Exemple #1
0
    def __init__(self, **kwargs):
        super(MooseInRocketGame, self).__init__(**kwargs)

        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)
        self._keyboard.bind(on_key_up=self._on_keyboard_up)

        # self.rocket = Rocket()
        self.enemies_factory = Enemies()
        with self.canvas:
            self.background_handler = BackgroundHandler()
            self.start_place = StartPlace()
            self.rocket = Rocket()
            self.ruby = Ruby()
            self.score = Score()
            self.start_screen = StartScreen()
            self.score_screen = ScoreScreen()
Exemple #2
0
class MooseInRocketGame(Widget):
    rocket = ObjectProperty(None)
    background_handler = ObjectProperty(None)
    game_started = False

    def __init__(self, **kwargs):
        super(MooseInRocketGame, self).__init__(**kwargs)

        self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
        self._keyboard.bind(on_key_down=self._on_keyboard_down)
        self._keyboard.bind(on_key_up=self._on_keyboard_up)

        # self.rocket = Rocket()
        self.enemies_factory = Enemies()
        with self.canvas:
            self.background_handler = BackgroundHandler()
            self.start_place = StartPlace()
            self.rocket = Rocket()
            self.ruby = Ruby()
            self.score = Score()
            self.start_screen = StartScreen()
            self.score_screen = ScoreScreen()

    def _keyboard_closed(self):
        self._keyboard.unbind(on_key_down=self._on_keyboard_down)
        self._keyboard = None

    def update(self, dt):
        if not self.game_started:
            return

        with self.canvas:
            self.enemies_factory.generate()

        self.background_handler.move()
        self.start_place.move()
        self.rocket.move()
        if self.ruby:
            self.ruby.move()
            if self.rocket.image.collide_widget(self.ruby):
                self.score.up()
                self.ruby.hide()

        if not self.rocket.dead:
            for enemie in self.enemies_factory.enemies:
                enemie.move()
                if self.rocket.image.collide_widget(enemie.collide):
                    self.rocket.die()
                    return

        if self.rocket.dead:
            for enemie in self.enemies_factory.enemies:
                enemie.hide()

            self.score_screen.show()

    def restart(self):
        if self.game_started:
            self.start_place.restart()
            self.rocket.restart()
            self.enemies_factory.reset()
            self.game_started = False

    def on_touch_down(self, *args, **kwargs):
        self._on_keyboard_down(1,2,3,4)

    def on_touch_up(self, *args, **kwargs):
        self._on_keyboard_up(1,2)

    def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
        if self.start_screen.is_active():
            self.start_screen.hide()
            return

        if self.score_screen.is_active():
            self.restart()
            self.score_screen.hide()
            return

        if not self.game_started:
            self.game_started = True
        self.rocket.force = True

    def _on_keyboard_up(self, keyboard, keycode):
        self.rocket.force = False