Esempio n. 1
0
 def __init__(self):
     #Pygame init
     pygame.init()
     #Posicion de la ventana
     os.environ['SDL_VIDEO_WINDOW_POS'] = str(500) + "," + str(200)
     self.screen = pygame.display.set_mode((800, 600))
     self.currentScene = GameScene(self.screen)
Esempio n. 2
0
	def __init__(self):
		#Pygame init
		pygame.init()
		#Posicion de la ventana
		os.environ['SDL_VIDEO_WINDOW_POS'] = str(500) + "," + str(200)
		self.screen = pygame.display.set_mode((800,600))
		self.currentScene=GameScene(self.screen)
Esempio n. 3
0
    def __init__(self):
        self.width = WINDOW_SIZE[0]
        self.height = WINDOW_SIZE[1]

        self.win = pygame.display.set_mode((self.width, self.height))
        pygame.display.set_caption("Maze")

        self.running = True

        self.scenes = {
            "main_menu": MainMenuScene(self),
            "exit_scene": ExitScene(self),
            "in_game_exit_scene": InGameExitMenu(self),
            "select_level": SelectLevelScene(self),
            "game_scene": GameScene(self),
            "win_scene": WinScene(self),
            "instruction_scene": InstructionScene(self),
        }
        self.current_scene_name = "main_menu"
        self.current_scene = self.scenes["main_menu"]

        self.current_map = None
        self.next_level_filename = ""

        self.clock = pygame.time.Clock()
Esempio n. 4
0
    def play(self, level):
        # Display intro screen
        start_scene = StartScene(self.renderer)
        result = start_scene.run()

        if result not in ('quit'):
            # Display the main game screen
            game_scene = GameScene(self.renderer)
            result = game_scene.run(level - 1)

        if result in ('infected', 'died'):
            gameover_scene = GameOverScene(self.renderer, result)
            return gameover_scene.run()
        elif result in ('victory'):
            victory_scene = VictoryScene(self.renderer)
            return victory_scene.run()
        else:
            return result
Esempio n. 5
0
    def play(self, level):
        # Display intro screen
        start_scene = StartScene(self.renderer)
        result = start_scene.run()

        if result not in ('quit'):
            # Display the main game screen
            game_scene = GameScene(self.renderer)
            result = game_scene.run(level - 1)

        if result in ('infected', 'died'):
            gameover_scene = GameOverScene(self.renderer, result)
            return gameover_scene.run()
        elif result in ('victory'):
            victory_scene = VictoryScene(self.renderer)
            return victory_scene.run()
        else:
            return result
Esempio n. 6
0
 def __init__(self):
     D = Director()
     GS = GameScene(D)
     MS = MenuScene(D)
     SGS = StandardGameScene(D)
     MGS = MultiplayerGameScene(D)
     D.add_scene(MS,'menu')
     D.add_scene(GS,'game')
     D.add_scene(SGS,'standardGame')
     D.add_scene(MGS,'multiplayerGame')
     D.change_scene('menu')
     D.run()
Esempio n. 7
0
class PyGame:

	def __init__(self):
		#Pygame init
		pygame.init()
		#Posicion de la ventana
		os.environ['SDL_VIDEO_WINDOW_POS'] = str(500) + "," + str(200)
		self.screen = pygame.display.set_mode((800,600))
		self.currentScene=GameScene(self.screen)

	#Main loop. Delegates everything on running scene
	def MainLoop(self):
	    #Main loop
		clock=pygame.time.Clock()
		loop=True
		FPS=30
		second=float(1000)
		while loop:
			delta=clock.tick(FPS)/second
			for event in pygame.event.get():
				self.currentScene.processInput(event)
				if event.type == pygame.QUIT:
					sys.exit()
				if event.type == pygame.KEYDOWN and event.key==pygame.K_ESCAPE:
					sys.exit()
			self.currentScene.update(delta)
			self.currentScene.draw(self.screen)
Esempio n. 8
0
class MainGame:
    def __init__(self):
        pygame.init()
        self.screen = pygame.display.set_mode((956, 560), FLAGS, 32)
        self.current_scene = GameScene((956, 560))

    def run(self):
        clock = pygame.time.Clock()
        while True:
            self.handle_events()
            self.update()
            self.draw()
            time_passed = clock.tick(30)

    def draw(self):
        self.current_scene.draw()
        pygame.display.update()

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit(0)
        keys = pygame.key.get_pressed()
        if keys[K_ESCAPE]:
            exit(0)
        self.current_scene.handle_events()

    def update(self):
        self.current_scene.update()
Esempio n. 9
0
class PyGame:
    def __init__(self):
        #Pygame init
        pygame.init()
        #Posicion de la ventana
        os.environ['SDL_VIDEO_WINDOW_POS'] = str(500) + "," + str(200)
        self.screen = pygame.display.set_mode((800, 600))
        self.currentScene = GameScene(self.screen)

    #Main loop. Delegates everything on running scene
    def MainLoop(self):
        #Main loop
        clock = pygame.time.Clock()
        loop = True
        FPS = 30
        second = float(1000)
        while loop:
            delta = clock.tick(FPS) / second
            for event in pygame.event.get():
                self.currentScene.processInput(event)
                if event.type == pygame.QUIT:
                    sys.exit()
                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                    sys.exit()
            self.currentScene.update(delta)
            self.currentScene.draw(self.screen)
Esempio n. 10
0
def on_game_start():
    director.replace(GameScene())
Esempio n. 11
0
import cocos

import scenes.GameScene as GameScene

if __name__ == "__main__":
    cocos.director.director.init(caption="Planetor")

    scene = cocos.scene.Scene(GameScene.GameLayer())
    cocos.director.director.run(scene)
Esempio n. 12
0
        neighbors = get_neighbors(old_life)
        new_life = create_life(old_life, neighbors)

        for coordinate in new_life:
            life.append(Cell(coordinate))

        return life


gamestate = Game()

from life import Cell, create_life, get_neighbors
from scenes import GameScene, TitleScene

title = TitleScene((50, 50, 200))
game = GameScene((150, 150, 150))
pause = GameScene((150, 150, 150))
exit = GameScene((150, 150, 150))

states = {}
states['title'] = title
states['game'] = game
states['pause'] = pause
states['exit'] = exit


def event_handler(state):
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
Esempio n. 13
0
 def __init__(self):
     pygame.init()
     self.screen = pygame.display.set_mode((956, 560), FLAGS, 32)
     self.current_scene = GameScene((956, 560))