def main(): t1 = TextField() t1.x = t1.y = 50 t1.size = 30 t1.text = "Hello World!" addChild(t1) t2 = TextField() t2.x = 50 t2.y = 150 t2.text = "Hello Pylash~" t2.rotation = 30 t2.size = 50 t2.textColor = "#FF4500" t2.weight = TextFormatWeight.BOLD addChild(t2) t3 = TextField() t3.x = 300 t3.y = 130 t3.text = "Based on Python3, PySide2" t3.alpha = 0.7 t3.size = 40 t3.textColor = "#0000FF" t3.italic = True addChild(t3)
def gameOver(e): global player, scoreTxt, stageLayer, keyboardEnabled keyboardEnabled = False stageLayer.removeAllEventListeners() scoreTxt.remove() player.animation.stop() resultTxt = TextField() resultTxt.text = "Final Score: %s" % score resultTxt.size = 40 resultTxt.weight = TextFormatWeight.BOLD resultTxt.textColor = "orangered" resultTxt.x = (stage.width - resultTxt.width) / 2 resultTxt.y = 250 stageLayer.addChild(resultTxt) hintTxt = TextField() hintTxt.text = "Double Click to Restart" hintTxt.size = 35 hintTxt.textColor = "red" hintTxt.x = (stage.width - hintTxt.width) / 2 hintTxt.y = 320 stageLayer.addChild(hintTxt) # add double click event to restart stageLayer.addEventListener(MouseEvent.DOUBLE_CLICK, startGame)
def gameInit(result): global dataList, stageLayer dataList = result # create stage layer stageLayer = Sprite() addChild(stageLayer) # add FPS fps = FPS() addChild(fps) # add background bg = Bitmap(BitmapData(dataList["bg"])) stageLayer.addChild(bg) # add some text fields titleTxt = TextField() titleTxt.text = "Get Furit" titleTxt.size = 70 titleTxt.textColor = "red" titleTxt.x = (stage.width - titleTxt.width) / 2 titleTxt.y = 100 stageLayer.addChild(titleTxt) hintTxt = TextField() hintTxt.text = "Tap to Start the Game!~" hintTxt.textColor = "red" hintTxt.size = 40 hintTxt.x = (stage.width - hintTxt.width) / 2 hintTxt.y = 300 stageLayer.addChild(hintTxt) engineTxt = TextField() engineTxt.text = "- Powered by Pylash -" engineTxt.textColor = "red" engineTxt.size = 20 engineTxt.weight = TextFormatWeight.BOLD engineTxt.italic = True engineTxt.x = (stage.width - engineTxt.width) / 2 engineTxt.y = 500 stageLayer.addChild(engineTxt) # add event that the game will start when you click stageLayer.addEventListener(MouseEvent.MOUSE_UP, startGame) # add keyboard events to control player stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown) stage.addEventListener(KeyboardEvent.KEY_UP, keyUp)
def main(): controlLayer = Sprite() addChild(controlLayer) title = TextField() title.size = 25 title.text = "Choose A Loading Bar" controlLayer.addChild(title) btn1 = ButtonSample(text="LoadingSample1", size=30) btn1.y = 100 btn1.addEventListener(MouseEvent.MOUSE_UP, lambda e: addLoadingBar(1)) controlLayer.addChild(btn1) btn2 = ButtonSample(text="LoadingSample2", size=30) btn2.y = 180 btn2.addEventListener(MouseEvent.MOUSE_UP, lambda e: addLoadingBar(2)) controlLayer.addChild(btn2) btn3 = ButtonSample(text="LoadingSample3", size=30) btn3.y = 260 btn3.addEventListener(MouseEvent.MOUSE_UP, lambda e: addLoadingBar(3)) controlLayer.addChild(btn3) title.x = (controlLayer.width - title.width) / 2 controlLayer.x = (stage.width - controlLayer.width) / 2 controlLayer.y = (stage.height - controlLayer.height) / 2
def gameInit(result): global beginningLayer, dataList, loadingPage loadingPage.remove() # save the data which is loaded dataList = result # create a Sprite object beginningLayer = Sprite() # push the Sprite object into display list to show addChild(beginningLayer) # add background bg = Bitmap(BitmapData(dataList["bg"], 330, 300)) beginningLayer.addChild(bg) # add some text fields title = TextField() title.text = "Find Character" title.font = "Microsoft YaHei" title.size = 60 title.weight = TextFormatWeight.BOLD title.x = (stage.width - title.width) / 2 title.y = 150 beginningLayer.addChild(title) hintTxt = TextField() hintTxt.text = "Tap to Start The Game" hintTxt.font = "Microsoft YaHei" hintTxt.size = 30 hintTxt.x = (stage.width - hintTxt.width) / 2 hintTxt.y = 300 beginningLayer.addChild(hintTxt) engineTxt = TextField() engineTxt.text = "- Powered by Pylash -" engineTxt.font = "Microsoft YaHei" engineTxt.size = 20 engineTxt.italic = True engineTxt.x = (stage.width - engineTxt.width) / 2 engineTxt.y = 400 beginningLayer.addChild(engineTxt) # add event that game will start when you click beginningLayer.addEventListener(MouseEvent.MOUSE_UP, startGame)
def addResultLayer(self, *text): resultLayer = Sprite() self.addChild(resultLayer) for i in text: txt = TextField() txt.font = "Microsoft YaHei" txt.text = i txt.size = 40 txt.textAlign = TextFormatAlign.CENTER txt.x = stage.width / 2 txt.y = resultLayer.height + 20 txt.textColor = "orangered" txt.weight = TextFormatWeight.BOLD resultLayer.addChild(txt) # add a botton used for restart restartBtn = Sprite() restartBtn.graphics.beginFill("yellow") restartBtn.graphics.lineStyle(3, "orangered") restartBtn.graphics.drawRect(0, 0, 200, 60) restartBtn.graphics.endFill() restartBtn.x = (stage.width - restartBtn.width) / 2 restartBtn.y = resultLayer.height + 50 resultLayer.addChild(restartBtn) restartTxt = TextField() restartTxt.font = "Microsoft YaHei" restartTxt.text = "Restart" restartTxt.textColor = "orangered" restartTxt.size = 30 restartTxt.x = (restartBtn.width - restartTxt.width) / 2 restartTxt.y = (restartBtn.height - restartTxt.height) / 2 restartBtn.addChild(restartTxt) def restart(e): self.start() resultLayer.remove() restartBtn.addEventListener(MouseEvent.MOUSE_UP, restart) # make the result layer locate at vertical center resultLayer.y = (stage.height - resultLayer.height) / 2
def startLevel(self, char): # get random position of target targetX = random.randint(0, 9) targetY = random.randint(0, 9) self.blockLayer = Sprite() self.blockLayer.x = 50 self.blockLayer.y = 50 self.blockLayer.alpha = 0.7 self.blockLayer.mouseChildren = False self.addChild(self.blockLayer) shapeLayer = Sprite() self.blockLayer.addChild(shapeLayer) txtLayer = Sprite() self.blockLayer.addChild(txtLayer) # create blocks with a character for i in range(10): for j in range(10): block = Shape() block.x = j * 50 block.y = i * 50 block.graphics.beginFill("#33CCFF") block.graphics.lineStyle(5, "#0066FF") block.graphics.drawRect(0, 0, 50, 50) block.graphics.endFill() shapeLayer.addChild(block) txt = TextField() txt.size = 20 txt.font = "Microsoft YaHei" # when this block is target if i == targetY and j == targetX: txt.text = char[1] block.isTarget = True # when this block is not target else: txt.text = char[0] block.isTarget = False txt.x = block.x + (50 - txt.width) / 2 txt.y = block.y + (50 - txt.height) / 2 txtLayer.addChild(txt) self.blockLayer.addEventListener(MouseEvent.MOUSE_UP, self.check)
def startGame(e): global player, itemLayer, scoreTxt, addItemSpeedIndex, score, keyboardEnabled # reset some global variables addItemSpeedIndex = 0 score = 0 keyboardEnabled = True stageLayer.removeAllChildren() stageLayer.removeAllEventListeners() # add background bg = Bitmap(BitmapData(dataList["bg"])) stageLayer.addChild(bg) # create player player = Player(dataList["player"]) player.x = (stage.width - player.width) / 2 player.y = 450 stageLayer.addChild(player) # create item layer to contain objects falling from the top itemLayer = Sprite() stageLayer.addChild(itemLayer) # set the hit target to confirm a object which will be checked collision with items itemLayer.hitTarget = player # add score text field scoreTxt = TextField() scoreTxt.text = "Score: 0" scoreTxt.textColor = "red" scoreTxt.size = 30 scoreTxt.x = scoreTxt.y = 30 scoreTxt.weight = TextFormatWeight.BOLDER stageLayer.addChild(scoreTxt) # add events stageLayer.addEventListener(MouseEvent.MOUSE_DOWN, onMouseDown) stageLayer.addEventListener(MouseEvent.MOUSE_UP, onMouseUp) stageLayer.addEventListener(LoopEvent.ENTER_FRAME, loop)
def gameOver(): global stageLayer, selectedCharacter, start, enemyNum, isMouseDownAtGameLayer for o in AttackCharacter.ourList: o.animaSet.currentAnimation.removeAllEventListeners() o.animaSet.currentAnimation.stop() for o in Enemy.enemyList: o.animaSet.currentAnimation.removeAllEventListeners() o.animaSet.currentAnimation.stop() start = False stageLayer.mouseEnabled = False stageLayer.mouseChildren = False if selectedCharacter: selectedCharacter.remove() selectedCharacter = None enemyNum = 0 isMouseDownAtGameLayer = False resultLayer = Sprite() addChild(resultLayer) # add hint of game over hintTxt = TextField() hintTxt.textColor = "red" hintTxt.text = "Game Over!" hintTxt.weight = TextFormatWeight.BOLD hintTxt.size = 50 hintTxt.x = (stage.width - hintTxt.width) / 2 hintTxt.y = (stage.height - hintTxt.height) / 2 - 40 resultLayer.addChild(hintTxt) # add restart button def clickRestartBtn(e): global money, lives, loopIndex, stageLayer, fps, terrain AttackCharacter.ourList = [] Enemy.enemyList = [] loopIndex = 0 money = 200 lives = 10 terrain = copy.deepcopy(terrainList) stageLayer.remove() fps.remove() resultLayer.remove() gameInit() normal = Sprite() normal.graphics.beginFill("#666666") normal.graphics.lineStyle(3, "#222222") normal.graphics.drawRect(0, 0, 130, 60) normal.graphics.endFill() txt = TextField() txt.text = "RESTART" txt.textColor = "white" txt.size = 20 txt.x = (normal.width - txt.width) / 2 txt.y = (normal.height - txt.height) / 2 normal.addChild(txt) over = Sprite() over.graphics.beginFill("#888888") over.graphics.lineStyle(3, "#222222") over.graphics.drawRect(0, 0, 130, 60) over.graphics.endFill() txt = TextField() txt.text = "RESTART" txt.textColor = "white" txt.size = 20 txt.x = (over.width - txt.width) / 2 txt.y = (over.height - txt.height) / 2 over.addChild(txt) restartBtn = Button(normal, over) restartBtn.x = (stage.width - restartBtn.width) / 2 restartBtn.y = stage.height / 2 + 30 resultLayer.addChild(restartBtn) restartBtn.addEventListener(MouseEvent.MOUSE_UP, clickRestartBtn)
def initCtrlLayer(): global ctrlLayer, selectedCharacter, startBtn, moneyTxt, livesTxt, money, lives def selectCharacter(e): global selectedCharacter name = e.currentTarget.name # create selectedCharacter selectedCharacter = Sprite() selectedCharacter.name = name selectedCharacter.mouseShelter = False stageLayer.addChild(selectedCharacter) bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48)) selectedCharacter.addChild(bmp) # make selectedCharacter move to mouse's position selectedCharacter.x = e.offsetX - selectedCharacter.width / 2 selectedCharacter.y = e.offsetY - selectedCharacter.height / 2 # draw the background of the ctrlLayer ctrlLayer.graphics.beginFill("#333333") ctrlLayer.graphics.lineStyle(3, "#222222") ctrlLayer.graphics.drawRect(0, 0, 150, stage.height) ctrlLayer.graphics.endFill() # list of our characters ourList = ["guanyu", "xiahoudun", "soldier1"] # show selectors of our characters selectorsLayer = Sprite() ctrlLayer.addChild(selectorsLayer) for i, v in enumerate(ourList): selector = Sprite() selector.name = v selectorsLayer.addChild(selector) # the appearance of the character bmp = Bitmap(BitmapData(dataList[v + "_mov"], 0, 0, 48, 48)) selector.addChild(bmp) # show the cost of the character costTxt = TextField() costTxt.text = charactersData[v]["cost"] costTxt.textColor = "white" costTxt.x = (bmp.width - costTxt.width) / 2 costTxt.y = bmp.height + 10 selector.addChild(costTxt) selector.y = i * 88 selector.addEventListener(MouseEvent.MOUSE_DOWN, selectCharacter) selectorsLayer.x = (ctrlLayer.width - selectorsLayer.width) / 2 selectorsLayer.y = 40 # add lives and money text livesTxt = TextField() livesTxt.text = "Lives: %s" % lives livesTxt.x = (ctrlLayer.width - livesTxt.width) / 2 livesTxt.y = stage.height - 150 livesTxt.textColor = "white" ctrlLayer.addChild(livesTxt) moneyTxt = TextField() moneyTxt.text = "Money: %s" % money moneyTxt.x = (ctrlLayer.width - moneyTxt.width) / 2 moneyTxt.y = livesTxt.y + 30 moneyTxt.textColor = "white" ctrlLayer.addChild(moneyTxt) # add a button to start game def clickStartBtn(e): global start, enemyNum start = True enemyNum = 0 e.currentTarget.state = ButtonState.DISABLED normal = Sprite() normal.graphics.beginFill("#666666") normal.graphics.lineStyle(3, "#222222") normal.graphics.drawRect(0, 0, 100, 60) normal.graphics.endFill() txt = TextField() txt.text = "START" txt.textColor = "white" txt.size = 20 txt.x = (normal.width - txt.width) / 2 txt.y = (normal.height - txt.height) / 2 normal.addChild(txt) over = Sprite() over.graphics.beginFill("#888888") over.graphics.lineStyle(3, "#222222") over.graphics.drawRect(0, 0, 100, 60) over.graphics.endFill() txt = TextField() txt.text = "START" txt.textColor = "white" txt.size = 20 txt.x = (over.width - txt.width) / 2 txt.y = (over.height - txt.height) / 2 over.addChild(txt) disabled = Sprite() disabled.graphics.beginFill("#666666") disabled.graphics.lineStyle(3, "#222222") disabled.graphics.drawRect(0, 0, 100, 60) disabled.graphics.endFill() txt = TextField() txt.text = "START" txt.textColor = "#333333" txt.size = 20 txt.x = (disabled.width - txt.width) / 2 txt.y = (disabled.height - txt.height) / 2 disabled.addChild(txt) startBtn = Button(normal, over, None, disabled) startBtn.x = (ctrlLayer.width - startBtn.width) / 2 startBtn.y = stage.height - 80 ctrlLayer.addChild(startBtn) startBtn.addEventListener(MouseEvent.MOUSE_UP, clickStartBtn) ctrlLayer.x = stage.width - ctrlLayer.width
def gameOver(overKind, overInfo): if effectsOn: gameOverEffect.play() global gameContinue gameContinue = False playingLayer.removeAllEventListeners() if overInfo["snakeKind"] == "snake1": snake = snake1 else: snake = snake2 # adjust the positions winner = ["P1"] snake1.speed = 1 snake2.speed = 1 snake1.eatenCandies = 0 snake2.eatenCandies = 0 if (overKind == "wall"): if overInfo["snakeKind"] == "snake1": winner[0] = "P2" while True: if (snake.items[0]["row"] <= 0 or snake.items[0]["row"] >= 49) or (snake.items[0]["col"] <= 0 or snake.items[0]["col"] >= 49): break else: snake.move() elif overKind == "head": if snake1.score == snake2.score: winner = [] elif snake1.score < snake2.score: winner[0] = "P2" for s in overInfo["snakeToMove"]: while (s.items[0]["row"], s.items[0]["col"]) != overInfo["point"]: s.move() elif (overKind == "body"): if overInfo["snakeKind"] == "snake1": winner[0] = "P2" for s in overInfo["snakeToMove"]: while (s.items[0]["row"], s.items[0]["col"]) != overInfo["point"]: s.move() elif (overKind == "bodySameDirection"): if overInfo["snakeKind"] == "snake1": winner[0] = "P2" for s in overInfo["snakeToMove"]: while not((s.items[0]["row"], s.items[0]["col"]) in overInfo["s2Position"]): s.move() lastHead = snake.items[0]["item"] lastHead.visible = False newHead = Bitmap(BitmapData(dataList[snake.snakeKind+"Head"+snake.direction])) newHead.x = lastHead.x newHead.y = lastHead.y playingLayer.addChild(newHead) # display the faces p1Face = TextField() playingLayer.addChild(p1Face) if "P1" in winner: p1Face.text = "😂" else: p1Face.text = "ðŸ˜" p1Face.size = 50 p1Face.x = 20 + 50 - p1Face.width/2 p1Face.y = 20 + 50 - p1Face.height/2 p2Face = TextField() playingLayer.addChild(p2Face) if "P2" in winner: p2Face.text = "😂" else: p2Face.text = "ðŸ˜" p2Face.size = 50 p2Face.x = 400 + 50 - p2Face.width/2 p2Face.y = 20 + 50 - p2Face.height/2 # define the state of buttons normal = Bitmap(BitmapData(dataList["normalLeaveBtn"])) over = Bitmap(BitmapData(dataList["actionLeaveBtn"])) down = Bitmap(BitmapData(dataList["actionLeaveBtn"])) normal.alpha = 0.5 over.alpha = 0.75 down.alpha = 0.75 leaveBtn = Button(normal, over, down, None) leaveBtn.x = 135 leaveBtn.y = 130+250-leaveBtn.height/2 playingLayer.addChild(leaveBtn) def next(e): btnEffect.play() exit() leaveBtn.addEventListener(MouseEvent.MOUSE_UP, next) leaveBtn.addEventListener(MouseEvent.MOUSE_DOWN, btnEffectPlay)
def gameStart(data, bgmPlay, effectsPlay, p1Profile, p2Profile): global dataList, playingLayer, effectsOn, gameOverEffect, eatCandyEffects, moveEffect, btnEffect effectsOn = effectsPlay # receive the loaded data dataList = data gameOverEffect = Sound(dataList["gameOverEffect"]) eatCandyEffects = [Sound(dataList["eatCandyEffect1"]),Sound(dataList["eatCandyEffect2"]),Sound(dataList["eatCandyEffect3"])] for eatCandyEffect in eatCandyEffects: eatCandyEffect.loopCount = 1 moveEffect = Sound(dataList["moveEffect"]) moveEffect.loopCount = Sound.LOOP_FOREVER btnEffect = Sound(dataList["btnEffect"]) btnEffect.loopCount = 1 # create the playing layer playingLayer = Sprite() addChild(playingLayer) # set the bg image playingBg = Bitmap(BitmapData(dataList["playingBg"], 0, 0, 520, 640)) playingLayer.addChild(playingBg) # add profiles profile1 = Bitmap(BitmapData(dataList["profile%s" % p1Profile])) profile1.x = 20 profile1.y = 20 profile1.width = 100 profile1.height = 100 playingLayer.addChild(profile1) profile2 = Bitmap(BitmapData(dataList["profile%s" % p2Profile])) profile2.x = 400 profile2.y = 20 profile2.width = 100 profile2.height = 100 playingLayer.addChild(profile2) # display the scores colon = TextField() colon.text = ":" colon.size = 50 colon.x = 260 - colon.width/2 colon.y = 70 - colon.height/2 colon.textColor = "#225590" colon.font = "Bradley Hand" playingLayer.addChild(colon) global snake1, snake2 # create game snakes snake1 = snake("snake1", 60, 180, "Right") snake2 = snake("snake2", 450, 570, "Left") global score1Txt, score2Txt score1Txt = TextField() score1Txt.text = "%s" % snake1.score score1Txt.size = 50 score1Txt.x = 260 - 20 - score1Txt.width score1Txt.y = 70 - score1Txt.height/2 score1Txt.textColor = "#225590" score1Txt.font = "Bradley Hand" playingLayer.addChild(score1Txt) score2Txt = TextField() score2Txt.text = "%s" % snake2.score score2Txt.size = 50 score2Txt.x = 260 + 20 score2Txt.y = 70 - score2Txt.height/2 score2Txt.textColor = "#225590" score2Txt.font = "Bradley Hand" playingLayer.addChild(score2Txt) # add sample snakes sampleSnake1 = snake("snake1", 130, 40, "Up") sampleSnake2 = snake("snake2", 380, 40, "Up") stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown) stage.addEventListener(KeyboardEvent.KEY_UP, keyUp) playingLayer.addEventListener(LoopEvent.ENTER_FRAME, loop) generate(0.05)