def on_join_server(self): self.on_back() director.push( LevelScene( server_address=self.selected_connection_address, local_player_names=[self.player_name], ))
def on_start(self): import game.game scene = cocos.scene.Scene() scene.add(game.game.start()) director.push(scene)
def on_key_press(self, k, m): if k == key.ENTER: self._stamp() return True if k in [key.SPACE, key.F3]: director.return_value = None director.push(Scene(ImgSelector(self.atlas))) if k == key.PAGEUP or k == key.PAGEDOWN: if k == key.PAGEUP: direction = 1 elif k == key.PAGEDOWN: direction = -1 if self.ed.floating_sprite: # CTRL or COMMAND -> rotate if (m & key.MOD_ACCEL): self.ed.rotate_floating(direction) # SHIFT -> opacity elif (m & key.MOD_SHIFT): self.ed.change_floating_opacity(direction) # NOTHING -> scale else: self.ed.scale_floating(direction) return True
def start_solitaire(player_name, players): gamescene = Scene() gamelayer = IncantusLayer() gamescene.add(gamelayer, z=0, name="table") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) gamelayer.game_start(player_name, pyglet.clock.time.time(), players)
def on_new_game(self): if not os.path.exists('save'): os.mkdir('save') game = model.Game() game.json_savefile(os.path.join('save', '%d.json' % game.created)) model.game = game director.push(Overview())
def on_ok(self): global doubleCounter global moneyCount moneyCount -= currentBet # Lose bet but not double downed money doubleCounter = 1 #reset double down director.pop() director.push(on_newGame(self))
def reload_solitaire(replay_file): gamescene = Scene() gamelayer = IncantusLayer() gamescene.add(gamelayer, z=0, name="table") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) gamelayer.game_reload(replay_file)
def on_new_game(self): import GameView import logging phaseLogger = logging.getLogger('data.train.phase') phaseLogger.info('NEWGAME') director.push(FlipAngular3DTransition(GameView.get_newgame(), 1.5))
def action(self, other): print("go_to_next_level") # for im in other.image.frames: # im.duration = 0.1 from src.scenes.game.game_scene import Game game_scene = Game() director.push( FadeTransition(game_scene, duration=1) )
def on_enter(self): if self.p >= len(self.scenes): director.pop() else: director.push(self.scenes[self.p]) self.p += 1
def new_game(self): print "New game selected" from game.scenes import GameScene self.game_scene = GameScene() self.game_scene.parent = self.parent director.push(FadeBLTransition(self.game_scene, 1.5))
def on_key_press(self, k, m): if k == key.SPACE: import Level1_Background director.push(SlideInTTransition(Level1_Background.get_newgame())) if k == key.M: import Sound Sound.mute_volume(0)
def on_mouse_press(self,x,y, button, modifiers): if button & mouse.LEFT: if self.get("bet").contains(x,y): bet_scene = cocos.scene.Scene() bet_layer= BetMoney() bet_scene.add(bet_layer) director.pop() director.push(bet_scene)
def on_new_game(self): import GameView import logging phaseLogger = logging.getLogger('data.train.phase') phaseLogger.info('NEWGAME') director.push(FlipAngular3DTransition( GameView.get_newgame(), 1.5))
def on_dno(self): global doubleCounter global currentBet global moneyCount moneyCount += currentBet * (2 ** doubleCounter) doubleCounter = 1 #resets counter director.pop() director.push(on_newGame(self))
def on_battle(self): print("Battle!") scene = cocos.scene.Scene() scene.add(self.scroller) scene.add(Interface.UI) director.push(scene) Battle.BATTLE.nextTurn() actions.setActionReady(True)
def _gameOver(self): score = int(self.time) if self.options.type == Options.TIME else self.coins highScores = Scores() if highScores.isHighScore(self.options.type, self.options.difficulty, score): director.push(GameOverScene(score, self.getNumberOfEnemies(), self.options, highScores)) else: director.pop()
def start_game(self): scene = Scene() scene.add(MultiplexLayer( MainMenu(), OptionsMenu(), HiScoresLayer(), ), z=1) scene.add(BackgroundLayer(), z=0) director.push(ShuffleTransition(scene, 1.5))
def on_battle(self): if MainMenu.BATTLE_SCENE is not None: director.push(ZoomTransition(MainMenu.BATTLE_SCENE, duration=0.5)) else: print("Battle Selection...") scene = cocos.scene.Scene() scene.add(battleselect.BattleSelectionMenu()) director.push(FlipX3DTransition(scene, duration=0.5))
def on_key_press(self, k, m): if k == key.ESCAPE: director.push(pause.PyFensePause()) return True if k == key.Q: director.replace(highscore.PyFenseLost()) if k == key.B: import pdb pdb.set_trace() return True
def on_join(self): import multiplayer import game.game scene = cocos.scene.Scene() scene.add(game.game.start()) scene.add(multiplayer.join()) director.push(scene)
def previous(): if SlidesManager.current_position == 0 or \ SlidesManager.current_position-1 > len(SlidesManager.slides_pool): return SlidesManager.current_position-=1 scene = Scene(Presentation()) scene.add(SlidesManager.slides_pool[SlidesManager.current_position], z=1) director.push(scene)
def on_win(self): Objects.reset_game() server = Objects.get_server(self.levelName) server.curLevel = self.level+1 utils.play_sound("Enter.wav") game = Scene(server.map, server) game.add(ImageLayer(os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z) director.push(game) menu_player.stop() self.game_started = True
def on_join_regular(self): global game_controller game_controller = GameController() main_scene = Scene(game_controller.map, game_controller) director.push(main_scene) #adding a background layer that lies below all layers background_layer = ImageLayer( os.path.join("images", "backgrounds", "notebook-paper.png")) main_scene.add(background_layer, z=-1)
def on_start_new_server(self): pid = server_manager.run_server( ip_address=self.selected_connection_address[0], port=self.selected_connection_address[1], ) self.on_back() director.push( LevelScene( server_address=server_manager.get_server_address(pid), local_player_names=[self.player_name], ))
def on_join_regular(self): global game_controller game_controller = GameController() main_scene = Scene( game_controller.map, game_controller) director.push(main_scene) #adding a background layer that lies below all layers background_layer = ImageLayer( os.path.join("images", "backgrounds", "notebook-paper.png")) main_scene.add(background_layer, z=-1)
def setup_board(client): gamelayer = IncantusLayer() gamescene = Scene() gamescene.add(gamelayer, z=0, name="table") #gamescene.add(chatbox, z=1, name="chat") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) gamelayer.msg_controller.prompt("Waiting for other players") #gamelayer.game_status.log("Waiting for other players") defrd = client.ready_to_start() defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
def push_sequence_scene(): scene_blue = Scene() layer_blue = ColorLayer(32,32,255,255) scene_blue.add( layer_blue, z=0 ) scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene)) scene_red = Scene() layer_red = ColorLayer(255,32,0,255) scene_red.add( layer_red, z=0 ) scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene)) director.push( SequenceScene(scene_blue, scene_red) )
def push_sequence_scene(): scene_blue = Scene() layer_blue = ColorLayer(32, 32, 255, 255) scene_blue.add(layer_blue, z=0) scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene)) scene_red = Scene() layer_red = ColorLayer(255, 32, 0, 255) scene_red.add(layer_red, z=0) scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene)) director.push(SequenceScene(scene_blue, scene_red))
def on_key_press(self, k, _): if k == key.UP: self.menu_item_one_icon.visible = True self.menu_item_two_icon.visible = False elif k == key.DOWN: self.menu_item_one_icon.visible = False self.menu_item_two_icon.visible = True elif k == key.ENTER: if self.menu_item_one_icon.visible: stats.reset_new_game() director.push(InfoScene(self.hud)) elif self.menu_item_two_icon.visible: pass
def update(self, dt): self.update_line() self.update_endnode() self.update_mirror() clear = True for e in self.end_node_list: if e.isActivated is not True: clear = False if clear: if self.index + 1 <= 3: director.push(self.stages[self.index + 1])
def on_start(self): try: socket.inet_aton(self.ip_item.value) except: return client.description.set_nb_players(1) client.description.set_server_ip(self.ip_item.value) options.save() log.client("menu.JoinMenu.on_start:: scene_stack: {}".format( director.scene_stack)) director.push(client.GameScene())
def start(): """ Initializes the game """ global Game, Layer, Scene, scroller Scene = cocos.scene.Scene() Game, layer, scroller = _game.start() Scene.add(scroller, z=1) Scene.add(layer, z=2) director.push(Scene)
def test_2_push_delegates_to_on_push(self): scene0 = director.scene scene1 = Scene() # clear the mockup event recorder director._utest_recorded_events = [] director.push(scene1) # ... and check it called on_push with the correct parameters evtype, args = director._utest_recorded_events[0] assert evtype == "on_push" assert args == (scene1,)
def test_2_push_delegates_to_on_push(self): scene0 = director.scene scene1 = Scene() # clear the mockup event recorder director._utest_recorded_events = [] director.push(scene1) # ... and check it called on_push with the correct parameters evtype, args = director._utest_recorded_events[0] assert evtype == "on_push" assert args == (scene1, )
def connected(client, avatar): client.avatar = avatar #client.msg_callback = chatbox.add_text #chatbox.set_callback(client.send_message) gamelayer = IncantusLayer() gamescene = Scene() gamescene.add(gamelayer, z=0, name="table") #gamescene.add(chatbox, z=1, name="chat") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) #gamelayer.game_status.log("Waiting for other players") gamelayer.msg_controller.prompt("Waiting for other players") defrd = client.ready_to_start() defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
def correct(self): double_Layer = cocos.scene.Scene() print("correct choice") sprite1= True_Door() sprite1.spr.position = doorPos[doorSelect] double_Layer.add(sprite1) DoubleMenuScene = DoubleDownMenu() DoubleDownScene = DoubleDown() double_Layer.add(DoubleMenuScene) double_Layer.add(DoubleDownScene) director.pop() director.push(double_Layer)
def sequencer(dt): global time_x, t0, stage, last_current_scene time_x += dt if last_current_scene != director.scene: last_current_scene = director.scene report(time_x) if stage == "run scene1" and time_x > 2.0: stage = "transition to scene2" print "\n%4.3f begin %s" % (time_x, stage) director.push(FadeTransition( scene2, 0.5)) elif stage == "transition to scene2" and time_x >5.0: stage = "transition to the top scene in the stack" print "\n%4.3f begin %s" % (time_x, stage) director.replace(FadeTransitionWithPop(director.scene_stack[0], 0.5))
def on_restart(self): #set global variables to default global doubleCounter global moneyCount global currentBet global doorSelect global doorCorrect moneyCount = 10000 currentBet = 1000 doubleCounter = 1 doorSelect = -1 doorCorrect = 0 director.pop() director.push(on_newGame(self))
def sequencer(dt): global time_x, t0, stage, last_current_scene time_x += dt if last_current_scene != director.scene: last_current_scene = director.scene report(time_x) if stage == "run scene1" and time_x > 2.0: stage = "transition to scene2" print("\n%4.3f begin %s" % (time_x, stage)) director.push(FadeTransition(scene2, 0.5)) elif stage == "transition to scene2" and time_x > 5.0: stage = "transition to the top scene in the stack" print("\n%4.3f begin %s" % (time_x, stage)) director.replace(FadeTransitionWithPop(director.scene_stack[0], 0.5))
def next_level(stay=False): if stay == False: #new_level = Scenario.INSTANCE.level_id+1 Scenario.INSTANCE.level_id += 1 else: #new_level = Scenario.INSTANCE.level_id pass filename = "level/level-%i.txt" % (Scenario.INSTANCE.level_id) if os.path.isfile(filename): game_layer = GameLayer(Scenario.INSTANCE) director.push(FadeTransition(cocos.scene.Scene(game_layer), duration=2)) else: director.replace(SplitColsTransition(game_over(False)))
def find_partner(self): self.sock = socket.socket() if status.host == 'server': self.sock.bind(('0.0.0.0', 9050)) self.sock.listen(1) self.conn, addr = self.sock.accept() self.unconnected = False import game director.push( FadeTransition(game.get_newgame(self.sock, self.conn), 1.5 ) ) if status.host == 'client': self.sock.connect(('localhost', 9050)) self.unconnected = False import game director.push( FadeTransition(game.get_newgame(self.sock, False), 1.5 ) )
def start_game(self): constants.MULTIPLAYER = True server = Objects.get_controller() server.client_start_game() if server.serverStarted: utils.play_sound("Enter.wav") game = Scene(server.map, server) menu_player.stop() game.add(ImageLayer( os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z) director.push(game) self.game_started = True else: print "start server first"
def on_mouse_release(self, x, y, buttons, modifiers): # Mouse clicked. Perform unit selection, check for button presses, and executes actions. # Check if we clicked the minimap - if so, don't perform any selection logic on units behind the map. # for i in range(1000,1,-0.25): # self.mouseClickGraphic.scale = 0.001 * i # self.map.remove(self.mouseClickGraphic) if self.statusMenu.cm.objs_touching_point(x,y): director.pop() if self.infoLayer.miniMapToggled: # First check to see if the minimap is toggled to save our CM from # checking collisions if the minimap isn't up. minimap = self.infoLayer.cm.objs_touching_point( x - self.infoLayer.position[0], y - self.infoLayer.position[1]) if self.infoLayer.miniMap in minimap: return x, y = self.scroller.pixel_from_screen(x, y) clicked_units = self.cm.objs_touching_point(x, y) for unit in clicked_units: if type(unit) == SurrenderButton: director.push(Scene(self.lost)) # Set selectedUnits. If a vertex is clicked on, all troops in the # vertex are selected/unselected if buttons == 1: # Left button clicked # Did we click on an action button? actionButton = get_action_button_clicked(clicked_units) if actionButton: # Clicked on an action button. Execute the action. self.execute_action(actionButton.name, actionButton.unitParent) elif clicked_units: if self.curAction: # Attack self.player.unit_attack(self.selectedUnits, clicked_units) self.curAction = None else: # If clicked on vertex or clicked on a single unit, switch # select state of all units in vertex self.select_units(clicked_units) if constants.SOUND: self.play_sound("click_troop.wav") # Move if clicked_units != set([]) and self.selectedUnits != []: if buttons == 4: # Button == 4 means right click # Perform move action. self.execute_move(clicked_units) return True
def update(self, dt): x, y = self.sprite.position if(x <=20 ): self.run_l = False self.run_r = False self.sprite.position = (30,180) self.heart1.position = (x-20, y+40) self.heart2.position = (x, y+40) self.heart3.position = (x+20, y+40) if self.run_l: self.sprite.position = (x - 3, y) elif self.run_r: self.sprite.position = (x + 3, y) Level1_Background.scroller_1.set_focus(self.sprite.position[0], self.sprite.position[1]) # first stack -------------------------------------------- self.wolf_action(200, self.hell_wolf_1, 2, -1, 1) self.wolf_action(210, self.hell_wolf_2, 2, -1, 1) self.wolf_action(220, self.dark_wolf_1, 2, -1, 1) self.wolf_action(230, self.dark_wolf_2, 2, -1, 1) #--------------------------------------------------------- # second stack ------------------------------------------- self.wolf_action(200, self.blue_wolf_1, 3, -1, 1) self.wolf_action(200, self.blue_wolf_2, 3, -1, 1) self.wolf_action(300, self.black_wolf_1, 3, -1, 1) # third stack-------------------------------------------- self.wolf_action(250, self.hell_hound_1, 4, -1, 1) self.wolf_action(200, self.dark_wolf_3, 2, -1, 1) self.wolf_action(200, self.blue_wolf_3, 3, -1, 1) # fourth stack------------------------------------------- self.wolf_action(250, self.hell_hound_2, 4, -1, 1) self.wolf_action(200, self.dark_wolf_4, 2, -1, 1) self.wolf_action(200, self.blue_wolf_4, 3, -1, 1) self.beast_action(300, self.hell_beast, self.ball) #--------------------------------------------------------- if self.life == 0: self.life = 3 director.push(ZoomTransition(GameOver.get_gameover(1))) self.kill() if(self.sprite.position > (3090,y)): import Level2_Background director.push(SlideInTTransition(Level2_Background.get_newgame()))
def on_mouse_press(self,x,y, button, modifiers): global doorSelect if button & mouse.LEFT & self.selectable == 1: if self.get("door").contains(x,y): print("Clicked door: " + str(self.spr.num)) doorSelect = self.spr.num print("Selected a door") if doorSelect == doorCorrect: idoorList = [1,2,3] idoorList.remove(doorCorrect) falseDoor = random.choice(idoorList) #Randomized false door doorList = [doorCorrect, falseDoor] else: #picked the wrong door doorList = [doorCorrect, doorSelect] #Build next scene confirm_Layer = cocos.scene.Scene() if 1 in doorList: sprite1 = Sprite_Door(0) sprite1.spr.position = doorPos[1] sprite1.spr.num = 1 confirm_Layer.add(sprite1) if 2 in doorList: sprite2 = Sprite_Door(0) sprite2.spr.position = doorPos[2] sprite2.spr.num = 2 confirm_Layer.add(sprite2) if 3 in doorList: sprite3 = Sprite_Door(0) sprite3.spr.position = doorPos[3] sprite3.spr.num = 3 confirm_Layer.add(sprite3) sprite4 = Door_Select() sprite4.spr.position = doorPos[doorSelect] confirm_Layer.add(sprite4) confirmScene = Confirmation(doorList) textScene = textConfirm() confirm_Layer.add(confirmScene) confirm_Layer.add(textScene) director.pop() director.push(confirm_Layer)
def on_host(self): import multiplayer import game.game scene = cocos.scene.Scene() scene.add(game.game.start()) scene.add(multiplayer.host()) g = game.game.game player = entity.get_entity_type("player")() player.position.x, player.position.y = (200, 200) g.spawn(player) g.set_player(player.eid) sword = entity.get_entity_type("BasicMeleeWeapon")(player) player.weapon = sword director.push(scene)
def on_join(self): director.push(game.get_game_scene) player = game.player.add() game.factory.clients.append(player)
def on_host(self): director.push(game.get_game_scene())
def on_intro(self): director.push(Scene(self.intro))
def on_new_game(self): import GameScene director.push(GameScene.get_game_scene())