def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos #clickpoint = (camera.window.left+clickpoint[0],camera.window.top+clickpoint[1]) if self.volume_button.get_rect().collidepoint(clickpoint): self.vol = not self.vol if self.vol: sound.set_bgm_vol(self.bgm_vol) sound.set_sfx_vol(self.sfx_vol) else: #update the volume before muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() sound.set_bgm_vol(0) sound.set_sfx_vol(0) # else # self.playing = True if self.plot_skip_button.get_rect().collidepoint(clickpoint): self.plotOver = True elif self.plot_next_button.get_rect().collidepoint(clickpoint) and self.currentPlot < self.maxPlot: self.currentPlot = self.currentPlot + 1 elif self.plot_back_button.get_rect().collidepoint(clickpoint) and self.currentPlot > 1: self.currentPlot = self.currentPlot - 1 elif self.plot_back_button.get_rect().collidepoint(clickpoint) and self.currentPlot == 1: pass elif self.plot_next_button.get_rect().collidepoint(clickpoint) and self.currentPlot == self.maxPlot: self.plotOver = True
def draw(self, camera): if not self.show_instructions and not self.show_options and not self.show_level: self.splash_bg.draw(camera) self.newgame_button.draw(camera) self.loadgame_button.draw(camera) self.instructions_button.draw(camera) self.options_button.draw(camera) self.quit_button.draw(camera) elif self.show_instructions: self.instructions_bg.draw(camera) self.back_button.draw(camera) elif self.show_options: #Options Screen self.options_bg.draw(camera) self.volup_button.draw(camera) self.voldown_button.draw(camera) self.volupFX_button.draw(camera) self.voldownFX_button.draw(camera) self.gammaUp_button.draw(camera) self.gammaDown_button.draw(camera) self.options_back_button.draw(camera) #bgm volume bar for i in range(0, sound.get_bgm_vol()): self.menublock.rect.topleft = (133 + i * self.menublock.rect.width, 265) self.menublock.draw(camera) #sfx volume bar for i in range(0, sound.get_sfx_vol()): self.menublock.rect.topleft = (133 + i * self.menublock.rect.width, 395) self.menublock.draw(camera) elif self.show_level: #Level Select Screen self.lvl_bg.draw(camera) self.lvltut.draw(camera) self.lvl1.draw(camera) self.lvl2.draw(camera) self.lvl3.draw(camera) self.lvl4.draw(camera) self.lvl5.draw(camera)
def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos if self.volume_button.get_rect().collidepoint(clickpoint): self.vol = not self.vol if self.vol: sound.set_bgm_vol(self.bgm_vol) sound.set_sfx_vol(self.sfx_vol) else: #update the volume before muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() sound.set_bgm_vol(0) sound.set_sfx_vol(0)
def __init__(self,currLevel): self.currentLevel = 0 self.plotfolder = "tut" self.maxPlot = 1 #only set the level during init, doesn't have to update every time if currLevel == 1: #Super Mario World self.plotfolder = "smw" self.maxPlot = 15 elif currLevel == 2: #Sonic World self.plotfolder = "sonic" self.maxPlot = 1 elif currLevel == 3: #Megaman World self.plotfolder = "megaman" self.maxPlot = 2 elif currLevel == 4: #Metroid World self.plotfolder = "metroid" self.maxPlot = 2 elif currLevel == 5: #Castlevania World self.plotfolder = "castlevania" self.maxPlot = 2 self.currentPlot = 1 self.plotOver = False #self.camera = None #plot page self.plot_back_button = StaticImage( "images/menusprites/back.png",904, 490 ) self.plot_next_button = StaticImage( "images/menusprites/next.png",900, 530 ) self.plot_skip_button = StaticImage( "images/menusprites/skip.png",900, 450 ) self.plot_bg = StaticImage( "images/plot/smw/1.jpg",0,0) #self.bgm = 'sounds/SureShot.wav' #Mute button self.vol = True #Remember where the volume was after un-muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() self.volume_button = StaticImage("images/menusprites/volume.png",960,10) self.mute_button = StaticImage("images/menusprites/mute.png",960,10)
def draw(self,camera): if not self.show_instructions and not self.show_options and not self.show_level: self.splash_bg.draw(camera) self.newgame_button.draw(camera) self.loadgame_button.draw(camera) self.instructions_button.draw(camera) self.options_button.draw(camera) self.quit_button.draw(camera) elif self.show_instructions: self.instructions_bg.draw(camera) self.back_button.draw(camera) elif self.show_options: #Options Screen self.options_bg.draw(camera) self.volup_button.draw(camera) self.voldown_button.draw(camera) self.volupFX_button.draw(camera) self.voldownFX_button.draw(camera) self.gammaUp_button.draw(camera) self.gammaDown_button.draw(camera) self.options_back_button.draw(camera) #bgm volume bar for i in range(0, sound.get_bgm_vol()): self.menublock.rect.topleft = ( 133 + i*self.menublock.rect.width,265 ) self.menublock.draw(camera) #sfx volume bar for i in range(0, sound.get_sfx_vol()): self.menublock.rect.topleft = ( 133 + i*self.menublock.rect.width,395 ) self.menublock.draw(camera) elif self.show_level: #Level Select Screen self.lvl_bg.draw(camera) self.lvltut.draw(camera) self.lvl1.draw(camera) self.lvl2.draw(camera) self.lvl3.draw(camera) self.lvl4.draw(camera) self.lvl5.draw(camera)
def __init__(self): self.vol = True #Remember where the volume was after un-muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() self.time = 0 self.timeString = "000" self.scoreString = "0" self.volume_button = StaticImage( "images/menusprites/volume.png", 0, 0 ) self.mute_button = StaticImage( "images/menusprites/mute.png", 0, 0 ) self.heart = StaticImage( "images/heart.png", 0, 0 ) self.sattackbar = StaticImage( "images/sattackbar.png", 0, 0 ) self.sattackblock = StaticImage( "images/sattackblock.png", 0, 0 ) self.score_title = StaticImage( "images/hudsprites/score.png", 0, 0 ) self.time_title = StaticImage( "images/hudsprites/time.png", 0, 0 ) self.digit = StaticImage( "images/hudsprites/0.png", 0, 0 )
def __init__(self): self.vol = True #Remember where the volume was after un-muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() self.time = 0 self.timeString = "000" self.scoreString = "0" self.volume_button = StaticImage("images/menusprites/volume.png", 0, 0) self.mute_button = StaticImage("images/menusprites/mute.png", 0, 0) self.heart = StaticImage("images/heart.png", 0, 0) self.sattackbar = StaticImage("images/sattackbar.png", 0, 0) self.sattackblock = StaticImage("images/sattackblock.png", 0, 0) self.score_title = StaticImage("images/hudsprites/score.png", 0, 0) self.time_title = StaticImage("images/hudsprites/time.png", 0, 0) self.digit = StaticImage("images/hudsprites/0.png", 0, 0)
def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos #StartMenu if not self.show_instructions and not self.show_options and not self.show_level: #new game if self.newgame_button.get_rect().collidepoint(clickpoint): #self.currentLevel = 0 self.show_level = True #load game elif self.loadgame_button.get_rect().collidepoint(clickpoint): if os.path.isfile('save'): self.loadLevel = True #options elif self.options_button.get_rect().collidepoint(clickpoint): self.show_instructions = False self.show_options = True #exit elif self.quit_button.get_rect().collidepoint(clickpoint): print("Exiting....") sys.exit(0) #isntructions elif self.instructions_button.get_rect().collidepoint(clickpoint): self.show_options = False self.show_instructions = True #Options Menu elif self.show_options: if self.volup_button.get_rect().collidepoint(clickpoint): #clicked bgm vol up sound.set_bgm_vol(sound.get_bgm_vol() + 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.voldown_button.get_rect().collidepoint(clickpoint): #clicked bgm vol down sound.set_bgm_vol(sound.get_bgm_vol() - 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.volupFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol up sound.set_sfx_vol(sound.get_sfx_vol() + 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.voldownFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol down sound.set_sfx_vol(sound.get_sfx_vol() - 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.gammaUp_button.get_rect().collidepoint(clickpoint): #clicked gamma up if self.gamma < 2.5: self.gamma = self.gamma + .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.gammaDown_button.get_rect().collidepoint(clickpoint): #clicked gamma down if self.gamma > 0.2: self.gamma = self.gamma - .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.options_back_button.get_rect().collidepoint(clickpoint): #clicked back self.show_options = False #Options Menu elif self.show_level: if self.lvltut.get_rect().collidepoint(clickpoint): self.setLevel(0) elif self.lvl1.get_rect().collidepoint(clickpoint): self.setLevel(1) elif self.lvl2.get_rect().collidepoint(clickpoint): self.setLevel(2) elif self.lvl3.get_rect().collidepoint(clickpoint): self.setLevel(3) elif self.lvl4.get_rect().collidepoint(clickpoint): self.setLevel(4) elif self.lvl5.get_rect().collidepoint(clickpoint): self.setLevel(5) #if on instructions go back to StartMenu else: if self.back_button.get_rect().collidepoint(clickpoint): if self.show_instructions: self.show_instructions = False elif self.show_options: self.show_options = False
def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos #StartMenu if not self.show_instructions and not self.show_options and not self.show_level: #new game if self.newgame_button.get_rect().collidepoint(clickpoint): #self.currentLevel = 0 self.show_level = True #load game elif self.loadgame_button.get_rect().collidepoint(clickpoint): if os.path.isfile('save'): self.loadLevel = True #options elif self.options_button.get_rect().collidepoint(clickpoint): self.show_instructions = False self.show_options = True #exit elif self.quit_button.get_rect().collidepoint(clickpoint): print("Exiting....") sys.exit(0) #isntructions elif self.instructions_button.get_rect().collidepoint( clickpoint): self.show_options = False self.show_instructions = True #Options Menu elif self.show_options: if self.volup_button.get_rect().collidepoint(clickpoint): #clicked bgm vol up sound.set_bgm_vol(sound.get_bgm_vol() + 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.voldown_button.get_rect().collidepoint(clickpoint): #clicked bgm vol down sound.set_bgm_vol(sound.get_bgm_vol() - 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.volupFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol up sound.set_sfx_vol(sound.get_sfx_vol() + 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.voldownFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol down sound.set_sfx_vol(sound.get_sfx_vol() - 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.gammaUp_button.get_rect().collidepoint(clickpoint): #clicked gamma up if self.gamma < 2.5: self.gamma = self.gamma + .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.gammaDown_button.get_rect().collidepoint(clickpoint): #clicked gamma down if self.gamma > 0.2: self.gamma = self.gamma - .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.options_back_button.get_rect().collidepoint( clickpoint): #clicked back self.show_options = False #Options Menu elif self.show_level: if self.lvltut.get_rect().collidepoint(clickpoint): self.setLevel(0) elif self.lvl1.get_rect().collidepoint(clickpoint): self.setLevel(1) elif self.lvl2.get_rect().collidepoint(clickpoint): self.setLevel(2) elif self.lvl3.get_rect().collidepoint(clickpoint): self.setLevel(3) elif self.lvl4.get_rect().collidepoint(clickpoint): self.setLevel(4) elif self.lvl5.get_rect().collidepoint(clickpoint): self.setLevel(5) #if on instructions go back to StartMenu else: if self.back_button.get_rect().collidepoint(clickpoint): if self.show_instructions: self.show_instructions = False elif self.show_options: self.show_options = False