Esempio n. 1
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class Game():
    """The Game handles the actual game and custom scripts.
    """
    def __init__(self, _meotech):

        print "Game - init >>>"

        # Meotech
        self.meotech = _meotech

        # Load Inputs
        self.inputs = InputHandler(self)

        # Add GameLoop Task
        taskMgr.add(self.gameLoop, "Game_loop")

        # Check the engine if we have a player.
        if self.meotech.engine.GameObjects["player"]:
            if self.meotech.engine.GameObjects["player"].useBasicMovement:
                self.hasPlayer = True

        else:
            self.hasPlayer = False

    def gameLoop(self, task):

        dt = globalClock.getDt()
        # Add player movement
        # Check this if its slow change it...
        if self.hasPlayer:
            self.meotech.engine.factory.basePhysics.useBasicPlayerMovement(dt)
            self.inputs.getMouse(dt)
        # Add Player camera handler

        return task.cont
Esempio n. 2
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 def __init__(self, file='../data/sample.json'):
     # random var for now
     self.data = []
     self.file = file
     parser = JsonParser(file)
     self.collection = parser.get_collection()
     self.handler = InputHandler()
Esempio n. 3
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 def instantMessageReceived(self, switchboard,message,contact):
     receivedText = message.getContent()
     #set the switchboard, so that we can send messages
     self.switchboard = switchboard
     
     #defines how we should handle the commands received from the other end
     input_handler = InputHandler()
     output = input_handler.handleInput(receivedText)
      #send the msg to the buddy        
     msnMessage = MsnInstantMessage()
     msnMessage.setContent(output)
     self.sendMessage(msnMessage)
Esempio n. 4
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    def instantMessageReceived(self, switchboard, message, contact):
        receivedText = message.getContent()
        #set the switchboard, so that we can send messages
        self.switchboard = switchboard

        #defines how we should handle the commands received from the other end
        input_handler = InputHandler()
        output = input_handler.handleInput(receivedText)
        #send the msg to the buddy
        msnMessage = MsnInstantMessage()
        msnMessage.setContent(output)
        self.sendMessage(msnMessage)
    def setUp(self):
        pygame.init()  # @UndefinedVariable
        screen = pygame.display.set_mode(
            (PRAM.DISPLAY_WIDTH, PRAM.DISPLAY_HEIGHT))
        buttonMap = ButtonMap()
        actor = SimpleBox()
        musicPlayer, soundPlayer = soundPlayerFactory()
        self.renderer = Renderer(screen)
        player = playerFactory(actor)

        self.game = Game(player, musicPlayer, soundPlayer, self.renderer)
        self.inputHandler = InputHandler(self.game, player, buttonMap)
        self.eventHandler = EventHandler(self.game)
        self.game.eventHandler = self.eventHandler
        self.game.inputHandler = self.inputHandler
Esempio n. 6
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    def __init__(self, _meotech):

        print "Game - init >>>"

        # Meotech
        self.meotech = _meotech

        # Load Inputs
        self.inputs = InputHandler(self)

        # Add GameLoop Task
        taskMgr.add(self.gameLoop, "Game_loop")

        # Check the engine if we have a player.
        if self.meotech.engine.GameObjects["player"]:
            #if self.meotech.engine.GameObjects["player"].useBasicMovement:
            self.hasPlayer = True
            self.player = Player(self)

        else:
            self.hasPlayer = False

        # get the enemies and show them
        self.npcList = []
        if self.meotech.engine.GameObjects["npc"]:
            self.amountOfNPCs = len(self.meotech.engine.GameObjects["npc"])
            for npci in range(self.amountOfNPCs):
                self.npcList.append(Ghost(self, npci))
Esempio n. 7
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class Game():
    """The Game handles the actual game and custom scripts.
    """
    def __init__(self, _meotech):

        print "Game - init >>>"

        # Meotech
        self.meotech = _meotech

        # Load Inputs
        self.inputs = InputHandler(self)

        # Add GameLoop Task
        taskMgr.add(self.gameLoop, "Game_loop")

        # Check the engine if we have a player.
        if self.meotech.engine.GameObjects["player"]:
            #if self.meotech.engine.GameObjects["player"].useBasicMovement:
            self.hasPlayer = True
            self.player = Player(self)

        else:
            self.hasPlayer = False

        # get the enemies and show them
        self.npcList = []
        if self.meotech.engine.GameObjects["npc"]:
            self.amountOfNPCs = len(self.meotech.engine.GameObjects["npc"])
            for npci in range(self.amountOfNPCs):
                self.npcList.append(Ghost(self, npci))


    def gameLoop(self, task):

        dt = globalClock.getDt()
        #print dt, "Game Loop"
        # Add player movement
        # Check this if its slow change it...
        if self.hasPlayer:
            #self.meotech.engine.factory.basePhysics.useBasicPlayerMovement(dt)
            self.inputs.getMouse(dt)
        # Add Player camera handler

        return task.cont
Esempio n. 8
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    def __init__(self, _meotech):

        print "Game - init >>>"

        # Meotech
        self.meotech = _meotech

        # Load Inputs
        self.inputs = InputHandler(self)

        # Add GameLoop Task
        taskMgr.add(self.gameLoop, "Game_loop")

        # Check the engine if we have a player.
        if self.meotech.engine.GameObjects["player"]:
            if self.meotech.engine.GameObjects["player"].useBasicMovement:
                self.hasPlayer = True

        else:
            self.hasPlayer = False
class Test(unittest.TestCase):
    def setUp(self):
        pygame.init()  # @UndefinedVariable
        screen = pygame.display.set_mode(
            (PRAM.DISPLAY_WIDTH, PRAM.DISPLAY_HEIGHT))
        buttonMap = ButtonMap()
        actor = SimpleBox()
        musicPlayer, soundPlayer = soundPlayerFactory()
        self.renderer = Renderer(screen)
        player = playerFactory(actor)

        self.game = Game(player, musicPlayer, soundPlayer, self.renderer)
        self.inputHandler = InputHandler(self.game, player, buttonMap)
        self.eventHandler = EventHandler(self.game)
        self.game.eventHandler = self.eventHandler
        self.game.inputHandler = self.inputHandler

    def test_eventHandler(self):
        self.game.addEvent(EventLoadMenu(PRAM.MENU_TEST1))
        self.game.addEvent(EventLoadLevel(PRAM.LEV_TEST1))
        self.eventHandler.handleEvents()

    def test_inputHandler(self):
        ### sudo create key events ###
        keyPressDefault = SudoKeyEvent(PRAM.INPUT_ACTION)
        self.game.keydownEvents = []
        self.game.keydownEvents.append(keyPressDefault)
        self.game.keysPressed = list(pygame.key.get_pressed())
        self.game.keysPressed[PRAM.INPUT_UP] = 1
        self.game.keysPressed[PRAM.INPUT_DOWN] = 1
        self.game.keysPressed[PRAM.INPUT_LEFT] = 1
        self.game.keysPressed[PRAM.INPUT_RIGHT] = 1

        ### test input for level mode ###
        self.inputHandler.handleInputs()

        ### test input events for menu mode ###
        self.game.keydownEvents.append(keyPressDefault)
        self.game.addEvent(EventLoadMenu(PRAM.MENU_TEST1))
        self.eventHandler.handleEvents()
        self.inputHandler.handleInputs()
Esempio n. 10
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class Game():
    """The Game handles the actual game and custom scripts.
    """
    def __init__(self, _meotech):
        
        print "Game - init >>>"
        
        # Meotech
        self.meotech = _meotech
        
        # Load Inputs
        self.inputs = InputHandler(self)
        
        # Add GameLoop Task
        taskMgr.add(self.gameLoop, "Game_loop")

        # Check the engine if we have a player.
        if self.meotech.engine.GameObjects["player"]:
            if self.meotech.engine.GameObjects["player"].useBasicMovement:
                self.hasPlayer = True

        else:
            self.hasPlayer = False

        
        
    def gameLoop(self, task):
        
        dt = globalClock.getDt()
        # Add player movement
        # Check this if its slow change it...
        if self.hasPlayer:
            self.meotech.engine.factory.basePhysics.useBasicPlayerMovement(dt)
            self.inputs.getMouse(dt)
        # Add Player camera handler
        
        return task.cont
Esempio n. 11
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class QueryEngine:
    def __init__(self, file='../data/sample.json'):
        # random var for now
        self.data = []
        self.file = file
        parser = JsonParser(file)
        self.collection = parser.get_collection()
        self.handler = InputHandler()

    def search_corp(self, str_query):
        # probably best if a generator is returned
        self.last_query = str_query
        processed_query = self.handler.process_query(str_query)
        span = self.collection.match(processed_query)
        # how will we handle different file typers
        print("successful query call for ", str_query)
        print(span)
        return "(use the query on the parser)"
Esempio n. 12
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    def __init__(self, _meotech):
        
        print "Game - init >>>"
        
        # Meotech
        self.meotech = _meotech
        
        # Load Inputs
        self.inputs = InputHandler(self)
        
        # Add GameLoop Task
        taskMgr.add(self.gameLoop, "Game_loop")

        # Check the engine if we have a player.
        if self.meotech.engine.GameObjects["player"]:
            if self.meotech.engine.GameObjects["player"].useBasicMovement:
                self.hasPlayer = True

        else:
            self.hasPlayer = False
Esempio n. 13
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camera.setup()

model_data = model.StaticModelData()
model_data.setup()  # Everybody do the setup shake!

# I seriously thing something is wrong with me, putting in all these random comments and strings and stuff.
# Oh well

clock = pygame.time.Clock()

pygame.mouse.set_pos(config.window_info.window_size[0] / 2,
                     config.window_info.window_size[1] / 2)

user = User(model.geom_data["spawn"], camera, model_data)

input_handler = InputHandler(user)

hud = hud.HUD(model_data)

scripter = ScriptHolder(model_data, user)
scripter.load("script.txt")

while True:
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    user.update_camera()
    camera.apply()
    model_data.draw()
    model_data.setup_price_labels(user)
    hud.apply(user)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
Esempio n. 14
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class Game:
    def __init__(self, surface: pygame.Surface) -> None:
        self.notes = {
            0 : Note("G", 0, "./data/Sounds/G1.ogg"),
            1 : Note("G#", 0, "./data/Sounds/G#1.ogg"),
            2 : Note("A", 0.5, "./data/Sounds/A1.ogg"),
            3 : Note("A#", 0.5, "./data/Sounds/A#1.ogg"),
            4 : Note("B", 1, "./data/Sounds/B1.ogg"),
            5 : Note("C", 1.5, "./data/Sounds/C1.ogg"),
            6 : Note("C#", 1.5, "./data/Sounds/C#1.ogg"),

            7 : Note("D", 2, "./data/Sounds/D2.ogg"),
            8 : Note("D#", 2, "./data/Sounds/D#2.ogg"),
            9 : Note("E", 2.5, "./data/Sounds/E2.ogg"),
            10 : Note("F", 3, "./data/Sounds/F2.ogg"),
            11 : Note("F#", 3, "./data/Sounds/F#2.ogg"),
            12 : Note("G", 3.5, "./data/Sounds/G2.ogg"),
            13 : Note("G#", 3.5, "./data/Sounds/G#2.ogg"),

            14 : Note("A", 4, "./data/Sounds/A3.ogg"),
            15 : Note("A#", 4, "./data/Sounds/A#3.ogg"),
            16 : Note("B", 4.5, "./data/Sounds/B3.ogg"),
            17 : Note("C", 5, "./data/Sounds/C3.ogg"),
            18 : Note("C#", 5, "./data/Sounds/C#3.ogg"),
            19 : Note("D", 5.5, "./data/Sounds/D3.ogg"),
            20 : Note("D#", 5.5, "./data/Sounds/D#3.ogg"),

            21 : Note("E", 6, "./data/Sounds/E4.ogg"),
            22 : Note("F", 6.5, "./data/Sounds/F4.ogg"),
            23 : Note("F#", 6.5, "./data/Sounds/F#4.ogg"),
            24 : Note("G", 7, "./data/Sounds/G4.ogg"),
            25 : Note("G#", 7, "./data/Sounds/G#4.ogg"),
            26 : Note("A", 7.5, "./data/Sounds/A4.ogg"),
            27 : Note("A#", 7.5, "./data/Sounds/A#4.ogg"),
            28 : Note("B", 8, "./data/Sounds/B4.ogg"),

            #G string
            29 : Note("D", 2, "./data/Sounds/D1.ogg"),
            #D String
            30 : Note("A", 4, "./data/Sounds/A2.ogg"),
            #A String
            31 : Note("E", 6, "./data/Sounds/E3.ogg"),
        }
        
        self.surface = surface

        self.font = self.font = pgfont.Font(pgfont.get_default_font(), 20)
        
        self.is_running = True
        self.fps = 60

        self.input_handler = InputHandler()

        self.staff = Staff(self.surface)
        self.finger_board = FingerBoard(self.surface, self.input_handler)

        self.deck = NoteDeck()
        self.deck.shuffle()

        self.score = 0
        self.max_score = 0
        self.current_note = self.deck.next_note()
        self.staff.set_note(self.notes[self.current_note])

        self.playing_note = self.notes[0]

        self.success_message = ""

    def run(self) -> None:
        fps_limiter = pgtime.Clock()

        while self.is_running:
            for event in pgevent.get():
                if event.type == pygame.QUIT:
                    self.is_running = False

            self.input_handler.update()
            self.__update()

            pgdisplay.flip()
            fps_limiter.tick(self.fps)

    def __update(self) -> None:
        self.surface.fill(WHITE)
        self.staff.draw()
        self.finger_board.draw()
        self.__draw_score()
        self.__draw_result_message()

        note = self.finger_board.get_note_pressed_finger()
        if note != -1:
            self.max_score += 1

            if self.notes[note].position == self.notes[self.current_note].position and self.notes[note].name == self.notes[self.current_note].name:
                self.score += 1
                self.success_message = "Correct, the note was " + self.notes[self.current_note].name + ". You pressed " + self.notes[note].name
            else:
                self.success_message = "Wrong, the note was " + self.notes[self.current_note].name + ". You pressed " + self.notes[note].name

            if self.deck.is_empty():
                self.deck.shuffle()

            self.current_note = self.deck.next_note()
            self.staff.set_note(self.notes[self.current_note])

            self.playing_note.stop()
            self.playing_note = self.notes[note]
            self.playing_note.play()

    def __draw_score(self):
        score_surface = self.font.render("Score:" + str(self.score) + "/" + str(self.max_score), True, BLACK)
        self.surface.blit(score_surface, (10, 10), score_surface.get_rect())

    def __draw_result_message(self):
        message_surface = self.font.render(self.success_message, True, BLACK)
        self.surface.blit(message_surface, (10, 40), message_surface.get_rect())
Esempio n. 15
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    def __init__(self, surface: pygame.Surface) -> None:
        self.notes = {
            0 : Note("G", 0, "./data/Sounds/G1.ogg"),
            1 : Note("G#", 0, "./data/Sounds/G#1.ogg"),
            2 : Note("A", 0.5, "./data/Sounds/A1.ogg"),
            3 : Note("A#", 0.5, "./data/Sounds/A#1.ogg"),
            4 : Note("B", 1, "./data/Sounds/B1.ogg"),
            5 : Note("C", 1.5, "./data/Sounds/C1.ogg"),
            6 : Note("C#", 1.5, "./data/Sounds/C#1.ogg"),

            7 : Note("D", 2, "./data/Sounds/D2.ogg"),
            8 : Note("D#", 2, "./data/Sounds/D#2.ogg"),
            9 : Note("E", 2.5, "./data/Sounds/E2.ogg"),
            10 : Note("F", 3, "./data/Sounds/F2.ogg"),
            11 : Note("F#", 3, "./data/Sounds/F#2.ogg"),
            12 : Note("G", 3.5, "./data/Sounds/G2.ogg"),
            13 : Note("G#", 3.5, "./data/Sounds/G#2.ogg"),

            14 : Note("A", 4, "./data/Sounds/A3.ogg"),
            15 : Note("A#", 4, "./data/Sounds/A#3.ogg"),
            16 : Note("B", 4.5, "./data/Sounds/B3.ogg"),
            17 : Note("C", 5, "./data/Sounds/C3.ogg"),
            18 : Note("C#", 5, "./data/Sounds/C#3.ogg"),
            19 : Note("D", 5.5, "./data/Sounds/D3.ogg"),
            20 : Note("D#", 5.5, "./data/Sounds/D#3.ogg"),

            21 : Note("E", 6, "./data/Sounds/E4.ogg"),
            22 : Note("F", 6.5, "./data/Sounds/F4.ogg"),
            23 : Note("F#", 6.5, "./data/Sounds/F#4.ogg"),
            24 : Note("G", 7, "./data/Sounds/G4.ogg"),
            25 : Note("G#", 7, "./data/Sounds/G#4.ogg"),
            26 : Note("A", 7.5, "./data/Sounds/A4.ogg"),
            27 : Note("A#", 7.5, "./data/Sounds/A#4.ogg"),
            28 : Note("B", 8, "./data/Sounds/B4.ogg"),

            #G string
            29 : Note("D", 2, "./data/Sounds/D1.ogg"),
            #D String
            30 : Note("A", 4, "./data/Sounds/A2.ogg"),
            #A String
            31 : Note("E", 6, "./data/Sounds/E3.ogg"),
        }
        
        self.surface = surface

        self.font = self.font = pgfont.Font(pgfont.get_default_font(), 20)
        
        self.is_running = True
        self.fps = 60

        self.input_handler = InputHandler()

        self.staff = Staff(self.surface)
        self.finger_board = FingerBoard(self.surface, self.input_handler)

        self.deck = NoteDeck()
        self.deck.shuffle()

        self.score = 0
        self.max_score = 0
        self.current_note = self.deck.next_note()
        self.staff.set_note(self.notes[self.current_note])

        self.playing_note = self.notes[0]

        self.success_message = ""
Esempio n. 16
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from input import InputHandler
from player import Player, player_data
from misc import *
from levels import Level, ObjectHandler
from level_data import levels

FPS = 60
clock = time.Clock()
game_input = InputHandler()
GAME_STATES = ['start', 'levels', 'game_over']


class Game:
    def __init__(self, _screen):
        self.screen = _screen
        self.running = True
        self.object_handler = ObjectHandler(self.screen)
        self.score = 0
        self.pt = time.get_ticks()
        self.game_state = GAME_STATES[0]
        self.game_levels = []
        self.current_level = 0
        self.player = None

    def main(self, _screen):
        # Set Up Delta Time
        dt = time.get_ticks() - self.pt
        dt *= FPS
        self.pt = time.get_ticks()

        # Run Game
Esempio n. 17
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from game import Game
from input import InputHandler, ButtonMap
from camera import GameCamera
### SETUP ###
pygame.init()  # @UndefinedVariable
screen = pygame.display.set_mode((PRAM.DISPLAY_WIDTH, PRAM.DISPLAY_HEIGHT))
CLOCK = pygame.time.Clock()
DONE = False

### GAME ENGINE ###
musicPlayer, soundPlayer = soundPlayerFactory()
renderer = Renderer(screen)
gameCamera = GameCamera()
player = playerFactory()
game = Game(player, musicPlayer, soundPlayer, renderer, gameCamera)
inputHandler = InputHandler(game, player, ButtonMap())
eventHandler = eventHandlerFactory(game)
game.inputHandler = inputHandler

game.gameStartup()
while not DONE:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:  # @UndefinedVariable
            DONE = True  #TODO make this an input that creates a quit event?
        if event.type == pygame.KEYDOWN:  # @UndefinedVariable
            game.keydownEvents.append(event)
        #TODO can tell pygame to only check fro specific events
    game.keysPressed = pygame.key.get_pressed()

    inputHandler.handleInputs(
    )  #iterates through the keydown and keypressed events