コード例 #1
0
ファイル: game_state.py プロジェクト: gunwoong1996/gwgames
def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE):
        boy.fire()
コード例 #2
0
ファイル: loading_state.py プロジェクト: GohostDragon/2DGP
def handle_event(e):
    global player
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
コード例 #3
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def handle_event(e):
    global running
    if e.type == SDL_QUIT:
        gfw.quit()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()
    cookie.handle_event(e)
コード例 #4
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def handle_event(e):
    global player, set_tile
    # prev_dx = boy.dx
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_SPACE:
            f = open(FILE_NAME, "wb")
            pickle.dump(data_tile, f)
            f.close()

        elif e.key == SDLK_a:
            set_tile += 1
            if set_tile > 3:
                set_tile = 0

        if e.key == SDLK_ESCAPE:
            gfw.pop()

    player.handle_event(e)

    if e.type == SDL_MOUSEBUTTONDOWN:
        mouse_pos = bg.translate((e.x, get_canvas_height() - 1 - e.y))
        player_xindex = (int)(mouse_pos[0] // 68)
        player_yindex = (int)(mouse_pos[1] // 82)
        if e.button == SDL_BUTTON_LEFT:
            data_tile[player_yindex][player_xindex].tile = set_tile
            data_tile[player_yindex][player_xindex].pos = (player_xindex,
                                                           player_yindex)
            data_tile[player_yindex][player_xindex].col = True
        elif e.button == SDL_BUTTON_RIGHT:
            data_tile[player_yindex][player_xindex].tile = 0
            data_tile[player_yindex][player_xindex].pos = (0, 0)
            data_tile[player_yindex][player_xindex].col = False
コード例 #5
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    if e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
    player.handle_event(e)
コード例 #6
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE):
        gfw.push(game_state)
コード例 #7
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def handle_event(e):
    global strokeInput, downInput, inputType, key_ctrl, key_s, isEnd

    if e.type == SDL_QUIT:
        return gfw.quit()

    if e.type == SDL_KEYDOWN:
        if e.key != None and e.key >= ord('a') and e.key <= ord(
                'z') and key_ctrl == False:
            print(str(chr(e.key - 32)) + str(time.time()))
            strokeInput.addInput(chr(e.key - 32), time.time())
            downInput.addInput(chr(e.key - 32), time.time())

        if e.key == SDLK_LCTRL:
            key_ctrl = True

        if e.key == SDLK_s:
            key_s = True

        if e.key == SDLK_ESCAPE:
            return gfw.pop()

        if e.key == SDLK_RETURN and isEnd == True:
            return gfw.pop()

    if e.type == SDL_KEYUP:
        if e.key == SDLK_LCTRL:
            key_ctrl = False

        if e.key == SDLK_s:
            key_s = False
    pass
コード例 #8
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.change(title_state)
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_p):
        gfw.pop()
コード例 #9
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
        return
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
            return
        elif e.key == SDLK_p:
            global paused
            paused = not paused
        elif e.key == SDLK_RETURN:
            if not paused:
                return
            global prito_cooldown
            prito_cooldown = random.uniform(5, 10)
            paused = False
            bgm.repeat_play()
        elif e.key == SDLK_s:
            gfw.change(score_state)
            score_state.set_attempt(player.n_die)
        elif e.key == SDLK_d:
            global disabled
            disabled = not disabled

    player.handle_event(e)
    if not prito.handle_event(e):
        player.die()
コード例 #10
0
ファイル: main_state.py プロジェクト: kcjsend2/2DGP
def handle_event(e):
    global player
    global TileSetMode
    global isPaused
    global pauseMenu

    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            pause_state()

    if not isPaused:
        player.handle_event(e)
    else:
        if e.type == SDL_KEYDOWN:
            if e.key == SDLK_DOWN and pauseMenu < 2:
                pauseMenu += 1
            elif e.key == SDLK_UP and pauseMenu > 0:
                pauseMenu -= 1
            elif e.key == SDLK_RETURN:
                if pauseMenu == 0:
                    isPaused = False
                elif pauseMenu == 1:
                    save_pickle()
                elif pauseMenu == 2:
                    gfw.pop()
コード例 #11
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def handle_event(e):
    global unit
    # prev_dx = boy.dx
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
コード例 #12
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()

    if handle_mouse(e):
        return
コード例 #13
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        if e.key == SDLK_RETURN or e.key == SDLK_KP_ENTER:
            gfw.change(main_state)
コード例 #14
0
ファイル: result.py プロジェクト: scgyong-kpu/2017182034limbo
def handle_event(e):
    if e.type == SDL_QUIT:
        return gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            return gfw.pop()
        elif e.key == SDLK_RETURN:
            return gfw.pop()
コード例 #15
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def handle_event(e):
    event = (e.type, e.key)

    if e.type == SDL_QUIT:
        gfw.quit()
    elif event == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()

    player.handle_event(e)
コード例 #16
0
ファイル: game_state.py プロジェクト: areass048/2020_2DGP
def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_p:
            gfw.push(pause_state)
    boy.handle_event(e)
コード例 #17
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_RETURN:
            start_game()

    player.handle_event(e)
コード例 #18
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def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
    if e.type == SDL_MOUSEBUTTONDOWN:
        print(e.x, " ", e.y)

    if handle_mouse(e):
        return
コード例 #19
0
ファイル: ending_state.py プロジェクト: kcjsend2/2DGP
def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()

    global ntime
    if int(ntime) > 2.5 and e.type == SDL_KEYDOWN:
        for i in range(5):
            gfw.world.clear_at(i)
        gfw.pop()

    else:
        pass
コード例 #20
0
ファイル: main_state.py プロジェクト: gunwoong1996/gwgames
def handle_event(e):
    # prev_dx = boy.dx
    if e.type == SDL_QUIT:
        gfw.quit()
        return
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
            return

    if player.handle_event(e):
        return
コード例 #21
0
ファイル: main_state.py プロジェクト: gunwoong1996/gwgames
def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_RETURN:  #엔터 게임시작
            start_game()
        elif e.key == SDLK_SPACE:  #스페이스바 다음스테이지
            gfw.push(howtostage2)

    player.handle_event(e)
コード例 #22
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def handle_event(e):
    global player
    # prev_dx = boy.dx
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_SPACE or e.key == SDLK_UP:
            jump.play()

    player.handle_event(e)
コード例 #23
0
ファイル: mitterent_main.py プロジェクト: 2016180022/20022DGP
def handle_event(e):
    global simon
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_RETURN:
            start_game()
            print('restart')

    simon.handle_event(e)
コード例 #24
0
    def update(self):
        global time, frame, frame_, speed, check, correct, p_key, key, practice,\
            last_speak, goal, progress, count1, count2, intro, whistle_num, time_, m_intro, speed_check
        time += gfw.delta_time
        frame_ = round(time * speed, 1)
        frame = int(time * speed) % 10
        frame = 1800 - frame * 200

        if frame == 1800 and round(frame_ - int(frame_),
                                   2) == 0.9 and progress != 0 and not intro:
            self.Correct_Check()  # 너무 늦게 클릭 확인

        if frame == 600 and round(frame_ - int(frame_),
                                  2) == 0.1 and progress != 0:
            if speed_check == False:
                speed_check = True
                self.Speed_Up()  # 속도 증가 -> 1번에 0.025씩

        if frame == 1600 and round(frame_ - int(frame_),
                                   2) == 0.9:  #참고 - 프레임이 1600일때는 키보드 입력 안됨
            #초기화
            check = False
            correct = True
            p_key = 0
            key = -1
            speed_check = False

        # 종료 -> 초기화
        if progress == goal + 1 and round(frame_ - int(frame_), 2) == 0.9:
            if last_speak == True and intro == False and practice == False:  #마지막 구호 말했을때
                goal += 5  #처음부터 +5만큼 다시하기
                count1 = 0
                count2 = 0
                progress = 0
                time = 0
                speed = 4
                whistle_num = 5
                last_speak = False
            elif intro == False and practice == True:  #연습끝
                practice = False
                progress = 0
                goal = 15
                count1 = 0
                count2 = 0
                time = 0
                speed = 4
                whistle_num = 5
                time_ = get_time()
                m_intro = True
            else:  #스테이지1 클리어
                print("Stage1 Clear!\nhealth: ", self.health)
                gfw.pop(self.health)
コード例 #25
0
ファイル: main_state.py プロジェクト: mi1128h/2DGP
def handle_event(e):
    global knight, frame
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_a:
            if knight.mask > 0:
                knight.mask = 5
                frame.refill_all()

    knight.handle_event(e)
コード例 #26
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def handle_event(e):
    global bgm
    if e.type == SDL_QUIT:
        gfw.quit()

    else:
        if (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            bgm.stop()
            gfw.quit()

        elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_r):
            bgm.stop()
            gfw.pop()
コード例 #27
0
def handle_event(e):
    event = (e.type, e.key)

    if e.type == SDL_QUIT:
        gfw.quit()
    elif event == (SDL_KEYDOWN, SDLK_ESCAPE):
        gfw.pop()
    elif event == (SDL_KEYDOWN, SDLK_RETURN):
        if game_over or game_clear:
            exit()
            enter()

    player.handle_event(e)
コード例 #28
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def handle_event(evt):
    if evt.type == SDL_QUIT:
        gfw.quit()
        return
    elif evt.type == SDL_KEYDOWN:
        if evt.key == SDLK_ESCAPE:
            gfw.pop()
            return
        elif evt.key == SDLK_p:
            global paused
            paused = not paused

    if player.handle_event(evt):
        return
コード例 #29
0
ファイル: main_state2.py プロジェクト: gunwoong1996/gwgames
def handle_event(e):
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()
        elif e.key == SDLK_RETURN:  #엔터 게임시작
            #music_bg.stop()
            start_game()
        elif e.key == SDLK_SPACE:  #스페이스바 다음스테이지
            global CHECK
            CHECK = False

    player2.handle_event(e)
コード例 #30
0
def handle_event(e):
    global player
    # prev_dx = boy.dx
    if e.type == SDL_QUIT:
        gfw.quit()
    elif e.type == SDL_KEYDOWN:
        if e.key == SDLK_ESCAPE:
            gfw.pop()

    player.handle_event(e)

    if e.type == SDL_KEYDOWN and e.key == SDLK_s:
        gfw.world.save(SAVE_FILENAME)
        print('Saved to:', SAVE_FILENAME)