def ready_game(): global gameState gameState = GAMESTATE_READY game_world.remove_objects_at_layer(game_world.layer_obstacle) game_world.remove_objects_at_layer(game_world.layer_item) player.init(Life.LIFE_AT_START) update_score()
def ready_game(): global gameState gameState = GAMESTATE_READY game_world.remove_objects_at_layer(game_world.layer_obstacle) game_world.remove_objects_at_layer(game_world.layer_item) f = open('stage_' + str(stage_number) + '.json', 'r') data = json.load(f) f.close() global stage stage = data wall.bg_index = data['bg_pattern'] bricks = data['bricks'] global ball ball.x, ball.y, ball.angle, ball.speed = tuple(data['ball']) for d in bricks: brick = Brick(d["x"], d["y"], d["t"]) game_world.add_object(brick, game_world.layer_obstacle) global scoreStatic, scoreLabel if 'label_s1' in data: scoreStatic.color = tuple(data['label_s1']) if 'label_s2' in data: scoreLabel.color = tuple(data['label_s2']) # player.init(Life.LIFE_AT_START) update_score()
def ready_game(): global gameState gameState = GAMESTATE_READY game_world.remove_objects_at_layer(game_world.layer_obstacle) game_world.remove_objects_at_layer(game_world.layer_item) global stage_number, max_stage_number try: f = open('stage_' + str(stage_number) + '.json', 'r') data = json.load(f) f.close() if max_stage_number <= stage_number: max_stage_number = stage_number + 1 except IOError: data = None global stage if data == None: bricks = [] stage['bricks'] = [] else: stage = data wall.bg_index = data['bg_pattern'] bricks = data['bricks'] global ball ball.x, ball.y, ball.angle, ball.speed = tuple(stage['ball']) bricks = list(map(lambda d: Brick(d["x"], d["y"], d["t"]), bricks)) bricks.sort(key=lambda b: b.orderValue()) for b in bricks: game_world.add_object(b, game_world.layer_obstacle) global scoreStatic, scoreLabel, nameLabel if 'label_s1' in stage: color = tuple(stage['label_s1']) scoreStatic.color = color nameStatic.color = color if 'label_s2' in stage: color = tuple(stage['label_s2']) scoreLabel.color = color nameLabel.color = color if 'designer' in stage: nameLabel.text = stage['designer'] global brick brick = Brick(0, 0, 1, True) update_score() update_stage_label() update_bg_index()
def ready_game(): #global gameState #gameState = GAMESTATE_READY game_world.remove_objects_at_layer(game_world.LAYER_MONSTER) game_world.remove_all_item() f = open('monster.json', 'r') monster_data = json.load(f) f.close() f = open('room.json', 'r') room_data = json.load(f) f.close() monster_arr = None item_data = None # 방, 몬스터 정보 받기 for o in game_world.background_objects(): if o.GetID() == ID.ROOM: if roomNum == CAVE_0: monster_arr = monster_data['cave_0'] room_info = room_data['cave_0'] o.SetRoom(CAVE_0) elif roomNum == CAVE_1: monster_arr = monster_data['cave_1'] room_info = room_data['cave_1'] o.SetRoom(CAVE_1) elif roomNum == CAVE_2: monster_arr = monster_data['cave_2'] room_info = room_data['cave_2'] o.SetRoom(CAVE_2) elif roomNum == CAVE_3: monster_arr = monster_data['cave_3'] room_info = room_data['cave_3'] o.SetRoom(CAVE_3) elif roomNum == CABIN_0: monster_arr = monster_data['cabin_0'] room_info = room_data['cabin_0'] o.SetRoom(CABIN_0) elif roomNum == CABIN_1: monster_arr = monster_data['cabin_1'] room_info = room_data['cabin_1'] o.SetRoom(CABIN_1) elif roomNum == CABIN_2: monster_arr = monster_data['cabin_2'] room_info = room_data['cabin_2'] o.SetRoom(CABIN_2) elif roomNum == CABIN_3: monster_arr = monster_data['cabin_3'] room_info = room_data['cabin_3'] o.SetRoom(CABIN_3) break; for o in game_world.background_objects(): if o.GetID() == ID.ROOM: if not o.GetIsClear(): # 몬스터 생성 for d in monster_arr: if d["ID"] == ID.FLY: _monster = fly.Fly(d["x"], d["y"]) elif d["ID"] == ID.MEAT: _monster = meat.Meat(d["x"], d["y"]) elif d["ID"] == ID.HOPPER: _monster = hopper.Hopper(d["x"], d["y"]) elif d["ID"] == ID.GHOST: _monster = ghost.Ghost(d["x"], d["y"]) game_world.add_object(_monster, game_world.LAYER_MONSTER) # 아이템 미리 생성 item_data = item.Item(room_info["item"], 400, 150) game_world.add_object(item_data, game_world.LAYER_BG) break; # 문 생성 for o in game_world.background_objects(): if o.GetID() == ID.ROOM: o.SetDoor(room_info["left"], room_info["right"], room_info["up"], room_info["down"], room_info["stage"])