def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE): gfw.change(select_state)
def update(): global loading_time global first_index, second_index, third_index, fourth_index global time loading_time -= gfw.delta_time if loading_time < 4: if first_index < 7: time += 1 if time % 5 == 1: first_index += 1 if loading_time < 3: if second_index < 3: time += 1 if time % 5 == 1: second_index += 1 if loading_time < 2: if third_index < 3: time += 1 if time % 5 == 1: third_index += 1 if loading_time < 1: if fourth_index < 3: time += 1 if time % 5 == 1: fourth_index += 1 if loading_time <= 0: gfw.change(stage)
def handle_event(e): global target_pos ,ButtonSound ,CheckGame if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.quit() if e.type == SDL_MOUSEMOTION: target_pos = (e.x ,get_canvas_height() - e.y - 1) x, y = target_pos if x > 500 and x < 720 and y >390 and y < 410: ButtonSound.play() elif x > 500 and x < 720 and y >320 and y < 340: ButtonSound.play() elif x > 500 and x < 720 and y >250 and y < 270: ButtonSound.play() if e.type == SDL_MOUSEBUTTONDOWN: x, y = target_pos if x > 500 and x < 720 and y >390 and y < 410: CheckGame = True gfw.change(game_state) elif x > 500 and x < 720 and y >320 and y < 340: CheckGame = False gfw.change(ranking_state) elif x > 500 and x < 720 and y >250 and y < 270: gfw.quit()
def update(): global logo_time, bgm logo_time += gfw.delta_time if logo_time > 3.0: gfw.change(title)
def update(): global player, stage_num, bgm x, y = player.pos gfw.world.update() if x > get_canvas_width(): x = 14 player.pos = x, y stage_num += 1 stage_gen.remove() bgm = music.mp3(resSE('stage_%d.mp3' % stage_num), True) stage_gen.load(resBM('../stage_%d.txt' % stage_num), True) if stage_num == 3: bgm.set_volume(128) else: bgm.set_volume(64) if player.saved: save() player.saved = False if y < -10: bgm.stop() gfw.change(end) stage_gen.update()
def handle_event(e): # prev_dx = boy.dx if e.type == SDL_QUIT: gfw.quit() return elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: Scene_Result.set_score(score) gfw.change(Scene_Result, player.select) return elif e.key == SDLK_RETURN: effect_s.play(1) elif e.key == SDLK_SPACE: effect_j.play(1) elif e.key == SDLK_a: # player.pos = 150,650 # for x, y in [(100,400),(400,300),(650,250),(900,200)]: for i in range(10): x = random.randint(100, 900) y = random.randint(200, 400) pf = Platform(Platform.T_3x1, x, y) gfw.world.add(gfw.layer.platform, pf) elif e.key == SDLK_p: global paused paused = not paused if player.handle_event(e): return
def is_win() -> bool: for platform in gfw.world.objects_at(gfw.layer.platform): if platform.type != Platformer.GOAL: continue if gobj.collides_box(player, platform): gfw.change(score_state) score_state.set_attempt(player.n_die)
def update(self): x, y = self.x, self.y dx, dy = self.delta if self.dir == 'w': x -= dx * gfw.delta_time elif self.dir == 'h': x += dx * gfw.delta_time y += dy * gfw.delta_time gravity = 3 dy -= gravity print(y) self.x = x self.y = y self.delta = dx, dy if x < -10 or x > get_canvas_width() + 10 or y <= 90: gfw.world.remove(self) print('bullet count - %d' % len(ZombieBullet.bullets)) if player.isCreate == True: if gobj.collides_box(self, self.player): gfw.world.remove(self) gfw.world.remove(self.player) player.isCreate = False gfw.change(menu_state)
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() return elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.pop() return elif e.key == SDLK_p: global paused paused = not paused elif e.key == SDLK_RETURN: if not paused: return global prito_cooldown prito_cooldown = random.uniform(5, 10) paused = False bgm.repeat_play() elif e.key == SDLK_s: gfw.change(score_state) score_state.set_attempt(player.n_die) elif e.key == SDLK_d: global disabled disabled = not disabled player.handle_event(e) if not prito.handle_event(e): player.die()
def update(): global start_time, loading_x, previous_time, speed current = get_time() loading_x += speed * (current - previous_time) if current - previous_time >= 2.7: gfw.change(Scene_Menu, None) pass
def handle_event(self, e): global answer, ask, p_key, me_shout_time, me_shout_randidx, frame, answer_time if e.type == SDL_KEYDOWN: if e.key == SDLK_q and frame != 1600: #프레임이 1600일때는 키보드 입력 안됨 p_key = 1 me_shout_randidx = random.randint(0, 2) self.Correct_Check() me_shout_time = get_time() elif e.key == SDLK_w and frame != 1600: #프레임이 1600일때는 키보드 입력 안됨 p_key = 2 me_shout_randidx = random.randint(0, 2) self.Correct_Check() me_shout_time = get_time() elif e.key == SDLK_e and frame != 1600: #프레임이 1600일때는 키보드 입력 안됨 p_key = 3 me_shout_randidx = random.randint(0, 2) self.Correct_Check() me_shout_time = get_time() elif e.key == SDLK_r and frame != 1600: #프레임이 1600일때는 키보드 입력 안됨 p_key = 4 me_shout_randidx = random.randint(0, 2) self.Correct_Check() me_shout_time = get_time() elif e.key == SDLK_RETURN: self.health -= 10 gfw.push(game_state, 2, self.health) if ask == True: answer = True if ask_ == True: answer_time = get_time() elif e.key == SDLK_SPACE: gfw.change(game_state, 2, self.health)
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.change(title_state) elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_p): gfw.pop()
def end_game(): global state, Sound, score state = STATE_GAME_OVER Sound.bgm1.stop() Sound.bgm2.repeat_play() Highscore.add(score) gfw.world.clear() gfw.change(game_over_state)
def update(): gfw.world.update() global loading_on if loading_on: gfw.change(loading_state) loading_on = False gobj.effect1_on = False gobj.effect2_on = False
def handle_event(e): global image, state if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.quit() if e.type == SDL_MOUSEBUTTONDOWN: gfw.change(logo_state)
def handle_event(e): global player if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.change(main_state) player.handle_event(e)
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.pop() if e.key == SDLK_RETURN or e.key == SDLK_KP_ENTER: gfw.change(main_state)
def handle_event(e): global end_time, change if end_time > 2.0: if change == False: if e.type == SDL_KEYDOWN or e.type == SDL_MOUSEBUTTONDOWN: change = True gfw.change(title_state) elif e.type == SDL_QUIT: gfw.quit()
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_RETURN: #gfw.world.clear() gfw.change(Scene_Menu, 0) elif e.key == SDLK_ESCAPE: gfw.quit()
def check_game_over(): fall = player.get_fall() hp_over = False if ui.width < 67: player.state = 6 global die_time die_time = get_time() if fall: Scene_Result.set_score(score) gfw.change(Scene_Result, player.select)
def handle_events(self, event): for e in event: if e.type == SDL_KEYDOWN: if e.type == SDLK_KP_ENTER: if self.bSelect: gfw.change(self.state_name) elif e.type == SDLK_UP or e.type == SDLK_DOWN: if self.bSelect: self.dx = 1 else: self.dx = 0
def update(): image_count = len(IMAGE_FILES) global index, time if index < image_count: file = IMAGE_FILES[index] gfw.image.load(file) else: gfw.change(main_state) return index += 1 time += gfw.delta_time
def handle_event(e): if e.type == SDL_QUIT: gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gfw.quit() elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE): gfw.change(game_state) def exit(): global image del image
def handle_event(e): global player, state # prev_dx = boy.dx if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: if state == STATE_GAME_OVER: gfw.change(title_state) player.handle_event(e)
def update(): global speed, sound, END, check_start, play_speed, PAUSE_TILE, collision_count, title_font if Tile.start: if check_start == False: gfw.world.clear_at(gfw.layer.ui) sound.play() check_start = True if END: sound.stop() gfw.change(result) else: for obj in gfw.world.objects_at(gfw.layer.tile): if obj.miss_tile == True: obj.image = gfw.image.load(gobj.res('놓친타일.png')) END = True gfw.world.update() if Tile.start: if PAUSE_TILE == False: dy = -TILE_SPEED * gfw.delta_time else: dy = 0 global last_mouse_pos last_mouse_pos = last_mouse_pos[0], last_mouse_pos[1] + dy for obj in gfw.world.objects_at(gfw.layer.tile): if PAUSE_TILE == False: obj.move(dy) for obj in gfw.world.objects_at(gfw.layer.tile): if obj.sound_time > gfw.delta_time * play_speed: sound.pause() if obj.success_tile: check_start = True obj.sound_time += gfw.delta_time for obj in gfw.world.objects_at(gfw.layer.tile): if obj.check_disappearing_tile( ) == True and obj.success_tile == True: gfw.world.remove(obj) if obj.check_disappearing_tile( ) == True and obj.success_tile == False: obj.image = gfw.image.load(gobj.res('놓친타일.png')) obj.miss_tile = True END = True if PAUSE_TILE == False: stage_gen.update(dy)
def update(): if player.end: result_state.IsWin = False gfw.change(result_state) gfw.world.update() global score score += gfw.delta_time # stage1 playetime global stage_playtime stage_playtime += gfw.delta_time # boss 출현 if stage_playtime > go_boss: if gfw.world.count_at(gfw.layer.boss) == 0: gfw.world.add(gfw.layer.boss, boss) else: # enemy 생성 시간 global enemy_time enemy_time -= gfw.delta_time if enemy_time <= 0: gfw.world.add(gfw.layer.enemy, Enemy()) if stage_playtime >= 0 and stage_playtime < 20: enemy_time = 2 elif stage_playtime >= 20 and stage_playtime < 40: enemy_time = 1.5 else: enemy_time = 1 for e in gfw.world.objects_at(gfw.layer.enemy): check_collision_enemy(e) for eb in gfw.world.objects_at(gfw.layer.enemy_bullet): check_collision_enemybullet(eb) for s in gfw.world.objects_at(gfw.layer.skill): check_collision_playerskill(s) # Item 생성 global item_gen_time item_gen_time -= gfw.delta_time if item_gen_time <= 0: gfw.world.add(gfw.layer.item, Item()) item_gen_time = 15 check_collision_item() check_collision_boss()
def update(): global isPaused global stage global timer if isPaused: return gfw.world.update() if player.get_goal() and stage < 12: gfw.world.cleartime_add(stage, timer.get_time()) gfw.push(result_state) elif player.get_goal() and stage == 12: gfw.world.cleartime_add(stage, timer.get_time()) gfw.change(ending_state)
def handle_event(self, e): pair = (e.type, e.key) if pair in Player.KEY_MAP: if self.target is not None: if e.type == SDL_KEYUP: return self.updateAction(0, -self.delta[0]) self.target = None self.delta = 0, 0 self.targets = [] self.speed = 0 self.updateDelta(*Player.KEY_MAP[pair]) elif pair == Player.KEYDOWN_G: self.fire() elif pair == Player.KEYDOWN_R: gfw.change(title_state)
def handle_event(e): global player, stage # prev_dx = boy.dx if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.pop() if e.key == SDLK_RETURN and gameover: gfw.world.clear() gfw.change(ranking_state) if e.type == SDL_MOUSEMOTION: global target_pos target_pos = (e.x ,get_canvas_height() - e.y - 1) player.handle_event(e)
def handle_event(e): global mouse, select if e.type == SDL_QUIT: gfw.quit() return elif e.type == SDL_KEYDOWN: if e.key == SDLK_ESCAPE: gfw.quit() return elif e.key == SDLK_RETURN: gfw.change(test_state, select) elif e.type == SDL_MOUSEBUTTONDOWN: print(e.x, e.y) mouse = (e.x, e.y) pass