def ChangeScene(index): gVariables.g_scene = index if index == 0: director.replace(FadeTransition(Scene(MenuScene(gVariables.g_RESOURCES)))) elif index == 1: director.replace(FadeTransition(Scene(GameScene(gVariables.g_RESOURCES)))) else: exit(0)
def increment_sprites(self, packet): # changes the position of the sprites global transition global spaghetti_names global IDENTIFIER global timeLeft global p1_score, p2_score #print("ID", IDENTIFIER) self.packet_dict = json.loads( packet) # receieve the json from the server timeLeft = self.packet_dict[ 'time'] #unpack it and edit the global gamestate p1_score = self.packet_dict['p1_score'] p2_score = self.packet_dict['p2_score'] if int(timeLeft) == 0 and not transition: # if the game is over #print ("Negative") transition = True timeLeft = -1 #self.updateLoop.stop() director.replace(FadeTransition(Scene( endLayer()))) # transition to the game over screen #reactor.stop() if int(timeLeft) < 0: # stop looping if the time is negative return #self.updateLoop.end() #print(self.packet_dict) for el in self.packet_dict: # use the information from the server to update the position of the spagetti if el != IDENTIFIER and el in ["client0", "client1"]: #print(el) self.sprite_vector[el].position = tuple( self.packet_dict[el]['position']) if el in spaghetti_names: self.spaghetti[el].position = tuple( self.packet_dict[el]['position'])
def on_mouse_press(self, x, y, buttons, modifiers): global volume_avg_list, pitch_avg_list, volume_talk_avg, pitch_talk_avg, volume_sing_avg, pitch_sing_avg self.position_x, self.position_y = director.get_virtual_coordinates( x, y) print(self.position_x) print(self.position_y) if ((840 < self.position_x < 860) and (270 < self.position_y < 290)): self.remove(self.talk_1) self.remove(self.talk_2) self.remove(self.button) self.button.position = (850, 90) self.add(self.button) self.add(self.sing_1) self.add(self.sing_2) volume_talk_avg = sum(volume_avg_list) / len(volume_avg_list) print("Average talk volume is %s" % (volume_talk_avg)) pitch_talk_avg = sum(pitch_avg_list) / len(pitch_avg_list) print("Average talk pitch is %s" % (pitch_talk_avg)) volume_avg_list = [] pitch_avg_list = [] if ((840 < self.position_x < 860) and (70 < self.position_y < 90)): #clicksound.play(self.talk) main_scene = cocos.scene.Scene() main_scene.add(scroller) main_scene.add(InputVoice()) volume_sing_avg = sum(volume_avg_list) / len(volume_avg_list) print("Average volume is %s" % (volume_sing_avg)) pitch_sing_avg = sum(volume_avg_list) / len(volume_avg_list) print("Average pitch is %s" % (pitch_sing_avg)) director.replace(FadeTransition(main_scene, duration=1))
def on_restart(self): clicksound.play() #go back to main scene time.sleep(0.5) director.replace(FadeTransition(main_scene, duration=1)) audiomixer.pause() self.game.reset()
def on_mouse_press(self, x, y, buttons, modifiers): global volume_avg_list, pitch_avg_list, volume_talk_avg, pitch_talk_avg, volume_sing_avg, pitch_sing_avg, volume_std self.position_x, self.position_y = director.get_virtual_coordinates( x, y) print(self.position_x) print(self.position_y) if ((840 < self.position_x < 860) and (270 < self.position_y < 290)): self.remove(self.talk_1) self.remove(self.talk_2) self.remove(self.button) self.button.position = (850, 90) self.add(self.button) self.add(self.sing_1) self.add(self.sing_2) self.add(self.sing_3) volume_talk_avg = np.array(volume_avg_list).mean() print("Average talk volume is %s" % (volume_talk_avg)) pitch_talk_avg = np.array(pitch_avg_list).mean() print("Average talk pitch is %s" % (pitch_talk_avg)) volume_avg_list = [] pitch_avg_list = [] if ((840 < self.position_x < 860) and (70 < self.position_y < 90)): clicksound.play() main_scene = cocos.scene.Scene() main_scene.add(scroller) main_scene.add(InputVoice()) volume_sing_avg = np.array(volume_avg_list).mean() volume_std = np.array(volume_avg_list).std() print("Average volume is %s" % (volume_sing_avg)) pitch_sing_avg = np.array(pitch_avg_list).mean() print("Average pitch is %s" % (pitch_sing_avg)) # menuLayer_back = MultiplexLayer(MainMenus()) # main_menu_scene = cocos.scene.Scene(scroller_menu,menuLayer_back) director.replace(FadeTransition(main_scene, duration=1))
def getHit(self): if self.is_dead_scene_Playing == False and self.is_shield == False: self.total_lives -= 1 self.revive_Pattern = Place(self.startLocation) + CallFunc( self.revive) + Blink(4, 2) + CallFunc(self.shieldoff) self.deadtemplate = Delay(0.5) + CallFunc(self.destroy) self.die() if self.total_lives <= 0: director.replace(FadeTransition(FinishScene(self.gScene)))
def wait_server(self): mes = {'type': 'ask', 'question': 'game_ready'} mes_bit = MyProtocol.getByteStrFromData(mes) self.sock.send(mes_bit) data_bit = self.sock.recv(10000) data = MyProtocol.getDataFromByteStr(data_bit) if data['type'] == 'ask' and data['question'] == 'game_ready' and data['answer'] == 'yes': director.replace(FadeTransition(Level1Scene(self)))
def on_mouse_press(self, x, y, buttons, modifiers): self.position_x, self.position_y = director.get_virtual_coordinates( x, y) print(self.position_x) print(self.position_y) if ((840 < self.position_x < 860) and (70 < self.position_y < 90)): clicksound.play() menuLayer_back = MultiplexLayer(MainMenus()) main_menu_scene = cocos.scene.Scene(scroller_menu, menuLayer_back) director.replace(FadeTransition(main_menu_scene, duration=1))
def on_key_press(self, key, modifiers): char_key = symbol_string(key) if char_key == "ENTER": # Segue to next layer with username global playerName playerName = self.player_name director.replace(FadeTransition(Scene(DifficultyLayer()))) # Add to the username if valid characters. elif 'A' <= char_key <= 'z': self.player_name += char_key self.update_player_name()
def handle_answer(self): if not self.answer: self.answer = 10 if self.game.submit_answer(int(self.answer)): print("Correct Answer") else: print("Incorrect Answer") # Update Score board. self.score_board_label.element.text = " Score: {}".format( self.game.get_current_state()) # If not game over, continue with next question. if not self.game.is_game_over(): self.display_question() else: # Move to next screen with score. director.replace(FadeTransition(Scene(ScoreBoardScreen())))
def pop_scene(self): last_scene = cocos.director.director.scene_stack[ len(cocos.director.director.scene_stack) - 1] cocos.director.director.pop() cocos.director.director.replace(FadeTransition(last_scene))
def on_key_press(self, key, modifiers): # Adding transitions into your Scenes is pretty easy # All you need to do is put a transition in the replace method director.replace(FadeTransition(Scene(Layer2())))
def transition_next_scene(self): director.replace(FadeTransition(Scene(GameScreen())))
def goMainMenu(self): from app.scene.menuScene import MenuScene director.replace(FadeTransition(Scene(MenuScene(self.R))))
def update(self, dt): global num_pitches, x_coors, num_bloomed, num_flowers, audiomixer, volumes, pitches, time_data, volume_sing_avg, volume_std if (num_bloomed < num_flowers): data = self.stream.read(self.CHUNK, exception_on_overflow=False) sample = np.fromstring(data, dtype=aubio.float_type) pitch = self.pDetection(sample)[0] self.time_update += dt volume = np.sum(sample**2) / len(sample) pitches.append(pitch) time_data.append(self.time_update) volumes.append(volume) # print(volume,volume_sing_avg,volume_std) if (0 < pitch < 200): self.add_flower(0, 'purple') elif (200 <= pitch < 250): self.add_flower(1, 'blue') elif (250 <= pitch < 300): self.add_flower(2, 'cyan') elif (300 <= pitch < 400): self.add_flower(3, 'orange') elif (400 <= pitch < 500): self.add_flower(4, 'pink') elif (500 <= pitch < 600): self.add_flower(5, 'yellow') elif (600 <= pitch < 1100): self.add_flower(6, 'white') if (volume > 0.0001): n = len(self.flowers.get_children()) num_bloomed = 0 for flower in self.flowers.get_children(): flower.points += max( (1 - abs(volume - volume_sing_avg) / volume_std) / n, 0) if (flower.stage7): num_bloomed += 1 if (volume > volume_sing_avg): self.water.set_value((volume - volume_sing_avg) / volume_std) self.nutrition.set_value( (volume - volume_sing_avg) / volume_std) else: self.water.set_value( (volume - volume_sing_avg) / volume_sing_avg) self.nutrition.set_value( (volume - volume_sing_avg) / volume_sing_avg) volume = "{:.6f}".format(volume) #print(dt) self.pitchLabel.element.text = 'Pitch: ' + pitch.astype('str') self.volumeLabel.element.text = 'Volume: ' + volume self.plantLabel.element.text = 'Number of flowers planted: ' + str( len(self.flowers.get_children())) self.bloomLabel.element.text = 'Number of flowers bloomed: ' + str( num_bloomed) if (flower_under_mouse != None): self.flowerbar.set_value(flower_under_mouse.points) #self.stageLabel.element.text='Stage: '+flower_under_mouse.stage if (num_bloomed == num_flowers): self.pitchLabel.element.text = '' self.volumeLabel.element.text = '' self.colorLabel.element.text = '' self.congratsLabel = cocos.text.Label( 'Congratulations!', font_name='Times New Roman', font_size=36, anchor_x='center', anchor_y='center') self.congratsLabel.position = 780, 120 self.add(self.congratsLabel) audiomixer.unpause() #add end menu self.endmenuLayer = MultiplexLayer(GameEnd(self)) endscene = cocos.scene.Scene(scroller_menu, self.endmenuLayer) director.replace(FadeTransition(endscene, duration=2))
def on_credits(self): clicksound.play() print("To cedits") director.replace(FadeTransition(credits_scene, duration=1))
def start_game(self): director.replace(FadeTransition(Scene(Beach_scene(), InGameMenu())))
def on_instruction(self): print("To instruction") clicksound.play() director.replace(FadeTransition(instruction_scene, duration=1))
def on_new_game(self): # director.set_scene(main_scene) clicksound.play() time.sleep(0.5) audiomixer.pause() director.replace(FadeTransition(test_scene, duration=2))
def on_key_press(self, key, modifiers): if symbol_string(key) == "ENTER": director.replace(FadeTransition(Scene(Beach_scene(), InGameMenu())))
def control_menu(self): director.replace(FadeTransition(Scene(ControlBoi())))
def show_mainmenu(self): """shows the main menu""" self.scenes["mainmenu"] = SceneMainMenu() director.replace(FadeTransition(self.scenes["mainmenu"], duration=2))