Esempio n. 1
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    def render(self):
        self.screen.fill((0, 0, 0))
        # +<<<<<<< HEAD
        #         text_surface = self.font_large.render('agagla', False, (255, 255, 255))
        #         self.screen.blit(text_surface, ((WINDOW_WIDTH / 2) - (text_surface.get_width() / 2), (WINDOW_HEIGHT / 2) - 200))
        # =======

        shared_objects.get_bg().render()
        text_surface = self.font_large.render('agagla', False, (255, 255, 255))
        self.screen.blit(text_surface,
                         ((shared_objects.get_window_width() / 2) -
                          (text_surface.get_width() / 2),
                          (shared_objects.get_window_height() / 2) - 200))

        time_ms = time.time() * 1000.0

        if time_ms - self.last_time > 500.0:
            self.blink = ~self.blink
            self.last_time = time_ms

        if self.blink:
            text_surface = self.font_small.render(
                'Press    fire    to    start', False, (255, 255, 255))
            self.screen.blit(text_surface,
                             ((shared_objects.get_window_width() / 2) -
                              (text_surface.get_width() / 2),
                              (shared_objects.get_window_height() / 2) - 100))

        if shared_objects.get_im().get_fire():
            self.gsm.start_game()

        return None
Esempio n. 2
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def init():
    shared_objects.init_gsm()
    shared_objects.init_im()
    shared_objects.init_hsdb()

    shared_objects.init_bg()

    global gsm, im, hsdb
    gsm = shared_objects.get_gsm()
    im = shared_objects.get_im()
    hsdb = shared_objects.get_hsdb()

    pygame.init()
    pygame.mixer.init()

    pygame.display.set_caption("Agagla")
    path = os.path.join('../data/window-icon.png')
    icon = pygame.image.load(path)
    pygame.display.set_icon(icon)

    pygame.display.set_mode((shared_objects.get_window_width(),
                             shared_objects.get_window_height()))
    pygame.display.update()

    shared_objects.init_fonts()
Esempio n. 3
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 def __init__(self):
     self.screen = pygame.display.get_surface()
     self.font_large = shared_objects.get_large_font()
     self.font_small = shared_objects.get_small_font()
     self.last_time = 0
     self.blink = False
     self.gsm = shared_objects.get_gsm()
     self.im = shared_objects.get_im()
     self.hsdb = shared_objects.get_hsdb()
Esempio n. 4
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 def __init__(self):
     self.screen = pygame.display.get_surface()
     self.font_large = shared_objects.get_large_font()
     self.font_small = shared_objects.get_small_font()
     self.last_time = 0
     self.blink = False
     self.gsm = shared_objects.get_gsm()
     self.im = shared_objects.get_im()
     self.hsdb = shared_objects.get_hsdb()
     self.btn_pressed = False
     self.ch = 'A'
     self.name = ''
     self.score = self.gsm.game_score
     self.time_of_last_key = time.time()
     self.h_scores = self.hsdb.get_high_score()
     self.hs_rank = 10
     for i in range(0, len(self.h_scores)):
         if self.h_scores[i][2] < self.score:
             self.hs_rank = i
             break
Esempio n. 5
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 def tick(self):
     im = shared_objects.get_im()
     left = im.get_left()
     right = im.get_right()
     fire = im.get_fire()
     self._calculate_movement(left, right, fire)