5000, 0, 1)
Exemple #9
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        def active(self, val):
            if val is True and self._active is False:
                Timer.remove(self.showUpTimer)

                def goUp():
                    self.movingUp = True

                self.showUpTimer = Timer.add(goUp, (), 2000, 4000, -1)

                Timer.remove(self.hideTimer)

                def goDown():
                    self.movingUp = False

                self.hideTimer = Timer.add(goDown, (), 0, 4000, -1)

            if val is False and self._active is True:
                Timer.remove(self.showUpTimer)
                Timer.remove(self.hideTimer)

            self._active = val
Exemple #10
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    def decrement(self):
        self.time -= 1
        self.text = "TIME\n{:03d}".format(self.time)

        if self.time == 100:
            Resources.bgMusic.pause()
            p = Resources.hurryUp.play()
            p.volume = 0.15

            def f():
                setBgMusic(self.fastMusic).play()
                Resources.bgMusic.pitch = 1.05

            p.set_handler("on_player_eos", f)

        if self.time <= 0:
            Timer.remove(self.countdown)
            players = World.findByTag("Player")
            for player in players:
                # TODO: Just die
                player.state.downgrade()
	def onLoad(self, *args, **kwargs):
		self.mainCamera.backgroundColor = (0, 0, 0, 0)
		self.mainCamera.zoom = 3

		# players = World.findByTag("Player")
		# if players:
		# 	from gameengine.components.Physics import Physics
		# 	players[0].getComponent(Physics).customGravity = (0, 0)

		from game.Player import Player
		Player.lives = 3

		gameOverLabel = World.instantiate(Label, (500, 400))
		gameOverLabel.text = "Game Over"
		gameOverLabel.font_name = "Emulogic"
		gameOverLabel.font_size = 22
		gameOverLabel.set_style("align", "center")
		DrawingManager().GUI.add(gameOverLabel)

		scoreLabel = World.instantiate(Label, (400, 330))
		scoreLabel.text = "final score: {}".format(World.findByTag("Score")[0].score)
		scoreLabel.font_name = "Emulogic"
		scoreLabel.font_size = 22
		scoreLabel.set_style("align", "center")
		DrawingManager().GUI.add(scoreLabel)

		def loadNextLevel():
			DrawingManager().remove(gameOverLabel)
			DrawingManager().GUI.remove(gameOverLabel)

			DrawingManager().remove(scoreLabel)
			DrawingManager().GUI.remove(scoreLabel)

			World.findByTag("Score")[0].reset()
			World.findByTag("Coins")[0].reset()
			from game.levels.Level1_1 import Level1_1
			SceneManager().loadScene(Level1_1)

		Timer.add(loadNextLevel, (), 4000, 0, 1)
Exemple #12
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    def init(self, *args, **kwargs):
        self.tags.append("Time")

        self.time = 500

        self.font_name = "Emulogic"
        self.font_size = 18
        self.text = "TIME\n{:03d}".format(self.time)
        self.width = 100
        self.multiline = True
        self.set_style("align", "right")

        self.countdown = Timer.add(self.decrement, (), 400, 400, -1)
        self.fastMusic = None

        DrawingManager().GUI.add(self)
Exemple #13
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		def __init__(self, script):
			self.script = script
			self.koopaTroopa = script.gameObject

			self.koopaTroopa.getComponent(Physics).velocity.x = 0

			self.koopaTroopa.getComponent(SpriteRenderer).setImage(Resources.theme[self.koopaTroopa.theme][self.koopaTroopa.color]["koopaTroopaStomped"])
			self.koopaTroopa.getComponent(Collider).offset = (0, 0)

			Resources.stomp.play().volume = 0.05

			def recover():
				self.script.state = KoopaTroopaScript.Recovering(self.script)

			self.recoverTimer = Timer.add(recover, (), 2500, 0, 1)

			World.findByTag("Score")[0].add(20)
Exemple #14
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		def __init__(self, script):
			self.script = script
			self.koopaTroopa = script.gameObject

			self.koopaTroopa.getComponent(SpriteRenderer).setImage(Resources.theme[self.koopaTroopa.theme][self.koopaTroopa.color]["koopaTroopaRecovering"])

			def walk():
				self.koopaTroopa.transform.position += (0, 4)
				self.script.state = KoopaTroopaScript.Walk(self.script)

				players = World.findByTag("Player")
				if not players:
					return
				player = players[0]

				self.koopaTroopa.getComponent(Physics).velocity.x = \
					-30 if player.transform.position.x < self.koopaTroopa.transform.position.x else 30


			self.walkTimer = Timer.add(walk, (), 2000, 0, 1)
Exemple #15
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        def __init__(self, script):
            self.script = script
            self.player = script.gameObject
            Player.lives -= 1

            collider = self.player.getComponent(Collider)
            print("die", collider.gameObject)

            self.player.removeComponent(collider)
            self.player.getComponent(SpriteRenderer).setImage(
                self.player.spriteSet["die"])

            Resources.bgMusic.pause()
            Resources.mariodie.play().volume = 0.2
            World.findByTag("Time")[0].stop()

            self.player.getComponent(Physics).customGravity = (0, 0)
            self.player.getComponent(Physics).velocity.set(0, 0)

            def f():
                self.player.getComponent(Physics).customGravity = None
                self.player.getComponent(Physics).velocity.set(0, 450)

            Timer.add(f, (), 500, 0, 1)

            def goToGameOver():
                from game.levels.GameOverSplash import GameOverSplash
                SceneManager().loadScene(GameOverSplash)

            def resetLevel():
                from game.levels.Level1_1 import Level1_1
                from game.levels.LevelSplash import LevelSplash
                World.findByTag("Time")[0].restart()

                currentLevelClass = type(SceneManager().currentScene)
                SceneManager().loadScene(LevelSplash, currentLevelClass,
                                         currentLevelClass.major,
                                         currentLevelClass.minor)

            if self.player.lives <= 0:
                Timer.add(goToGameOver, (), 4000, 0, 1)
            else:
                Timer.add(resetLevel, (), 4000, 0, 1)
Exemple #16
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 def restart(self):
     Timer.remove(self.countdown)
     self.countdown = Timer.add(self.decrement, (), 400, 400, -1)
Exemple #17
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 def stop(self):
     Timer.remove(self.countdown)
Exemple #18
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 def onDestroy(self):
     Timer.remove(self.showUpTimer)
     Timer.remove(self.hideTimer)
     from gameengine.core.World import World
     World.findByTag("Score")[0].add(100)
Exemple #19
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		def onDestroy(self):
			Timer.remove(self.walkTimer)
Exemple #20
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    def onLoad(self, nextLevel: Type[Scene], major, minor):
        self.mainCamera.backgroundColor = (0, 0, 0, 0)
        self.mainCamera.zoom = 3

        if not World.findByTag("Score"):
            score = World.instantiate(Score, (80, self.mainCamera.size.y - 50))
            score.keepBetweenScenes = True

        if not World.findByTag("Coins"):
            coins = World.instantiate(Coins,
                                      (400, self.mainCamera.size.y - 50))
            coins.keepBetweenScenes = True

        if not World.findByTag("Level"):
            level = World.instantiate(Level,
                                      (800, self.mainCamera.size.y - 50))
            level.keepBetweenScenes = True

        if not World.findByTag("Time"):
            time = World.instantiate(Time, (1100, self.mainCamera.size.y - 50))
            time.keepBetweenScenes = True

        World.findByTag("Level")[0].major = major
        World.findByTag("Level")[0].minor = minor

        worldLabel = World.instantiate(Label, (500, 400))
        worldLabel.text = "World {}-{}".format(major, minor)
        worldLabel.font_name = "Emulogic"
        worldLabel.font_size = 22
        worldLabel.set_style("align", "center")
        DrawingManager().GUI.add(worldLabel)

        lifesLabel = World.instantiate(Label, (500, 325))

        # players = World.findByTag("Player")
        # player = players[0] if players else None

        from game.Player import Player
        lifesLabel.text = "lives * {}".format(Player.lives)
        lifesLabel.font_name = "Emulogic"
        lifesLabel.font_size = 22
        lifesLabel.set_style("align", "right")
        DrawingManager().GUI.add(lifesLabel)

        def loadNextLevel():
            DrawingManager().remove(worldLabel)
            DrawingManager().GUI.remove(worldLabel)

            DrawingManager().remove(lifesLabel)
            DrawingManager().GUI.remove(lifesLabel)

            SceneManager().loadScene(nextLevel)

        # Prevent player falling while loading level
        class KeepPlayerFromFalling(Script):
            def init(self, *args, **kwargs):
                self.player = None

                players = World.findByTag("Player")
                if players:
                    self.player = players[0]

            def onUpdate(self):
                if self.player:
                    from gameengine.components.Physics import Physics
                    self.player.getComponent(Physics).velocity.y = 0

        from gameengine.core.GameObject import GameObject
        go = World.instantiate(GameObject, (0, 0))
        go.addScript(KeepPlayerFromFalling)

        Timer.add(loadNextLevel, (), 1500, 0, 1)
Exemple #21
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		def onDestroy(self):
			Timer.remove(self.recoverTimer)
Exemple #22
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		def onCollisionEnter(self, other, side):
			if "Player" in other.tags:
				Timer.remove(self.recoverTimer)
				self.script.state = KoopaTroopaScript.Bowling(self.script, other)
Exemple #23
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from gameengine.core.Timer import Timer

from time import sleep


def fun1(text):
    print(text)


t1 = Timer.add(fun1, ("1"), 1000, 500, 3)
t2 = Timer.add(fun1, ("2"), 750, 500, -1)
t3 = Timer.add(fun1, ("3"), 100, 1000, 1)
t4 = Timer.add(fun1, ("2"), 750, 500, -1)

Timer.remove(t4)

while True:
    Timer.tick()

    sleep(0.01)