def enter(): gfw.world.init([]) highscore.load() global bg, mpause, light, main, rank, mquit, select, back bg = gfw.image.load('./res/bg/722.png') mpause = gfw.image.load('./res/bg/Pause.png') light = gfw.image.load('./res/bg/89.png') main = gfw.image.load('./res/bg/Main.png') back = gfw.image.load('./res/bg/Back.png') rank = gfw.image.load('./res/bg/Rank.png') mquit = gfw.image.load('./res/bg/Quit.png') select = gfw.image.load('./res/bg/1270.png') global text text = '' global selecty, selected selecty = 50 selected = 4 global mfont mfont = gfw.font.load('./res/ConsolaMalgun.ttf', 15) global rank_music rank_music = load_wav('./res/미싱노브금/select.wav') rank_music.set_volume(30) rank_music.repeat_play()
def enter(): global sound, check_start, font, title_font, sound2, sound3 gfw.world.init(['bg', 'tile', 'ui']) center = get_canvas_width() // 2, get_canvas_height() // 2 gfw.world.add(gfw.layer.bg, gobj.ImageObject('메인배경.png', center)) gfw.world.add(gfw.layer.ui, gobj.ImageObject('시작 제목.png', (200, 100))) stage_gen.load(gobj.res('tile.txt')) sound = load_music(gobj.res('반짝반짝작은별.mp3')) sound2 = load_music(gobj.res('반짝반짝작은별2.mp3')) sound3 = load_music(gobj.res('반짝반짝작은별3.mp3')) font = gfw.font.load(gobj.res('NanumGothic.TTF'), FONT_SIZE + 20) title_font = gfw.font.load(gobj.res('NanumGothic.TTF'), FONT_SIZE) highscore.load(FONT_SIZE) global END, check_start, play_speed, collision_count END = False check_start = False play_sound_time = 0 collision_count = 0 Tile.start = False Tile.SCORE = 0 evts = get_events() for e in evts: handle_event(e)
def enter(): gfw.world.init(['bg', 'missile', 'item', 'player', 'ui']) obj_gen.init() global player player = Player() gfw.world.add(gfw.layer.player, player) background.init(player) gfw.world.add(gfw.layer.bg, background) highscore.load() global music_bg, sound_item, sound_explosion music_bg = load_music("res/background.mp3") sound_item = load_wav('res/item.wav') sound_explosion = load_wav('res/explosion.wav') global game_state game_state = STATE_IN_GAME global game_over_image game_over_image = gfw.image.load('res/game_over.png') start_game()
def enter(): gfw.world.init( ['bg1', 'bulletzone', 'bullet', 'bonus', 'bg2', 'player', 'ui']) objgen.init() global player, bulletzone player = Player() gfw.world.add(gfw.layer.player, player) bulletzone = Bulletzone() gfw.world.add(gfw.layer.bulletzone, bulletzone) bg1 = Background('backgroung_1740x942.png') gfw.world.add(gfw.layer.bg1, bg1) bg2 = HorzScrollBackground('clouds.png', 15) bg2.set_scroll(50) gfw.world.add(gfw.layer.bg2, bg2) highscore.load() global music_bg, sound_bonus, sound_bullet music_bg = load_music('res/bgm_fullMoonParty.mp3') sound_bonus = load_music('res/bgm_bonus.mp3') sound_bullet = load_music('res/bgm_bullet.mp3') global game_state game_state = STATE_IN_GAME global game_over_image game_over_image = gfw.image.load('res/game_over.png') start_game()
def enter(): print("GameState Enter") global target, target_pos target_pos = 0, 0 target = gfw.load_image('res/target.png') #--------------------------------------------------------------------------# gfw.world.init( ['plat', 'potal', 'grass', 'obj_dead', 'en', 'player', 'b', 'p', 'ui']) #월드 init global grass, player, platform, bg, count, en, plat, obj_dead, bg_last bg = gfw.load_image('res/background_grass.png') bg_last = gfw.load_image('res/background_wall.png') grass = platforms.Grass() gfw.world.add(gfw.layer.grass, grass) player = Player() gfw.world.add(gfw.layer.player, player) count = 4 for x, y in STAGE_LIST[count]: plat = platforms.Platform(count, x, y) gfw.world.add(gfw.layer.plat, plat) for x in PLNAT_MONSTER_LIST[count]: en = enemy.Enemy((x, 400), 1) gfw.world.add(gfw.layer.en, en) for x in TREE_MONSTER_LIST[count]: en = enemy.Enemy((x, 400), 2) gfw.world.add(gfw.layer.en, en) for x in BOMB_MONSTER_LIST[count]: en = enemy.Enemy((x, 800), 3) gfw.world.add(gfw.layer.en, en) #--------------------------------------------------------------------------# global gameover_img, gameover, entershow gameover = False gameover_img = gfw.image.load('res/gameover.png') entershow = load_image('res/enter2.png') #--------------------------------------------------------------------------# global music_bg, wav_attack, wav_bomb, wav_shield_sound, wav_bullet, wav_hit1, wav_hit2, wav_hit3, wav_die, hit wav_attack = load_wav('res/shoot.ogg') wav_bomb = load_wav('res/bomb.wav') wav_bullet = load_wav('res/bullet.ogg') wav_hit1 = load_wav('res/pain1.wav') wav_hit2 = load_wav('res/pain2.wav') wav_hit3 = load_wav('res/pain3.wav') hit = [wav_hit1, wav_hit2, wav_hit3] wav_die = load_wav('res/die.wav') wav_shield_sound = load_wav('res/shield_sound.wav') music_bg = load_music('res/map.wav') #--------------------------------------------------------------------------# global font_a, score #font_a = load_font('res/Pixel.ttf', 38) font_a = load_font('res/Pixel.ttf', 38) score = 0 #--------------------------------------------------------------------------# highscore.load() music_bg.repeat_play()
def enter(): gfw.world.init([ 'bg', 'enemy', 'boss', 'bullet', 'player', 'boss_bullet', 'effect', 'ui', 'item' ]) global player, charnum player = Player() Player.player_type = charnum gfw.world.add(gfw.layer.player, player) global dis_score, score dis_score = Score(canvas_width - 20, canvas_height - 50) gfw.world.add(gfw.layer.ui, dis_score) score = Score(canvas_width - 20, canvas_height - 100) gfw.world.add(gfw.layer.ui, score) global font font = gfw.font.load(gobj.RES_DIR + '/BM.ttf', 40) life_gauge.load() bg = VertScrollBackground('/map_01.png') bg.speed = 100 gfw.world.add(gfw.layer.bg, bg) global power_item, dual_item power_item = gfw.image.load(gobj.RES_DIR + '/powershot.png') dual_item = gfw.image.load(gobj.RES_DIR + '/dualshot.png') global music_bg, music_bg2, wav_mon_die, player_voice, player_hit_wav, wav_boss_dead, wav_siren, get_money, get_item music_bg = load_music(gobj.RES_DIR + '/bg_music.mp3') music_bg2 = load_music(gobj.RES_DIR + '/boss_stage_bg.mp3') wav_mon_die = load_wav(gobj.RES_DIR + '/enemy_die.wav') player_voice = load_wav(gobj.RES_DIR + '/go.wav') player_hit_wav = load_wav(gobj.RES_DIR + '/hit.wav') wav_siren = load_wav(gobj.RES_DIR + '/siren.wav') wav_boss_dead = load_wav(gobj.RES_DIR + '/boss_dead.wav') get_money = load_wav(gobj.RES_DIR + '/get_coin.wav') get_item = load_wav(gobj.RES_DIR + '/get_item.wav') music_bg.repeat_play() player_voice.play() global state state = START_GAME enemy_gen.reset() global boss_ox, boss_ap boss_ox, boss_ap = 0, 1 boss.Boss().LASER_INTERVAL = 0.5 global time, boss_die time = 0 boss_die = False highscore.load() Gameover_state.num = charnum
def build_world(): gfw.world.init(['bg', 'block', 'highscore', 'ui']) bg = gobj.ImageBackground('FF9F49.png') gfw.world.add(gfw.layer.bg, bg) global score score = Score(get_canvas_width() - 20, get_canvas_height() - 50) gfw.world.add(gfw.layer.ui, score) highscore.load()
def enter(): enemy.dead = 0 enemy.life = 100 gfw.world.init(['bg', 'card', 'state', 'ui']) gfw.world.remove(highscore) center = get_canvas_width() // 2, get_canvas_height() // 1.4 center2 = get_canvas_width() // 2, 250 hp = 150, 700 gfw.world.add(gfw.layer.bg, gobj.ImageObject(theme + '/black.png', center2)) gfw.world.add(gfw.layer.bg, gobj.ImageObject(theme + '/bg.png', center)) #gfw.world.add(gfw.layer.bg, gobj.ImageObject(theme + '/gaugefg.png', hp)) x, y = start_x, start_y idxs = [n + 1 for n in range(9)] #print('before:', idxs) #random.shuffle(idxs) #print('after: ', idxs) for i in range(0, 9, +3): print(idxs[i:i + 3]) for i in idxs: c = Pattern(i, (x, y), theme) gfw.world.add(gfw.layer.card, c) x += Pattern.WIDTH + PADDING - 100 if x > get_canvas_width(): x = start_x y -= Pattern.HEIGHT + PADDING - 100 icon = Skil(1, (150, 200), theme) gfw.world.add(gfw.layer.card, icon) pla = Player(1, (550, 450), theme) gfw.world.add(gfw.layer.card, pla) ene = Enemy(1, (150, 480), theme) gfw.world.add(gfw.layer.card, ene) global last_card last_card = None global TIME, font TIME = 1000 font = gfw.font.load(gobj.res('ENCR10B.TTF'), 20) highscore.load() global bg_music, flip_wav bg_music = load_music(gobj.res('bg1.mp3')) bg_music.set_volume(60) flip_wav = load_wav(gobj.res('pipe.wav')) bg_music.repeat_play()
def enter(): global title_font, score_font gfw.world.init(['bg', 'button']) center = get_canvas_width() // 2, get_canvas_height() // 2 gfw.world.add(gfw.layer.bg, gobj.ImageObject('결과배경.png', center)) pos = get_canvas_width() // 2, 150 gfw.world.add(gfw.layer.button, gobj.ImageObject('결과화면 버튼.png', pos)) score_font = gfw.font.load(gobj.res('NanumGothic.TTF'), 100) title_font = gfw.font.load(gobj.res('NanumGothic.TTF'), TITLE_FONT_SIZE) highscore.load(TITLE_FONT_SIZE) highscore.add(Tile.SCORE)
def build_world(): gfw.world.init(['ui', 'ui2']) global image image = load_image('res/ranking.png') font = gfw.font.load(gobj.res('CookieRun.TTF'), 30) l, b, w, h = 750, 50, 200, 80 btn = Button(l, b, w, h, font, "로비", lambda: gfw.change(lobby_state)) gfw.world.add(gfw.layer.ui, btn) highscore.load() highscore.add(game_state.score) gfw.world.add(gfw.layer.ui2, highscore)
def enter(): global bg, gameover, win, board, font bg = gfw.image.load('res/result_bg.png') gameover = gfw.image.load('res/game_over.png') board = gfw.image.load('res/board.png') win = gfw.image.load('res/win.png') highscore.load() highscore.add(stage.score) global music_gameover, music_win music_gameover = load_wav('sound/gameover.wav') music_gameover.set_volume(30) music_win = load_wav('sound/win.wav') music_win.set_volume(30) if IsWin: music_win.repeat_play() else: music_gameover.repeat_play()
def enter(): global state state = IN_GAME gfw.world.init(['background', 'student', 'item', 'book', 'highscore', 'ui']) global student student = Student() gfw.world.add(gfw.world.layer.student, student) global background background = Background(student) gfw.world.add(gfw.world.layer.background, background) global start_time start_time = time.time() global font, font2 font = gfw.font.load('res/HS여름물빛체.ttf', 40) font2 = gfw.font.load('res/HS여름물빛체.ttf', 55) global score score = Score(30, get_canvas_height() - 50) gfw.world.add(gfw.world.layer.ui, score) global paused_time, paused paused_time = 0 paused = False highscore.load() global rectangle, black, panel, gray rectangle = gfw.image.load('res/rectangle.png') black = gfw.image.load('res/black.png') panel = gfw.image.load('res/panel.png') gray = gfw.image.load('res/gray.png') generator.last_stage = -1 global bg_music1, bg_music2, play_music1, play_music2, collide_b_wav bg_music1 = load_music('res/bg1.mp3') bg_music1.set_volume(50) bg_music1.repeat_play() play_music1 = True bg_music2 = load_music('res/bg2.mp3') play_music2 = False collide_b_wav = load_wav('res/c_b.wav') global bonus_wav, collide_i_wav, game_over_wav, button_wav bonus_wav = load_wav('res/bonus.wav') collide_i_wav = load_wav('res/c_i.wav') game_over_wav = load_wav('res/gameover.wav') button_wav = load_wav('res/button.wav')
def enter(): gfw.world.init(['bg', 'missile', 'player', 'bullet', 'boss', 'ui']) pattern.init() global player player = Player() gfw.world.add(gfw.layer.player, player) global boss boss = Boss() gfw.world.add(gfw.layer.boss, boss) global bg bg = VertScrollBackground('./res/world02.png') leaf = VertScrollBackground('./res/world02c2.png') gfw.world.add(gfw.layer.bg, bg) gfw.world.add(gfw.layer.bg, leaf) global font font = gfw.font.load('res/ConsolaMalgun.ttf', 20) global sound_damage, sound_pldead, music_bg music_bg = load_music('res/bg_sound.mp3') sound_damage = load_wav('res/se_damage00.wav') sound_pldead = load_wav('res/se_pldead00.wav') sound_damage.set_volume(20) sound_pldead.set_volume(20) music_bg.set_volume(50) global pattern_index pattern_index = 0 p1 = pattern.Pattern1() pattern.add(p1) p2 = pattern.Pattern2() pattern.add(p2) life_gauge.load() highscore.load() start_game()
def handle_event(e): global player, name, clear_time global cheat_key, cheat_name # prev_dx = boy.dx if e.type == SDL_QUIT: gfw.quit() elif e.type == SDL_KEYDOWN: if boss.get_boss_die() != 0: if e.key != None: if 32 <= int(e.key) and e.key <= int(126): if len(name) < 13: name += chr(e.key) elif e.key == SDLK_BACKSPACE: name = name[:-1] elif e.key == SDLK_RETURN: highscore.load() highscore.add(clear_time, name) highscore.save() gfw.change(start_state) clear_time = 0 elif e.key == SDLK_ESCAPE: gfw.push(pause_state) elif e.key == SDLK_r: if player.die_value == 1: gfw.change(start_state) elif e.key == SDLK_1: cheat_key = True elif cheat_key == True: if e.key != None: if 32 <= int(e.key) and e.key <= int(126): cheat_name += chr(e.key) elif e.key == SDLK_RETURN: check_cheat() elif e.type == SDL_KEYUP: if e.key == SDLK_1: cheat_key = False player.handle_event(e)
def enter(): gfw.world.init(['bg', 'missile', 'player', 'ui']) player.init() gfw.world.add(gfw.layer.player, player) bg.init() gfw.world.add(gfw.layer.bg, bg) global game_over_image game_over_image = gfw.image.load('res/game_over.png') global font font = gfw.font.load('res/ConsolaMalgun.ttf', 40) global music_bg, wav_item, wav_explosion music_bg = load_music('res/background.mp3') wav_item = load_wav('res/item.wav') wav_explosion = load_wav('res/explosion.wav') highscore.load() global state state = STATE_GAME_OVER start_game()
def __init__(self): pyglet.window.Window.__init__(self, width=self.SIDE, height=self.SIDE, caption='sim') self.settings_path = get_settings_path('Sisyfos') self.high_score_list = highscore.load(self.settings_path) if not self.high_score_list: self.high_score_list = \ highscore.HighScoreList(self.HIGH_SCORE_LIST_SIZE) self.high_score_list.insert_score('foo', 1) highscore.save(self.settings_path, self.high_score_list) self.start_screen = StartScreen(self.width, self.height, self.VERSION_STRING, self.high_score_list, 5, self.start_game) self.mode = self.start_screen
def load(self): self.mBKImage = self.mGame.imageLoader.load(self.mGame.imageDir + 'help.png') self.mSelecter = selecter.Selecter(self.mGame, 0, 570, 40) highscore.load(self.mGame)
def enter(): global bg_music bg_music = load_wav(gobj.res('sound/LobbyMusic.wav')) build_world() highscore.load() gfw.world.add(gfw.layer.ui, highscore)
def enter(): build_world() highscore.load()