def update(frame_time): global location location = 0 print("%f" % crossyroad.game_speed) crossyroad.update(frame_time) bombman.update(frame_time) # if bombman.include == 1: # for car in red_cars: # if collide(bombman, car): for side in sidewalk: side.update(frame_time) for car in red_cars: car.update(frame_time) for side in sidewalk: if include(bombman, side): location = 1 print("include") for car in red_cars: if collide(bombman, car) and location == 0: # print("collide") bombman.eat(car) destroy_world() record_score() game_framework.run(score_state)
def update(frame_time): global name global logo_time if (logo_time > 0.5): logo_time = 0 game_framework.run(title_state) logo_time += frame_time
def update(self): self.y += self.velocity for main_state.enemy in main_state.enemies: if main_state.collide(self, main_state.enemy): game_world.remove_object(self) main_state.enemy.hp -= self.damage if main_state.enemy.hp == 0: game_world.remove_object(main_state.enemy) main_state.score += 80 main_state.enemy.__init__() for main_state.enemy2 in main_state.enemies2: if main_state.collide(self, main_state.enemy2): game_world.remove_object(self) main_state.enemy2.hp -= self.damage if main_state.enemy2.hp == 0: game_world.remove_object(main_state.enemy2) main_state.score += 200 main_state.enemy2.__init__() if main_state.collide(self, main_state.boss): game_world.remove_object(self) main_state.boss.hp -= self.damage if main_state.boss.hp <= 0: game_world.remove_object(main_state.boss) main_state.score += 5000 main_state.boss.__init__() game_framework.run(success_state) if self.y > 800 - 20: game_world.remove_object(self)
def draw(): global credit clear_canvas() credit.draw() update_canvas() delay(1) game_framework.run(title_state) #logo state는 스택에 넣지 않고 타이틀 바로 실행
def update(self, frame_time): if self.state == self.READY: self.frame = int(self.total_frames + 1) % 7 self.total_frames += 0.03 if self.state == self.ON: game_framework.run(main_state)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): game_framework.run(main_state)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.quit() else: player.handle_event(event) if life == 0: game_framework.run(fail_state)
def draw(self): if self.state == self.LIFE3 : self.image = load_image('life3.png') elif self.state == self.LIFE2 : self.image = load_image('life2.png') elif self.state == self.LIFE1 : self.image = load_image('life1.png') elif self.state == self.LIFE0 : record_score() game_framework.run(end_state) self.image.draw(700 ,100)
def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): game_framework.quit() elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE): close_canvas() open_canvas() game_framework.run(main_state2)
def handle_events(): global map, player, BushCount, TreeCount, BoxCount, KeyCount, boxes, hp, BananaCount events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: game_framework.run(FailState) elif player.hp <= 0: game_framework.run(FailState) elif event.type == SDL_KEYDOWN and event.key == SDLK_3: TreeCount = 0 BananaCount = 0 BushCount = 0 hp = player.hp game_framework.change_state(main_state_3) elif map.timer > 60.0: game_framework.run(FailState) elif player.x > 1280 - 100 and key.collision == True: TreeCount = 0 BananaCount = 0 BushCount = 0 hp = player.hp game_framework.change_state(main_state_3) elif map.timer > 300.0: game_framework.run(FailState) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE: for box in boxes: if box.collision == True: box.Attack_box() elif event.type == SDL_KEYDOWN and event.key == SDLK_p: game_framework.push_state(Pause_state) else: player.handle_event(event)
def handle_events(frame_time): events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() else: if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE): title_state.click_x = 0 title_state.click_y = 0 chick.bgm = None game_framework.run(title_state) else: chick.handle_event(event)
def update(): global TreeCount, BushCount, BoxCount for game_object in game_world.all_objects(): game_object.update() for enemy in enemys_knife: if player.hide == False: if collide(player, enemy): player.collide_enemy() print("Collision with Enemy_knife") for enemy in enemys_gun: if player.hide == False: if collide(player, enemy): player.collide_enemy() print("Collision with Enemy_gun") for tree in trees: if collide(player, tree): player.collide_obj() print("Collision with Tree") player.hide = False for bush in bushes: if collide(player, bush): player.hide = True print("player Collision with Bush") for box in boxes: if collide(player, box): player.collide_obj() print("Collision with Tree") box.collision = True else: box.collision = False for banana in bananas: if collide(player, banana): banana.Collide() bananas.remove(banana) game_world.remove_object(banana) player.hp += 5 if collide(player, key): key.Collide() key.collision = True if player.hp < 0: game_framework.run(FailState)
def handle_events(frame_time): events = get_events() global green,blue,state,running,F,T,H,U,K,example,sound for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: exit() game_framework.run(title_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_f : F=True green = True elif event.type == SDL_KEYDOWN and event.key == SDLK_h : H=True green = True elif event.type == SDL_KEYDOWN and event.key == SDLK_k : K=True green = True elif event.type == SDL_KEYDOWN and event.key == SDLK_t : T=True blue = True elif event.type == SDL_KEYDOWN and event.key == SDLK_u : U=True blue = True elif event.type == SDL_KEYUP and event.key == SDLK_f : F=False green = False elif event.type == SDL_KEYUP and event.key == SDLK_h : H=False green = False elif event.type == SDL_KEYUP and event.key == SDLK_k : K=False green = False elif event.type == SDL_KEYUP and event.key == SDLK_t : T=False blue = False elif event.type == SDL_KEYUP and event.key == SDLK_u : U=False blue = False pass
def handle_events(): global TreeCount, BushCount, BananaCount, player, background, hp events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif player.hp <= 0: game_framework.run(FailState) elif (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE): game_framework.run(FailState) elif (event.type == SDL_KEYDOWN and event.key == SDLK_2): TreeCount = 0 BananaCount = 0 BushCount = 0 hp = player.hp game_framework.change_state(main_state_2) elif player.x > 1280 - 100: TreeCount = 0 BananaCount = 0 BushCount = 0 hp = player.hp game_framework.change_state(main_state_2) elif background.timer > 60.0: game_framework.run(FailState) elif event.type == SDL_KEYDOWN and event.key == SDLK_p: game_framework.push_state(Pause_state) else: player.handle_event(event)
def handle_events(frame_time): global mLight_y events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_KEYDOWN and event.key == SDLK_p: game_framework.pop_state() elif event.type == SDL_MOUSEMOTION: main_state.mx = event.x main_state.my = 680 - event.y if main_state.mx > 190 and main_state.mx < 390: if main_state.my > 40 and main_state.my < 90: mLight_y = 65 elif main_state.my > 110 and main_state.my < 160: mLight_y = 135 elif main_state.my > 180 and main_state.my < 230: mLight_y = 205 else: mLight_y = 0 else: mLight_y = 0 elif event.type == SDL_MOUSEBUTTONDOWN: if event.button == SDL_BUTTON_LEFT: main_state.click = True elif event.type == SDL_MOUSEBUTTONUP: if event.button == SDL_BUTTON_LEFT: main_state.click = False if main_state.mx > 190 and main_state.mx < 390: if main_state.my > 40 and main_state.my < 90: #exit game_framework.quit() elif main_state.my > 110 and main_state.my < 160: #title mLight_y = 135 elif main_state.my > 180 and main_state.my < 230: #re main_state.exit() game_framework.run(main_state)
def update(): global TreeCount, BushCount for game_object in game_world.all_objects(): game_object.update() for enemy in enemys: if player.hide == False: if collide(player, enemy): player.collide_enemy() print("player Collision with Enemy") for tree in trees: if collide(player, tree): player.collide_obj() print("player Collision with Tree") player.hide = False for bush in bushes: if collide(player, bush): player.hide = True print("player Collision with Bush") if player.hp <= 0: game_framework.run(FailState)
import platform import os if platform.architecture()[0]=='32bit': os.environ["PYSLD2_DLL_PATH"]="./SDL2/x86" else : os.environ["PYSDL2_DLL_PATH"]="./SDL2/x64" import game_framework import title game_framework.run(title)
#__author__ = 'samsung' import game_framework import start_state game_framework.run(start_state)
def draw(): clear_canvas() logo.draw(400, 300) update_canvas() def update(): global startedOn elapsed = time.time() - startedOn print(elapsed) if elapsed >= 1.0: game_framework.change_state(title_state) return delay(0.03) def handle_events(): pass def pause(): pass def resume(): pass if __name__ == '__main__': import sys current_module = sys.modules[__name__] open_canvas() game_framework.run(current_module) close_canvas()
import game_framework import collision game_framework.run(collision)
global boys for boy in boys: boy.update() def draw(): delay(0.03) global Grass_, boys clear_canvas() Grass_.draw() for boy in boys: boy.draw() update_canvas() def exit(): close_canvas() def pause(): pass def resume(): pass if __name__ == '__main__': import sys game_framework.run(sys.modules[__name__])
import platform import os if (platform.architecture() [0] == '32bit'): os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import start_menu import clear_state from pico2d import * open_canvas() game_framework.run(start_menu) close_canvas()
import game_framework from pico2d import * import main import title open_canvas(800, 600, sync=True) #open_canvas(800,600) bgm = load_music('Squarium.mp3') bgm.set_volume(25) bgm.repeat_play() game_framework.run(title) close_canvas()
import game_framework import pico2d import Drill10start_state pico2d.open_canvas() game_framework.run(Drill10start_state) pico2d.close_canvas()
import game_framework import pico2d import start_state pico2d.open_canvas() # 피코투디로 캔버스를 열어준다 game_framework.run(start_state) # start_state 상태로 game_framework가 돌아가게 해준다 # 그럼 start_state -> title_state-> main_state상태로 접어들고 main_state에서 pause이벤트가 일어나게 해줌 pico2d.close_canvas()
import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import flight_start_state game_framework.run(flight_start_state)
import game_framework import main_title game_framework.run(main_title)
from pico2d import * import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import Title_State open_canvas(450, 700) game_framework.run(Title_State) close_canvas()
import game_framework import menu_state import pico2d pico2d.open_canvas(sync=True) game_framework.run(menu_state) pico2d.close_canvas()
import game_framework # fill here import pico2d import start_state pico2d.open_canvas() game_framework.run(start_state) pico2d.clear_canvas()
import game_framework import pico2d import Title_Logo Main_Screen_WIDTH, Main_Screen_HEIGHT = 1020, 767 pico2d.open_canvas(Main_Screen_WIDTH, Main_Screen_HEIGHT) game_framework.run(Title_Logo) pico2d.close_canvas()
Mix_AllocateChannels(50) # 커서 숨기기 hide_cursor() # 커서 로딩 Cursor.init() # 폰트 로딩 game_framework.font = load_font('resource/pf_arma_five.ttf') # 오브젝트 데이터 로드 with open('resource/player.json', 'r') as f: Player.playerData = json.load(f) with open('resource/monster.json', 'r') as f: Monster.monsterData = json.load(f) with open('resource/teleporter.json', 'r') as f: Object.Teleporter.data = json.load(f) with open('resource/item.json', 'r') as f: Item.itemData = json.load(f) with open('resource/pistol.json', 'r') as f: Gun.pistolData = json.load(f) with open('resource/machine_gun.json', 'r') as f: Gun.machineGunData = json.load(f) with open('resource/sniper_rifle.json', 'r') as f: Gun.sniperRifleData = json.load(f) with open('resource/boss_gun.json', 'r') as f: Gun.bossGunData = json.load(f) Player.player = Player.Player() Gun.reloadSound = load_wav('resource/reload.wav') Gun.reloadSound.set_volume(64) game_framework.run(StartStage) close_canvas()
def draw(frame_time): global running running = True global a global Fkeynote,Tkeynote,Hkeynote,Ukeynote,Kkeynote,bgimage,actbutton,soundmax global green,blue,F,T,H,U,K global cool,good,fail,count,coolcount,goodcount,failcount,sum,combocount,font,combo global Score green = blue = F = T = H = U = K = False a = sum = coolcount=goodcount=failcount=sum=combocount=0 count =0 while running: handle_events(frame_time) for Fkeynotes in Fkeynote: Fkeynotes.update(frame_time) for Tkeynotes in Tkeynote: Tkeynotes.update(frame_time) for Hkeynotes in Hkeynote: Hkeynotes.update(frame_time) for Ukeynotes in Ukeynote: Ukeynotes.update(frame_time) for Kkeynotes in Kkeynote: Kkeynotes.update(frame_time) for Fkeynotes in Fkeynote: if F==True: if coolcollide(actbutton,Fkeynotes)==True: Fkeynote.remove(Fkeynotes) cool.switch=True coolcount+=1 combocount+=1 sum+=1 elif goodcollide(actbutton,Fkeynotes)==True: Fkeynote.remove(Fkeynotes) good.switch=True goodcount+=1 combocount+=1 sum+=1 if misscollide(actbutton,Fkeynotes): Fkeynote.remove(Fkeynotes) fail.switch=True failcount+=1 combocount=0 for Tkeynotes in Tkeynote: if T==True: if coolcollide(actbutton,Tkeynotes)==True: Tkeynote.remove(Tkeynotes) cool.switch=True coolcount+=1 combocount+=1 sum+=1 elif goodcollide(actbutton,Tkeynotes)==True: Tkeynote.remove(Tkeynotes) good.switch=True goodcount+=1 combocount+=1 sum+=1 if misscollide(actbutton,Tkeynotes): Tkeynote.remove(Tkeynotes) fail.switch=True failcount+=1 combocount=0 for Hkeynotes in Hkeynote: if H==True: if coolcollide(actbutton,Hkeynotes)==True: Hkeynote.remove(Hkeynotes) cool.switch=True coolcount+=1 combocount+=1 sum+=1 elif goodcollide(actbutton,Hkeynotes)==True: Hkeynote.remove(Hkeynotes) good.switch=True goodcount+=1 combocount+=1 sum+=1 if misscollide(actbutton,Hkeynotes): Hkeynote.remove(Hkeynotes) fail.switch=True failcount+=1 combocount=0 for Ukeynotes in Ukeynote: if U==True: if coolcollide(actbutton,Ukeynotes)==True: Ukeynote.remove(Ukeynotes) cool.switch=True coolcount+=1 combocount+=1 sum+=1 elif goodcollide(actbutton,Ukeynotes)==True: Ukeynote.remove(Ukeynotes) good.switch=True goodcount+=1 combocount+=1 sum+=1 if misscollide(actbutton,Ukeynotes): Ukeynote.remove(Ukeynotes) fail.switch=True failcount+=1 combocount=0 for Kkeynotes in Kkeynote: if K==True: if coolcollide(actbutton,Kkeynotes)==True: Kkeynote.remove(Kkeynotes) cool.switch=True coolcount+=1 combocount+=1 sum+=1 elif goodcollide(actbutton,Kkeynotes)==True: Kkeynote.remove(Kkeynotes) good.switch=True goodcount+=1 combocount+=1 sum+=1 if misscollide(actbutton,Kkeynotes): Kkeynote.remove(Kkeynotes) fail.switch=True failcount+=1 combocount=0 clear_canvas() bgimage.draw(400,300,800,600) for Fkeynotes in Fkeynote: Fkeynotes.draw() for Tkeynotes in Tkeynote: Tkeynotes.draw() for Hkeynotes in Hkeynote: Hkeynotes.draw() for Ukeynotes in Ukeynote: Ukeynotes.draw() for Kkeynotes in Kkeynote: Kkeynotes.draw() if green == True and F ==True: motionF.draw(43,100,47,1000) if green == True and H ==True: motionH.draw(138,100,47,1000) if green == True and K ==True: motionK.draw(232,100,47,1000) if blue == True and T ==True: motionT.draw(90,100,47,1000) if blue == True and U ==True: motionU.draw(185,100,47,1000) if cool.switch: cool.draw() combo.draw() font.draw(312, 380, '%d' % (combocount), (255,125,0)) if good.switch: good.draw() combo.draw() font.draw(312, 380, '%d' % (combocount), (255,125,0)) if fail.switch: fail.draw() font.draw(312, 30, 'score : %d' % (coolcount*10+goodcount*5), (255,125,0)) count+=frame_time Timer(frame_time) button.draw(200,100,400,200) update_canvas() if(count>107.5): ranking() exit() game_framework.run(score) close_canvas() pass
import pico2d pico2d.open_canvas() import game_framework import logo_state game_framework.run(logo_state)
import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import main_game game_framework.run(main_game)
import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import test_start_state import test_stage1 import test_stage2 game_framework.run(test_start_state)
import game_framework import pico2d import scene_start pico2d.open_canvas(1000, 500) game_framework.run(scene_start) pico2d.close_canvas()
#first import pico2d from pico2d import * #second import game_framework import game_framework as gf #third import next module import logo_state #start this module's script gf.run(logo_state)
__author__ = 'no_game' import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86/" elif platform.architecture()[0] == '64bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" # fill here import game_framework import title_state game_framework.run(title_state)
import game_framework import pico2d import start_state # fill here pico2d.open_canvas(800, 513) game_framework.run(start_state) # 플레이하라고 알려 줌 pico2d.close_canvas()
import game_framework import pico2d import main_state #pico2d.open_canvas(1600, 600,sync=True) pico2d.open_canvas(1600, 600) game_framework.run(main_state) pico2d.close_canvas()
from pico2d import * import game_framework open_canvas() import scroll_state game_framework.run(scroll_state) close_canvas()
import game_framework import pico2d import title_state import main_state pico2d.open_canvas(1280, 720) game_framework.run(title_state) pico2d.close_canvas()
import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import Start_Scene game_framework.run(Start_Scene)
import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import logo_state # logo state game_framework.run(logo_state)
import platform import os if platform.architecture()[0] == '32bit': os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86" else: os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64" import game_framework import game_title game_framework.run(game_title)
def resume(): pass def handle_events(): events = get_events() for event in events: if event.type == SDL_QUIT: gf.quit() elif event.type == SDL_KEYDOWN: gf.quit() else: boy.handle_event(event) def update(): boy.update() def draw(): clear_canvas() grass.draw() boy.draw() if __name__ == '__main__': glCurrentModule = sys.modules[__name__] open_canvas() gf.run(glCurrentModule) close_canvas()
import game_framework import main_state game_framework.run(main_state) # fill here