class Map(object): scenes = { 'phone_call': Levels.PhoneCall(), 'date_decision': Levels.DateDecision(), 'fancy_bar': Levels.FancyBar(), 'weird_pub': Levels.WeirdPub(), 'ice_skating': Levels.IceSkating(), 'game_won': Levels.GameWon(), 'date_transition': Levels.DateTransition(), 'her_place': Levels.HerPlace(), 'game_over': Levels.GameOver(), 'game_over_dead': Levels.GameOverDead(), } def __init__(self, start_scene): self.start_scene = start_scene def next_scene(self, scene_name): val = Map.scenes.get(scene_name) return val def opening_scene(self): return self.next_scene(self.start_scene)
def main(screen): pygame.mixer.init() pygame.mixer.music.load(BGMPATH) pygame.mixer.music.play(-1, 0.0) pygame.font.init() font_small = pygame.font.Font(FONTPATH, 18) font_big = pygame.font.Font(FONTPATH, 24) for num_level in range(1, Levels.NUMLEVELS + 1): if num_level == 1: level = Levels.Level1() is_clearance = startLevelGame(level, screen, font_small) if num_level == Levels.NUMLEVELS: showText(screen, font_big, is_clearance, True) else: showText(screen, font_big, is_clearance)
def game(): global _state stop = False while not stop: if _state == 'main menu': _state = Menues.main_menu() elif _state == 'play': _state = Levels.play('l', 'd') elif _state == 'highscores': ## _state = Menues.highscores() pass elif _state == 'quit': pygame.quit() quit() elif _state == 'settings': ## _state = Menues.settings() pass
def victory(Levels, level): running = True next_level_button = pg.Rect(0, 0, 400, 100) next_level_button.center = (renderer.disp_Width / 2, renderer.disp_Height / 2 + 200) while running: renderer.victory_View(next_level_button) for event in pg.event.get(): if event.type is pg.QUIT: pg.quit() elif event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: running = False elif event.type == pg.MOUSEBUTTONDOWN: (mx, my) = pg.mouse.get_pos() if event.button == 1: if next_level_button.collidepoint(mx, my): current_level(Levels[Levels.index(level) + 1]) return False
def ask_question(turn): key = {1: Levels.level_1(), 2: Levels.level_2(), 3: Levels.level_3(), 4: Levels.level_4(), 5: Levels.level_5(), 6: Levels.level_6(), 7: Levels.level_7(), 8: Levels.level_8(), 9: Levels.level_9(), 10: Levels.level_10()} Q, choices, ans = key[turn] # Prints the question print(Q) # Shows the multiple choices for key, value in choices.items(): print(key, ':', value) print("\n") # return the correct answer return Q, choices, ans
def use_lifeline(Response, choices, ans): # Remove 2 wrong answers if Response == '50:50': ans_key = 0 i = 0 for key, value in choices.items(): if choices[key] == ans: ans_key = key break else: i += 1 indices = list(range(0, 4)) indices.remove(i) remove = random.sample(indices, 2) letter_key = {0: 'A', 1: 'B', 2: 'C', 3: 'D'} for num in remove: choices[letter_key[num]] = ' ' # Shows the multiple choices for key, value in choices.items(): print(key, ':', value) return choices # skip the question else: print('You use the "Skip" Help!! Here is the new question!!') key = {11: Levels.level_11()} Q, choices, ans = key[11] print(Q) for key, value in choices.items(): print(key, ':', value) print("\n") return choices
def main():#Run entire game player = chr.Player() lvl.level_one(player) if player.health>0:#run the next level if the player isn't dead print "Holy shizzle, your health is still %d\n" %player.health lvl.level_two(player) if player.health >0:#run the next level if the player isn't dead print "Holy shizzle, your health is still %d\n" %player.health lvl.level_three(player) if player.health >0: print """ You have won the game!! You have defeated your greatest sins!\n You make your way through the portal, back to sanity. """ time.sleep(60)#wait one minute else: print "You have lost. You is dead! You lost to Envy, the most unforgiving sin.\n" print "Restart game? (y/n)" restart = raw_input(">") if restart == 'y': main() else: sys.exit() else: print "You have lost. You is dead! You lost to Gluttony, the grossest sin\n" print "Restart game? (y/n)" restart = raw_input(">") if restart == 'y': main() else: sys.exit() else: print "You have lost. You is dead! You lost to Pride, the most abundant sin\n" print "Restart game? (y/n)" restart = raw_input(">") if restart == 'y': main() else: sys.exit()
def __init__(self,ps,n): self.ps=ps self.uos=[] self.ucs=[] self.ur={} self.fx=[] self.level=(n-1)%10+1 self.world=(n-1)//10+1 manualspawn=False self.load("%s-%s"%(str((n-1)//10+1),str((n-1)%10+1))) for r in self.w: for obj in r: if obj and obj.updates: self.uos.append(obj) elif obj and obj.name=="Sink": self.washing=True elif obj and obj.name=="Spawn": try: ps[obj.d].place(obj.x,obj.y) self.dest(obj) self.spawn(ps[obj.d]) except IndexError: self.dest(obj) manualspawn=True if obj and obj.ticks and obj.__class__ not in self.ucs: self.ucs.append(obj.__class__) if obj and not obj.exists: self.dest(obj) self.uos.append(obj) self.size=len(self.w),len(self.w[0]) if not manualspawn: for n,p in enumerate(ps): self.spawn_p(p) self.orders=[Levels.new_order(self.level,self.world)] self.tonextorder=int(self.orders[-1].time*self.reordermult) self.returned=[]
def main(): #Run entire game player = chr.Player() lvl.level_one(player) if player.health > 0: #run the next level if the player isn't dead print "Holy shizzle, your health is still %d\n" % player.health lvl.level_two(player) if player.health > 0: #run the next level if the player isn't dead print "Holy shizzle, your health is still %d\n" % player.health lvl.level_three(player) if player.health > 0: print """ You have won the game!! You have defeated your greatest sins!\n You make your way through the portal, back to sanity. """ time.sleep(60) #wait one minute else: print "You have lost. You is dead! You lost to Envy, the most unforgiving sin.\n" print "Restart game? (y/n)" restart = raw_input(">") if restart == 'y': main() else: sys.exit() else: print "You have lost. You is dead! You lost to Gluttony, the grossest sin\n" print "Restart game? (y/n)" restart = raw_input(">") if restart == 'y': main() else: sys.exit() else: print "You have lost. You is dead! You lost to Pride, the most abundant sin\n" print "Restart game? (y/n)" restart = raw_input(">") if restart == 'y': main() else: sys.exit()
def gameloop(): x, y = display_w * 0.07, display_h * 0.43 x_change, y_change = 0, 0 time_counter = 0 ship_status = 0 loop_idx = 0 explosions = [] live = 3 point = 0 gun, gun_count, gun_type = bomb_img, 3, 0 ammos = [] enemy_ammos = [] gameExit = False while not gameExit and live > 0: gameDisplay.fill(bg_color) loop_idx = (loop_idx + 1) % int(FPS / 3) gif_idx = loop_idx // int((FPS / 6)) for event in pygame.event.get(): if event.type == pygame.QUIT: gameExit = True if event.type == pygame.KEYDOWN: if event.key in [pygame.K_UP, pygame.K_w]: y_change = -ship_speed elif event.key in [pygame.K_DOWN, pygame.K_s]: y_change = ship_speed if event.key in [pygame.K_LEFT, pygame.K_a]: x_change = -ship_speed elif event.key in [pygame.K_RIGHT, pygame.K_d]: x_change = ship_speed if event.key == pygame.K_SPACE: ammos.append([int(x + 50), int(y + 15)]) # # # if event.key == pygame.K_q: # # # if gun_type==0: # # # pass if event.type == pygame.KEYUP: if event.key in (pygame.K_UP, pygame.K_DOWN, pygame.K_w, pygame.K_s): y_change = 0 if event.key in (pygame.K_LEFT, pygame.K_RIGHT, pygame.K_a, pygame.K_d): x_change = 0 if ship_collision(x, y, level1, []) and ship_status == 0: ship_status = 1 exp_x, exp_y = x, y x, y = display_w * 0.07, display_h * 0.43 time_counter = pygame.time.get_ticks() live -= 1 for enemy in level1: # Shooting enemy for ammo in ammos: if ammo[0] + 10 > enemy.x and ammo[0] < enemy.x + enemy.width: if ammo[1] + 5 > enemy.y and ammo[ 1] < enemy.y + enemy.height and ammo[ 0] < display_w - 5: ammos.remove(ammo) enemy.hp -= 1 point += 5 if enemy.hp <= 0: level1.remove(enemy) point += 5 explosions.append( Levels.Explosion(enemy.x, enemy.y)) x += x_change if x + x_change > display_w * 0.04 and x + x_change < display_w * 0.9 else 0 y += y_change if y + y_change > display_h * 0.08 and y + y_change < display_h * 0.9 else 0 for ammo in ammos: fire_ammo(ammo[0], ammo[1]) ammo[0] += ship_speed * 1.4 if ammo[0] > 1000: ammos.remove(ammo) for enemy_ammo in enemy_ammos: fire_ammo(enemy_ammo[0], enemy_ammo[1]) enemy_ammo[0] -= ship_speed * 1.4 if enemy_ammo[0] < -100: enemy_ammos.remove(enemy_ammo) for exp in explosions: explosion(exp.expx, exp.expy, exp.idx // 4) exp.idx += 1 if exp.idx == 8: explosions.remove(exp) for idx_enemy, enemy in enumerate(level1): if level1[idx_enemy - 1].x < enemy.spawn and enemy.x > -100 and enemy.hp > 0: enemy.x = enemy_funcs[enemy.enemy_type](gif_idx, enemy) if enemy.y_move and enemy.x < display_w: if not (enemy.y < display_h * 0.65 and enemy.y > display_h * 0.15) and enemy.y > display_h * 0.5: enemy.yspeed = enemy.speed elif not (enemy.y < display_h * 0.65 and enemy.y > display_h * 0.15) and enemy.y < display_h * 0.5: enemy.yspeed = -enemy.speed enemy.y += enemy.yspeed if ship_status == 0: ship(x, y) elif ship_status == 1: explosion(exp_x, exp_y, gif_idx) if pygame.time.get_ticks() > time_counter + 300: ship_status = 2 elif ship_status == 2: col_ship(x - 10, y - 10, gif_idx) if pygame.time.get_ticks() > time_counter + 2700: ship_status = 0 show_live(live) show_point(point) show_gun(gun, gun_count) pygame.display.update() clock.tick(FPS)
def build_single_level(self): game = CirkitGame() Levels.get_level_3(game) return game
pygame.init() pygame.mixer.init() screen = pygame.display.set_mode([1920,1080], pygame.FULLSCREEN) bgm = pygame.mixer.Sound("sound/bgm_dia.ogg") pygame.display.set_caption("#FAITHAGE") # Used to manage how fast the screen updates clock = pygame.time.Clock() # -------- Other Useful Things Here -------- # Hide the mouse cursor # pygame.mouse.set_visible(False) # more vars Levels = Levels() bg_dia_castle = pygame.image.load("art/bg_dia_castle.jpg").convert() main_menu = pygame.image.load("art/bg_start_screen.jpg").convert() ui_icons = pygame.image.load("art/ui_overlay.png").convert() ui_icons.set_colorkey((255,255,255)) ui_icons_top = pygame.image.load("art/ui_overlay_top.png").convert() ui_icons_top.set_colorkey((255,255,255)) click_sound = pygame.mixer.Sound("sound/fx_test.ogg") click_sound.set_volume(0.1) dialogue_file = open("dialogue_new.txt") backgrounds = [pygame.image.load("art/bg_plains.jpg").convert(), pygame.image.load("art/bg_forest.jpg").convert(), pygame.image.load("art/bg_hills.jpg").convert()] game_bg = backgrounds[0]
import Home import Solve import Levels import Play # default screen is Home screen = 1 while screen <= 4: if screen == 1: screen = Home.main() elif screen == 2: lvl = Levels.main() if lvl == 5: break screen = Play.main(lvl) elif screen == 4: screen = Solve.main()
un_PNL = None # print(new_order(common_pb2.NEW_ORDER,2,common_pb2.BID,"A001.PSE",1,0,True,common_pb2.LONG)) # print(new_order(common_pb2.NEW_ORDER,2,common_pb2.ASK,"A001.PSE",1,123,False,common_pb2.LONG)) if __name__ == '__main__': channel = grpc.insecure_channel(MARKET_CHANNEL) # 57500 # symbol="A001.PSE" # cur=Status.status(symbol) last_price = {} center_price = {} symbol = "A001.PSE" counter = 0 A1Level = Levels.Levels() lastp = dict() while 1: stub = broker_pb2_grpc.MarketDataStub(channel) response = stub.subscribe(common_pb2.Empty()) for market_data in response: # print(market_data) for i in market_data.instruments: if i.symbol == symbol: instrument = i print(instrument.last_price) bidlevels=list(instrument.bid_levels) # price;volume;order_count for i in range(1,len(bidlevels)): if instrument.last_price-0.1<bidlevels[i].price<instrument.last_price and bidlevels[i].volume>=50: # todo if position then dump position here
def __init__(self,fichero): self.__Levels=Levels() self.__extremes=Extreme_Interval(fichero) self.__total=0
def main(): #Main Program " pygame.init() screen = pygame.display.set_mode((800, 600)) pygame.display.set_caption('TargetGolf') framerate = 60 # I set this framerate to use later screenWidth, screenHeight = screen.get_size() #Create levels level_list = [] level_list.append(Levels.Level_01(screen)) level_list.append(Levels.Level_02(screen)) level_list.append(Levels.Level_03(screen)) level_list.append(Levels.Level_04(screen)) level_list.append(Levels.Level_05(screen)) level_list.append(None) # Set the current level current_level_no = 0 current_level = level_list[current_level_no] # Keep track of scores strokes = 0 sheet = scoreSheet(screen) loop = True while loop: if current_level == None: # Draw end screen finalScore = sum(sheet.getScore()) screen.fill((0, 0, 0)) font = pygame.font.SysFont('arial', 30) text1 = [ font.render("Thank you", 1, (255, 255, 255)), font.render("for", 1, (255, 255, 255)), font.render("playing!", 1, (255, 255, 255)) ] for i, t in enumerate(text1): w, h = t.get_size() screen.blit(t, (int(screenWidth / 6 - w / 2), int(screenHeight / 2 + (i - 1) * h))) text2 = [ font.render("Final score: " + str(finalScore), 1, (255, 255, 255)), font.render("Try again", 1, (255, 255, 255)), font.render("for a", 1, (255, 255, 255)), font.render("better score!", 1, (255, 255, 255)) ] for i, t in enumerate(text2): w, h = t.get_size() screen.blit(t, (int(screenWidth * 5 / 6 - w / 2), int(screenHeight / 2 + (i - 1) * h))) sheet.drawSheet() for event in pygame.event.get(): if event.type == QUIT: loop = False if event.type == MOUSEBUTTONDOWN: #Reset levels and scores # The levels need to be made again here so it resets the ball position and the finished attribute level_list = [] level_list.append(Levels.Level_01(screen)) level_list.append(Levels.Level_02(screen)) level_list.append(Levels.Level_03(screen)) level_list.append(Levels.Level_04(screen)) level_list.append(Levels.Level_05(screen)) level_list.append(None) current_level_no = 0 current_level = level_list[current_level_no] strokes = 0 sheet = scoreSheet(screen) # Update the screen and wait for the next frame (without the delay the game runs way too fast) pygame.display.update() pygame.time.delay(int(1000 / framerate)) continue # This for loop checks the pygame events: things like user inputs get turned into those events for event in pygame.event.get(): # This event handles close the window if event.type == QUIT: loop = False # This event handles when the user quits if event.type == MOUSEBUTTONDOWN: mousePos = pygame.math.Vector2(event.pos) current_level.click(mousePos) strokes += 1 screen.fill( current_level.background ) # set a background on top of everything that was drawn last frame # Update the physics current_level.update() # Draw all the objects current_level.draw() if current_level.finished: sheet.drawSheet(strokes) strokes = 0 current_level_no += 1 current_level = level_list[current_level_no] wait = True while wait: for event in pygame.event.get(): if event.type == MOUSEBUTTONDOWN: wait = False # Update the screen and wait for the next frame (without the delay the game runs way too fast) pygame.display.update() pygame.time.delay( int(1000 / framerate) ) # The delay function takes a time in milliseconds, the framerate is in frames per second so the delay time t = 1000/ framerate # If we leave the game loop; quit pygame.quit()
def __init__(self,width,height,heroObj,getLevel,testLevel=None): level=Levels() self.getLevel=getLevel if(testLevel!=None): self.arr=testLevel else: if(self.getLevel==1): level.level1() elif(self.getLevel==2): level.level2() elif(self.getLevel==3): level.level3() elif(self.getLevel==0): level.level1() self.arr=level.getLevel() self.gravity=level.getGravity() self.width=width self.height=height self.cols=10 self.rows=10 self.grid=[0*self.cols for i in range (self.rows)] self.margin=10 self.rowHeight=self.height//12 self.colWidth=self.width//9 self.tilt=1.6 self.hero=heroObj self.dummyHero=MoveHero()
import file_ops import Levels #file_ops.create_log_entry("test") #file_ops.create_basic_cal_file() #file_ops.read_cal_file() print Levels.get_level_in_arc_sec(65000)
def SwLevel(Nomber): global back, Level, ArBack, sdvig, Middle, Front, fon, evid # Задний Фон if Nomber == 1: back = world('background/Mountain.png', 0, 0, 0, 0) fon = back.image back.image = pygame.transform.scale(fon, (width + 100, height + 500)) evid = evidence.clues(template.First_clue) evid.create_clues() Level = Levels.level(template.First_collevel, template.First_Grlevel) Level.create_level(hero) ArBack = pygame.sprite.Group() Middle = pygame.sprite.Group() Front = pygame.sprite.Group() for i in range(int(Level.level_width / 587) + 1): front = world('background/everfree/front.png', 587 * i, height - 600, 0, 0) front.x = front.rect.x front.y = front.rect.y Front.add(front) for i in range(int(Level.level_width / 587) + 1): midd = world('background/everfree/middle.png', 587 * i, height - 600, 0, 0) midd.x = midd.rect.x midd.y = midd.rect.y Middle.add(midd) for i in range(int(Level.level_width / 587) + 1): bac = world('background/everfree/back.png', 587 * i, height - 600, 0, 0) bac.x = bac.rect.x bac.y = bac.rect.y ArBack.add(bac) #Levels.first_level(hero) back.sdvig = Level.level_width / 1600 # 1600 - длинна бэкграунда if Nomber == 2: Level = Levels.level(template.Second_collevel, template.Second_Grlevel) Level.create_level(hero) evid = evidence.clues(template.Second_clue) evid.create_clues() back = world('background/ponyville/sky.png', 0, 0, 0, 0) fon = back.image back.image = pygame.transform.scale(fon, (width, height)) #print("Уровень фона на 2 уровне: " + str(back.rect.y)) #sdvig = Level.level_width / 800 # 800 - длинна бэкграунда ArBack = pygame.sprite.Group() Middle = pygame.sprite.Group() Front = pygame.sprite.Group() for i in range(int(Level.level_width / 1916) + 1): front = world('background/ponyville/front.png', 1894 * i, height - 500, 0, 0) front.x = front.rect.x front.y = front.rect.y Front.add(front) for i in range(int(Level.level_width / 2045) + 1): midd = world('background/ponyville/middle.png', 2045 * i, height - 280, 0, 0) midd.x = midd.rect.x midd.y = midd.rect.y Middle.add(midd) ArBack.add(back) if Nomber == 3: back = world('background/tron/canterlot_throne_room_background.png', 0, 0, 0, 0) fon = back.image back.image = pygame.transform.scale(fon, (width, height)) Level = Levels.level(template.Therd_collevel, template.Therd_collevel) Level.create_level(hero) evid = evidence.clues(template.Therd_collevel) evid.create_clues()