Exemple #1
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def select(musicName):
    if targetScene == 'play':
        play_state.playMusicName = musicName
        gfw.push(play_state)
    else:
        record_state.recordMusicName = musicName
        gfw.push(record_state)
Exemple #2
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_x:
            wav_select.play()
            gfw.push(select_state)
Exemple #3
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def animalshpstatchange():
    global whostate, main_ui
    animalshop_state.inven = player.inven
    animalshop_state.money = main_ui.money
    animalshop_state.animals = animals
    whostate = ANIMALSHOP_STATE
    gfw.push(animalshop_state)
Exemple #4
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def end_game():
    global state, START, CHECK
    state = STATE_GAME_OVER
    CHECK = False
    gfw.push(restart)

    music_bg.stop()
Exemple #5
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 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)
Exemple #6
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_x:
            wav_entermain.play()
            gfw.push(main_state)
Exemple #7
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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.push(game_state)
Exemple #8
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def start(theme):
    #global bg_music
    #bg_music.stop()
    #del bg_music
    gfw.world.remove(highscore)
    horz_state.theme = theme
    gfw.push(horz_state)
Exemple #9
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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):
		music_bg.stop()
		gfw.push(main_state)
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_RETURN):
        music.stop()
        gfw.push(game_state, 1, 100)
Exemple #11
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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 == SDL_KEYDOWN:
        music_title.stop()
        gfw.push(game_state)
Exemple #12
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key in [SDLK_ESCAPE, SDLK_q]:
            gfw.quit()
        elif e.key in [SDLK_RETURN, SDLK_KP_ENTER]:
            gfw.push(main)
Exemple #13
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def start(theme):
    pair_state.theme = theme
    world2.theme = theme

    if button.playtype == 1:
        gfw.push(pair_state)
    elif button.playtype == 2:
        gfw.push(world2)
def handle_event(e):
    global player
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.push(option_state)
    player.handle_event(e)
    UC.handle_event(e)
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):
        global titlemusic
        titlemusic.set_volume(0)
        gfw.push(game_state)
Exemple #16
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def draw():
    gfw.world.draw()

    if state == STATE_GAME_OVER:
        game_over_image.draw(get_canvas_width() // 2, get_canvas_height() // 2)
        gfw.push(howtostage2)

    if state == STATE_CLEAR:
        clear.draw(get_canvas_width() // 2, get_canvas_height() // 2)
Exemple #17
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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):
        pass
    elif e.key == SDLK_RETURN:  # 엔터 게임시작
        gfw.push(main_state2)
Exemple #18
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_p:
            gfw.push(pause_state)
    boy.handle_event(e)
Exemple #19
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def handle_event(e):
    # prev_dx = boy.dx
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:

            gfw.push(menu_state)

    p.handle_event(e)
Exemple #20
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_RETURN:  #엔터 게임시작
            start_game()
        elif e.key == SDLK_SPACE:  #스페이스바 다음스테이지
            gfw.push(howtostage2)

    player.handle_event(e)
def handle_mouse(e):
    global mx , my
    if e.type == SDL_MOUSEMOTION:
        mx = e.x
        my = get_canvas_height() - 1 - e.y


    if e.type == SDL_MOUSEBUTTONDOWN:
        if mx > 60 and mx < 140 and my>50 and my<150:
            gfw.push(title_state)
        if mx > 1560 and mx < 1640 and my>40 and my<160:
            gfw.push(main_state)
Exemple #22
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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(e):
    global help_
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.quit()
        elif e.key == SDLK_SPACE:
            if help_ is False:
                gfw.push(main_state)
        elif e.key == SDLK_h:
            button_wav.play()
            if help_ is False:
                help_ = True
            elif help_ is True:
                help_ = False
def change_cookie(n):
    if gfw.world.count_at(gfw.layer.stand) > 0:
        for obj in gfw.world.objects_at(gfw.layer.stand):
            gfw.world.remove(obj)

    stand = ReadyPlayer(n,lambda: gfw.push(playerchoose_state))
    gfw.world.add(gfw.layer.stand, stand)
def handle_mouse(e):
    global main_sound, capture, title
    if e.type == SDL_MOUSEMOTION:
        pos = gobj.mouse_xy(e)
        if not capture:
            if pos[1] <= canvas_height * 0.87 + 50 and pos[
                    1] >= canvas_height * 0.87 - 50:
                main_sound.play()
                for obj in gfw.world.objects_at(gfw.layer.title):
                    obj.image = gfw.image.load(gobj.res('음악선택이미지클릭.png'))
                capture = True
                return False
        if capture:
            if pos[1] > canvas_height * 0.87 + 50 or pos[
                    1] < canvas_height * 0.87 - 50:
                main_sound.stop()
                for obj in gfw.world.objects_at(gfw.layer.title):
                    obj.image = gfw.image.load(gobj.res('음악선택이미지.png'))
                capture = False
                return False
    if e.type == SDL_MOUSEBUTTONDOWN and e.button == SDL_BUTTON_LEFT:
        pos = gobj.mouse_xy(e)
        if pos[1] <= canvas_height * 0.87 and pos[
                1] >= canvas_height * 0.87 - 50 and pos[
                    0] > canvas_width // 2 and pos[0] < canvas_width * 0.9:
            main_sound.stop()
            del main_sound
            return gfw.push(main_state)
    return False
Exemple #26
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def handle_event(e):
    global select, menu_pointer
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.quit()
        elif e.key == SDLK_UP:
            if select == 'exit':
                change_selection.play()
            select = 'start'
            menu_pointer.pos = (canvas_width // 2, canvas_height // 4)
        elif e.key == SDLK_DOWN:
            if select == 'start':
                change_selection.play()
            select = 'exit'
            menu_pointer.pos = (canvas_width // 2, canvas_height // 6 + 17)
        elif e.key == SDLK_RETURN:
            button_confirm.play()
            if select == 'start':
                gfw.push(loading_state)
            elif select == 'exit':
                gfw.quit()
    elif e.type == SDL_MOUSEMOTION:
        if get_canvas_height() - e.y - 1 >= canvas_height // 4 - 10:
            if select == 'exit':
                change_selection.play()
            select = 'start'
            menu_pointer.pos = (canvas_width // 2, canvas_height // 4)
        else:
            if select == 'start':
                change_selection.play()
            select = 'exit'
            menu_pointer.pos = (canvas_width // 2, canvas_height // 6 + 17)
    elif e.type == SDL_MOUSEBUTTONDOWN:
        x = canvas_width // 2
        y1 = canvas_height // 4
        y2 = canvas_height // 6 + 17
        if abs(e.x - x) <= 80:
            if abs(get_canvas_height() - e.y - 1 - y1) <= 10:
                button_confirm.play()
                select = 'start'
                gfw.push(loading_state)
            elif abs(get_canvas_height() - e.y - 1 - y2) <= 10:
                button_confirm.play()
                select = 'exit'
                gfw.quit()
Exemple #27
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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()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE):
        gfw.push(game_state)
    if e.type == SDL_MOUSEMOTION:
        if e.x >= 420 and e.x <= 700 and e.y >= 92 and e.y <= 201:
            image = gfw.image.load('../res/background/menu_state_1.png')
            state = STATE_ON
        else:
            image = gfw.image.load('../res/background/menu_state_0.png')
            state = STATE_OFF
    if e.type == SDL_MOUSEBUTTONDOWN:
        if state == STATE_ON:
            gfw.change(game_state)
def handle_event(e):
    global main_sound
    if e.type == SDL_QUIT:
        return gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_RETURN:
            main_sound.stop()
            del main_sound
            return gfw.push(main_state)
    handle_mouse(e)
Exemple #29
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def handle_event(e):
    global selecty,selected
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_DOWN:
            if selecty - 70 >30 :
                selecty -= 70
                selected -= 1
        elif e.key == SDLK_UP:
            if selecty + 70 <=240:
                selecty += 70
                selected += 1
        elif e.key == SDLK_RETURN:
            if selected == 3:
                gfw.push(main_state)
            elif selected == 2:
                gfw.push(rank_state)
            elif selected == 1:
                gfw.quit()
def handle_event(e):
    global soldier, princess, ret, menu_music
    event = (e.type, e.key)

    if e.type == SDL_QUIT:
        gfw.quit()
    elif event == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()
    elif event == (SDL_KEYDOWN, SDLK_LEFT):
        menu_music.play()
        ret = 1
        soldier.set_animation(True)
        princess.set_animation(False)
    elif event == (SDL_KEYDOWN, SDLK_RIGHT):
        menu_music.play()
        ret = 2
        soldier.set_animation(False)
        princess.set_animation(True)
    elif event == (SDL_KEYDOWN, SDLK_RETURN):
        gfw.push(game_state, ret)