Esempio n. 1
0
def main():
    pygame.mixer.pre_init(44100, -16, 2, 4096)
    pygame.init()
    screen = pygame.display.set_mode(windowSize)
    max_frame_rate = 60
    dashboard = Dashboard("./img/font.png", 8, screen)
    sound = Sound()
    level = Level(screen, sound, dashboard)
    menu = Menu(screen, dashboard, level, sound)

    while not menu.start:
        menu.update()

    mario = Mario(0, 0, level, screen, dashboard, sound)
    clock = pygame.time.Clock()

    while not mario.restart:
        pygame.display.set_caption("Super Mario running with {:d} FPS".format(int(clock.get_fps())))
        if mario.pause:
            mario.pauseObj.update()
        else:
            level.drawLevel(mario.camera)
            dashboard.update()
            mario.update()
        pygame.display.update()
        clock.tick(max_frame_rate)
    return 'restart'
Esempio n. 2
0
def main():
    # instantiate menu class
    mainMenu = Menu("Choice: ", [
        "Input Project Details", "View Projects", "Schedule Projects",
        "Get A Project", "Exit"
    ])

    # program loop
    while True:
        Common.cls()
        print("--- COPY TYPING SCHEDULER ---")
        choice, errorMsg = mainMenu.show()

        if errorMsg:
            print(errorMsg)
            Common.pause()
            continue
        # main menu
        if choice == 1:
            # Input Project Details
            inputProjectDetails()
        elif choice == 2:
            # View Projects
            viewProjects()
        elif choice == 3:
            # Schedule Project
            scheduleProjects()
        elif choice == 4:
            # Get A Project
            getProject()
        elif choice == 5:
            # Exit
            exit()
Esempio n. 3
0
def main():
    pygame.mixer.pre_init(44100, -16, 2, 4096)
    pygame.init()
    screen = pygame.display.set_mode((640, 480))
    max_frame_rate = 60

    dashboard = Dashboard("./img/font.png", 8, screen)
    sound = Sound()
    level = Level(screen, sound, dashboard)
    menu = Menu(screen, dashboard, level, sound)

    while not menu.start:
        menu.update()

    mario = Mario(0, 0, level, screen, dashboard, sound)
    clock = pygame.time.Clock()

    while not mario.restart:
        pygame.display.set_caption(
            str(
                round(float("{:.2f} FPS".format(clock.get_fps()).split(" ")
                            [0]))) + " FPS")
        level.drawLevel(mario.camera)
        dashboard.update()
        mario.update()
        pygame.display.update()
        clock.tick(max_frame_rate)
    main()
Esempio n. 4
0
def viewProjects():
    # view project sub menu
    viewProjectsMenu = Menu(
        "Choice: ", ["One Project", "Completed", "All Projects", "Back"])

    while True:
        Common.cls()
        print("--- VIEW PROJECTS ---")
        choice, errorMsg = viewProjectsMenu.show()

        if errorMsg:
            print(errorMsg)
            Common.pause()
            continue

        if choice == 1:
            # One project
            viewProjectsOneProject()
        elif choice == 2:
            viewProjectsCompletedProjects()

        elif choice == 3:
            viewProjectsAllProjects()

        elif choice == 4:
            break
Esempio n. 5
0
 def __init__(this):
     this.file_dealer = FileDealer()
     this.menu = Menu(this.file_dealer.load_menu())
     this.orders = []
     this.load_orders()
     this.types = this.file_dealer.load_types()
     this.deliveries = {}
     this.load_foodora()
     this.load_uber()
Esempio n. 6
0
def scheduleProjects():
    # schedule projects sub menu
    scheduleProjectsMenu = Menu(
        "Choice: ", ["Create Schedule", "View Updated Schedule", "Back"])

    while True:
        Common.cls()
        print("---SCHEDULE PROJECTS ---")
        choice, errorMsg = scheduleProjectsMenu.show()

        if errorMsg:
            print(errorMsg)
            Common.pause()
            continue

        if choice == 1:
            scheduleProjectsCreateSchedule()
        elif choice == 2:
            scheduleProjectsViewSchedule()
        elif choice == 3:
            break
Esempio n. 7
0
    def init_game(self, y_position=0, coins=0, points=0, time=0, clock=0):
        if not self.headless:
            pygame.mixer.pre_init(44100, -16, 2, 4096)
            pygame.init()
            self.screen = pygame.display.set_mode((640, 480))
            self.dashboard = Dashboard("./img/font.png",
                                       8,
                                       self.screen,
                                       coins=0,
                                       points=0,
                                       time=0)
            self.sound = Sound()
            self.level = Level(self.screen, self.sound, self.dashboard,
                               self.levelname)
            self.menu = Menu(self.screen, self.dashboard, self.level,
                             self.sound)
            self.menu.update()

            self.mario = Mario(0, y_position / 32, self.level, self.screen,
                               self.dashboard, self.sound)
            if self.experiment == 'FD':
                self.mario2 = Mario(0, 2, self.level, self.screen,
                                    self.dashboard, self.sound)
            self.clock = pygame.time.Clock()

            self.menu.dashboard.state = "play"
            self.menu.dashboard.time = 0
            self.menu.start = True

            pygame.display.update()
        else:
            self.level = LevelHeadless(self.levelname)
            if self.experiment == 'FD':
                self.mario2 = MarioHeadless(0, 2, self.level)
            self.mario = MarioHeadless(0, 0, self.level)
            self.clock = clock
Esempio n. 8
0
            "pepperoni": 2.5
        }
    },
    "drink": {
        "Coke": 2,
        "Diet Coke": 3,
        "Coke Zero": 4,
        "Pepsi": 2,
        "Diet Pepsi": 1,
        "Dr. Pepper": 3,
        "Water": 4,
        "Juice": 2
    }
}

menu = Menu(data)


def test_new_foodora():
    new_order = Order(sample_order)
    foodora = Foodora(new_order)
    assert foodora.order_details == new_order


# def test_toCSV():
#     new_order = Order(sample_order, menu)
#     foodora = Foodora(new_order)
#     result = foodora.toCSV()
#     expected = '1-1-L-pepperoni-mushrooms-1-olives-4-tomatoes-1,1-Pepsi-2,100 Street,26.5,1'
#     print(result)
#     assert result == expected
Esempio n. 9
0
    mc.read()
    print_msg('Résultat : {}'.format(len(mc.mails)) + ' mail(s).')


def clean():
    print('Nettoyer mails..')
    mc.delete()


def connect_server():
    global mc
    login = input('login : '******'password : '******'tests..')

if __name__ == '__main__':
    print_msg('Ma Boite Mail')

    connect_server()
    menu = Menu([
        Option('Boite Mail : Lire!', read),
        Option('Boite Mail : Nettoyer!', clean)
        # , Option('Tests', test)
    ])
    while not menu.want_exit:
        menu.show()
Esempio n. 10
0
    return "How many players will be in this game?"


def get_game_intro_dialog(game):
    dialog = "You have started a new game!\r\n"
    dialog += "PLAYERS:\r\n"
    #for player in game.players:
    #	dialog+= player.get_name(), '\r\n'
    dialog += '\r\n A player has been randomly chosen to be the first player!\r\n'
    dialog += 'A player, start your turn...'
    return dialog


#init console and menus
console = ConsoleMenu()
main_menu = Menu()
player_count_menu = Menu()


#menu functions
def kill_script():
    sys.exit("kill_script called... game over.")


def show_player_count_menu():
    console.prompt_user(get_player_count_prompt(), player_count_menu)


def set_player_names():
    player_names = []
    player_count = int(player_count_menu.list[int(console.last_command) - 1])
                break

            else:
                print('Ошибка\nВведите да или нет!')
                check = input('Вы уверены?: ')

    else:
        print('Нет студентов')


functions = StudentReg()

menu = Menu(
    '',
    [
        SimpleMenuItem('Список студентом', functions.list_student),
        SimpleMenuItem('Добавить студента', add_student)
    ],
)

Submenu = menu.AddSubmenu('Редактировать студента', [
    SimpleMenuItem('Изменить фамилию', change_family_name),
    SimpleMenuItem('Изменить имя', change_name),
    SimpleMenuItem('Изменить отчество', change_patronymic),
    SimpleMenuItem('Изменить группу', change_group)
])

Submenu.AddSubmenu('Изменить оценки', [
    SimpleMenuItem('Добавить оценку', add_value),
    SimpleMenuItem('Изменить оценку', change_value),
    SimpleMenuItem('Удалить оценку', del_value)
Esempio n. 12
0
           3000, 2048))
MEMORY.append(
    Memory("Ballistix DDR 3000 RAM", "1x4GB Kit - Performance RAM", 600, 1,
           3000, 4096))
MEMORY.append(
    Memory("Ballistix DDR 3000 RAM", "2x4GB Kit - Performance RAM", 1500, 2,
           3000, 8192))
MEMORY.append(
    Memory("Ballistix DDR 3000 RAM", "2x8GB Kit - Performance RAM", 3500, 2,
           3000, 16384))

# Menus List
MENUS.append(
    Menu(
        "Main Menu",
        "Welcome to Blackhat.NULL! Here's your opportunity to get a piece of the black market "
        "profits as a security consultant. Please see the options below and let the games begin!",
        [[1, "Log-in to Console", "login"], [2, "Settings", "settings"],
         [3, "Exit", "exit"]]))
MENUS.append(
    Menu("Settings", "Customize your game settings below",
         [[1, "Enable Debug", "debug"], [2, "Show Help", "help"],
          [3, "Back", "back"]]))
MENUS.append(
    Menu(
        "Play",
        "Welcome to your terminal. Select from the options below to get started",
        [[1, "Jobs Board", "jobs"], [2, "Banking", "bank"], [
            3, "Shop", "shop"
        ], [4, "Terminal", "terminal"], [5, "Logout", "logout"]]))

# Network List
Esempio n. 13
0
class MarioGym(gym.Env):
    def __init__(self,
                 headless=True,
                 level_name='Level-basic-one-goomba.json',
                 no_coins=5,
                 step_size=5,
                 partial_observation=False,
                 distance_reward=False,
                 experiment='SE'):
        self.action_space = spaces.Discrete(6)
        self.observation_space = spaces.Box(low=-10000000,
                                            high=100000000,
                                            dtype=np.float,
                                            shape=(40, 80, 4))

        self.levelname = level_name
        self.headless = headless
        self.score = 0
        self.step_size = step_size
        self.max_frame_rate = 60
        self.steps = 0
        self.observation = None
        self.experiment = experiment
        self.level = None
        self.mario = None
        self.mario2 = None
        self.screen = None
        self.dashboard = None
        self.sound = None
        self.menu = None
        self.partial_observation = partial_observation
        self.no_coins = no_coins
        self.coins_start = self.no_coins
        self.distance_reward = distance_reward

        self.init_game()
        self.reset(levelname=self.levelname)
        self.coin_name = 'Coin' if not self.headless else 'CoinHeadless'

    def reset(self, levelname=None):
        if not levelname:
            self.no_coins = 5
            self.levelname = 'Level-{}-coins.json'.format(self.no_coins)
        else:
            self.levelname = levelname
        self.init_game()
        self.steps = 0
        self.observation = self.level_to_numpy()
        self.max_dist = 0
        return self.observation

    def reset_clean(self, y_pos):
        self.count_entities()
        self.coins_taken = self.coins_start - self.no_coins
        self.coins_end = self.no_coins
        self.no_coins = min(5, self.no_coins * 2)
        self.coins_start = self.no_coins

        self.levelname = 'Level-{}-coins.json'.format(self.no_coins)
        self.init_game(y_position=y_pos,
                       coins=self.coins_end,
                       clock=self.clock)

        self.observation = self.level_to_numpy()

        return self.observation

    def step(
        self,
        action_num,
    ):
        self.steps += 1
        action = MOVES[action_num]
        # action = 'doNothing'
        num_goombas = len([
            x for x in self.level.entityList
            if ((x.__class__.__name__ == 'Goomba'
                 or x.__class__.__name__ == 'GoombaHeadless') and x.alive)
        ])

        coins = len([
            x for x in self.level.entityList
            if ((x.__class__.__name__ == self.coin_name))
        ])

        old_x_pos = self.mario.rect.x / (10 * MAP_MULTIPLIER)

        reward = self.do_game_step(action)

        if self.distance_reward:
            reward += old_x_pos / 1.7

        goombas_died = num_goombas - len([
            x for x in self.level.entityList if (
                (x.__class__.__name__ == 'Goomba'
                 or x.__class__.__name__ == 'GoombaHeadless') and x.alive)
        ])

        coins_taken = coins - len([
            x for x in self.level.entityList if (
                (x.__class__.__name__ == self.coin_name))
        ])

        coins_left = len([
            x for x in self.level.entityList
            if ((x.__class__.__name__ == self.coin_name))
        ])

        self.observation = self.level_to_numpy()
        # print(coins_taken)
        info = {
            'num_killed': goombas_died,
            'coins_taken': coins_taken,
            'death': self.mario.restart
        }

        if self.mario.restart:
            reward -= HOLE_REWARD
        if coins_left == 0 and coins_taken > 0:
            self.mario.restart = True

        restart = self.mario.restart or self.steps >= EPISODE_LENGTH
        return self.observation, reward, restart, info

    def render(self, mode='human', close=False):
        pass

    def get_screen(self):

        return self.screen

    def init_game(self, y_position=0, coins=0, points=0, time=0, clock=0):
        if not self.headless:
            pygame.mixer.pre_init(44100, -16, 2, 4096)
            pygame.init()
            self.screen = pygame.display.set_mode((640, 480))
            self.dashboard = Dashboard("./img/font.png",
                                       8,
                                       self.screen,
                                       coins=0,
                                       points=0,
                                       time=0)
            self.sound = Sound()
            self.level = Level(self.screen, self.sound, self.dashboard,
                               self.levelname)
            self.menu = Menu(self.screen, self.dashboard, self.level,
                             self.sound)
            self.menu.update()

            self.mario = Mario(0, y_position / 32, self.level, self.screen,
                               self.dashboard, self.sound)
            if self.experiment == 'FD':
                self.mario2 = Mario(0, 2, self.level, self.screen,
                                    self.dashboard, self.sound)
            self.clock = pygame.time.Clock()

            self.menu.dashboard.state = "play"
            self.menu.dashboard.time = 0
            self.menu.start = True

            pygame.display.update()
        else:
            self.level = LevelHeadless(self.levelname)
            if self.experiment == 'FD':
                self.mario2 = MarioHeadless(0, 2, self.level)
            self.mario = MarioHeadless(0, 0, self.level)
            self.clock = clock

    def do_game_step(self, move):
        if not self.headless:
            start_score = self.dashboard.points
        else:
            start_score = self.level.points

        counter = 0
        reward = 0
        while counter < self.step_size:
            counter += 1
            coins = self.return_coins()
            self.do_move(move)

            if self.experiment == 'FD':
                random_move = random.choice(MOVES)
                self.do_random_move(self.mario2, random_move)

            if not self.headless:
                pygame.display.set_caption("{:.2f} FPS".format(
                    self.clock.get_fps()))
                self.level.drawLevel(self.mario.camera)
                self.mario.update()
                if self.experiment == 'FD':
                    self.mario2.update()
                self.clock.tick(self.max_frame_rate)
                self.dashboard.update()
                pygame.display.update()
                self.score = self.dashboard.points
            else:
                self.level.updateEntities()
                self.mario.update()
                if self.experiment == 'FD':
                    self.mario2.update()
                self.clock += (1.0 / 60.0)
                self.score = self.level.points

            reward += coins - self.return_coins()

        return COIN_REWARD * reward

    def level_to_numpy(self, other_agent=False):
        mult = 1
        granularity = 8

        padding = int(256 / granularity)
        level_size = self.level.levelLength * padding
        array = np.zeros((EMBEDDING_SIZE, level_size, level_size))
        granx = int(level_size / MAP_HEIGHT)
        grany = int(level_size / MAP_WIDTH)

        if other_agent:
            mult * +-1

        y_axis_1 = int(round(self.mario.rect.top / granularity))
        y_axis_2 = int(round(self.mario.rect.bottom / granularity))
        x_axis_1 = int(round(self.mario.rect.left / granularity))
        x_axis_2 = int(round(self.mario.rect.right / granularity))

        if other_agent:
            array[EMBEDDINGS['Other_agents'], y_axis_1:y_axis_2,
                  x_axis_1:x_axis_2] = 1
        else:
            array[EMBEDDINGS['Mario'], y_axis_1:y_axis_2,
                  x_axis_1:x_axis_2] = 1

        if self.experiment == 'FD':
            y_axis_1 = int(round(self.mario2.rect.top / granularity))
            y_axis_2 = int(round(self.mario2.rect.bottom / granularity))
            x_axis_1 = int(round(self.mario2.rect.left / granularity))
            x_axis_2 = int(round(self.mario2.rect.right / granularity))
            if other_agent:
                array[EMBEDDINGS['Mario'], y_axis_1:y_axis_2,
                      x_axis_1:x_axis_2] = 1
            else:
                array[EMBEDDINGS['Other_agents'], y_axis_1:y_axis_2,
                      x_axis_1:x_axis_2] = 1

        for entity in self.level.entityList:
            y_axis_1 = int(round(entity.rect.top / granularity))
            y_axis_2 = int(round(entity.rect.bottom / granularity))
            x_axis_1 = int(round(entity.rect.left / granularity))
            x_axis_2 = int(round(entity.rect.right / granularity))
            if entity.__class__.__name__ == 'Koopa' or entity.__class__.__name__ == 'Goomba' or entity.__class__.__name__ == 'GoombaHeadless':
                array[EMBEDDINGS['Animal'], y_axis_1:y_axis_2,
                      x_axis_1:x_axis_2] = 1
            elif entity.__class__.__name__ == 'Coin' or entity.__class__.__name__ == 'CoinHeadless':
                array[EMBEDDINGS['Coin'], y_axis_1:y_axis_2,
                      x_axis_1:x_axis_2] = 1
            elif entity.__class__.__name__ == 'RandomBox':
                if not entity.triggered:
                    array[EMBEDDINGS['Random_box'], y_axis_1:y_axis_2,
                          x_axis_1:x_axis_2] = 1
                else:
                    array[EMBEDDINGS['Random_box_trig'], y_axis_1:y_axis_2,
                          x_axis_1:x_axis_2] = 1

        for layer in self.level.level:
            for ground in layer:
                if ground.rect:
                    y_axis_1 = int(round(ground.rect.top / granularity))
                    y_axis_2 = int(round(ground.rect.bottom / granularity))
                    x_axis_1 = int(round(ground.rect.left / granularity))
                    x_axis_2 = int(round(ground.rect.right / granularity))

                    array[EMBEDDINGS['Ground'], y_axis_1:y_axis_2,
                          x_axis_1:x_axis_2] = 1
        for layer in self.level.level[13:17]:
            for index in range(len(layer)):
                if not layer[index].rect and layer[index - 1].rect:
                    y_axis_1 = int(round(layer[0].rect.top / granularity))
                    y_axis_2 = int(round(layer[0].rect.bottom / granularity))
                    x_axis_1 = int(
                        round(layer[index - 1].rect.right / granularity))
                    width = layer[index - 1].rect.right - layer[index -
                                                                1].rect.left
                    x_axis_2 = int(
                        round((layer[index - 1].rect.right + 2 * width) /
                              granularity))

                    array[EMBEDDINGS['Hole'], y_axis_1:y_axis_2,
                          x_axis_1:x_axis_2] = 1

        if self.partial_observation:
            left_paddding = int(round(self.mario.rect.y / granularity))
            upper_padding = int(round(self.mario.rect.x / granularity))
            x1 = max(
                0,
                int(round(self.mario.rect.y / granularity)) -
                min(left_paddding, padding))
            x2 = max(
                0,
                int(round(self.mario.rect.y / granularity)) +
                (2 * padding - min(left_paddding, padding)))
            x3 = int(round(self.mario.rect.x / granularity)) - min(
                upper_padding, padding)
            x4 = int(round(self.mario.rect.x / granularity)) + (
                2 * padding - min(upper_padding, padding))

            numpy_frame = array[:, x1:x2, x3:x4]
        else:
            numpy_frame = array[:, 0:MAP_HEIGHT, 0:MAP_WIDTH]

        return numpy_frame

    def count_entities(self, entity='coin'):

        if self.headless:
            no_entity = len([
                entity for entity in self.level.entityList
                if isinstance(entity, CoinHeadless)
            ])
        else:
            no_entity = len([
                entity for entity in self.level.entityList
                if isinstance(entity, Coin)
            ])
        self.no_coins = no_entity

    def return_coins(self, entity='coin'):

        if self.headless:
            no_entity = len([
                entity for entity in self.level.entityList
                if isinstance(entity, CoinHeadless)
            ])
        else:
            no_entity = len([
                entity for entity in self.level.entityList
                if isinstance(entity, Coin)
            ])
        return no_entity

    def level_to_empathic_numpy(self):
        granularity = 8

        padding = int(256 / granularity)

        level_size = self.level.levelLength * padding
        array = np.zeros((level_size, level_size))

        mario_pos = [
            int(round(self.mario.rect.y / granularity)),
            int(round(self.mario.rect.x / granularity))
        ]

        mario_representation = 128
        ground_representation = 64
        array[mario_pos[0]][mario_pos[1]] = mario_representation

        closest_enemy = None
        closest_distance = np.inf

        for entity in self.level.entityList:
            if entity.__class__.__name__ == 'Koopa' or entity.__class__.__name__ == 'Goomba' or entity.__class__.__name__ == 'GoombaHeadless':
                enemy_pos = [
                    int(round(entity.rect.y / granularity)),
                    int(round(entity.rect.x / granularity))
                ]
                array[enemy_pos[0], enemy_pos[1]] = enemy_representation

                distance = np.linalg.norm(
                    np.array(mario_pos) - np.array(enemy_pos))
                if distance < closest_distance:
                    closest_distance = distance
                    closest_enemy = enemy_pos
            # elif entity.__class__.__name__ == 'Coin':
            #     array[int(round(entity.rect.y / granularity))][int(round(entity.rect.x / granularity))] = 2
            # elif entity.__class__.__name__ == 'RandomBox':
            #     if not entity.triggered:
            #         array[int(round(entity.rect.y / granularity))][int(round(entity.rect.x / granularity))] = 3
            #     else:
            #         array[int(round(entity.rect.y / granularity))][int(round(entity.rect.x / granularity))] = 4
        for ground in self.level.groundList:
            array[int(round(32 * ground[1] / granularity))][int(
                round(32 * ground[0] / granularity))] = ground_representation

        array = np.hstack((np.zeros((level_size, padding)), array))
        array = np.vstack((np.zeros((padding, level_size + padding)), array))

        mario_view = array[max(0, mario_pos[0]):mario_pos[0] + 2 * padding,
                           max(0, mario_pos[1]):mario_pos[1] + 2 * padding]
        if closest_enemy:
            enemy_view = array[max(0, closest_enemy[0]):closest_enemy[0] +
                               2 * padding,
                               max(0, closest_enemy[1]):closest_enemy[1] +
                               2 * padding].copy()
        else:
            enemy_view = mario_view

        enemy_view[enemy_view == mario_representation] = enemy_representation
        enemy_view[padding, padding] = mario_representation
        if mario_view.shape == (padding * 2, padding *
                                2) and enemy_view.shape == (padding * 2,
                                                            padding * 2):
            total_view = np.dstack((mario_view, enemy_view))
        else:
            total_view = np.zeros((padding * 2, padding * 2, 2))
        return total_view

    def level_to_supersimple_numpy(self):
        array = np.zeros(6)
        min_distance = 1000000
        for entity in self.level.entityList:
            if entity.__class__.__name__ == 'Goomba' or entity.__class__.__name__ == 'GoombaHeadless':
                distance = np.absolute(self.mario.rect.x - entity.rect.x)
                if distance < min_distance:
                    min_distance = distance
                    array[0] = self.mario.rect.x - entity.rect.x
                    array[1] = self.mario.rect.y - entity.rect.y
                    array[5] = entity.vel.x
        array[2] = self.mario.vel.x
        array[3] = self.mario.vel.y
        array[4] = self.mario.rect.x
        return array

    def do_move(self, move):
        if move == 'moveLeft':
            self.mario.traits['goTrait'].direction = -1
        elif move == 'moveRight':
            self.mario.traits['goTrait'].direction = 1
        elif move == 'jump':
            self.mario.traits['jumpTrait'].start()
        elif move == 'jumpRight':
            self.mario.traits['goTrait'].direction = 1
            self.mario.traits['jumpTrait'].start()
        elif move == 'jumpLeft':
            self.mario.traits['goTrait'].direction = -1
            self.mario.traits['jumpTrait'].start()
        elif move == 'doNothing':
            self.mario.traits['goTrait'].direction = 0

    def do_random_move(self, mario, move):
        if move == 'moveLeft':
            mario.traits['goTrait'].direction = -1
        elif move == 'moveRight':
            mario.traits['goTrait'].direction = 1
        elif move == 'jump':
            mario.traits['jumpTrait'].start()
        elif move == 'jumpRight':
            mario.traits['goTrait'].direction = 1
            mario.traits['jumpTrait'].start()
        elif move == 'jumpLeft':
            mario.traits['goTrait'].direction = -1
            mario.traits['jumpTrait'].start()
        elif move == 'doNothing':
            mario.traits['goTrait'].direction = 0
Esempio n. 14
0
from classes.Constants import *
from classes.Level import Level
from classes.Menu import Menu
from classes.SoundPlayer import SoundPlayer
from entities.Mario import Mario

fps_clock = pygame.time.Clock()
pygame.init()
window_size = (16 * tile_size * scale, 14 * tile_size * scale)  # 25*14
pygame.display.set_caption('MARIO')
screen = pygame.display.set_mode(window_size)
bg = pygame.transform.scale(screen, (w, h))
sound_player = SoundPlayer()

while True:
    menu = Menu(screen, sound_player)
    while not menu.pause:
        menu.update()
        pygame.display.update()
        fps_clock.tick(FPS / 6)
        if sound_player.allow_sound:
            if not sound_player.bg_sound.is_playing():
                sound_player.bg_sound.play_sound(True)
        else:
            sound_player.bg_sound.stop_sound()

    level = Level("levels/" + menu.level_name, screen)
    background = Background(0, 0, screen, level)
    mario = Mario(0, 0, Mario.DIRECTION_RIGHT, 0, Mario.IN_AIR, screen,
                  background, level, sound_player)
    background.set_character(mario)