コード例 #1
0
ファイル: basegamelevel.py プロジェクト: allencch/Speckpater
    def __init__(self, screen):
        tilevid.Tilevid.__init__(self)
        self.screen = screen

        ## create a background layer
        self.bg = tilevid.Tilevid()

        self.num_bibles = base.num_bibles
        ## This is the rectangle that we're focusing on.
        self.focus_rect = (0, 0, 1, 1)

        ##                self.loadLevel(self.level_maj, self.level_min)

        ## Create a new HUD
        self.hud = hud.HUD(self)

        ##MAYO: add the Bible verse set up
        if base.gameDifficulty == 1:
            self.mybible = bibleverse("easy")
            print "easy"
        elif base.gameDifficulty == 2:
            self.mybible = bibleverse("medium")
            print "medium"
        elif base.gameDifficulty == 3:
            self.mybible = bibleverse("hard")
            print "hard"

        self.inputing = False
        self.retval = []

        # for testing
        self.safeMode = False
        self.player = None
コード例 #2
0
 def __init__(self):
     self.asteroids = set()
     self.hud = hud.HUD()
     self.ship = ship.Ship(hud=self.hud)
     self.level = 1
     self.hud.set_level(self.level)
     self._level_frame = 0
     self.enemies = set()
     self.asteroids.update(levels.level[self.level].create_asteroids())
     self._update_func = self._update_during_level
     self.ship.fly_in()
コード例 #3
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 def __init__(self, player):
   global screen
   self.time = time.time()
   self.screen = screen # our screen
   self.textures = {} # for saving the textures
   self.camera = camera.CCamera()
   self.list = glGenLists(7) # display lists
   self.rotation = 0.0 # set rotation variable for rotation objects
   glInit() # initialize OpenGL and window
   texture.loadTextures(self.textures) # load all textures
   self.HUD = hud.HUD(self.textures) # The HUD
   self.player = player
コード例 #4
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    def __init__(self, prevhandler):
        self.startlevel = 1
        self.ticks = 0
        self.levelnum = -1
        self.gamewon = 0
        self.donegetready = 0
        self.waitforactivation = 0
        self.donelevelup = 0
        self.getreadyimage = 0
        self.player = objairplane.PlayerAirplane(35, 5,
                                                 objairplane.player_images)
        self.prevhandler = prevhandler
        self.staticobjs = []
        self.doneplayerdie = 0
        self.baddyshotobjs = []
        self.playershotobjs = []
        self.powerupobjs = []
        self.popobjs = []
        self.smokeobjs = []
        self.asteroidobjs = []
        self.waves = 0
        self.donequit = 0
        self.explodetick = 0
        self.ptick = 0
        self.quitimage = 0
        self.pos = game.arena.width / 2, game.arena.height - 20
        self.curwave = []
        self.map = None
        self.objlists = [
            self.baddyshotobjs, self.playershotobjs, self.popobjs,
            self.smokeobjs, self.powerupobjs, self.asteroidobjs,
            self.staticobjs
        ]
        self.hud = hud.HUD()
        self.lastwavecreated = 0
        self.levelchanged = 0
        self.state = ''
        self.statetick = self.dummyfunc
        self.lives_left = game.start_lives
        self.powerupcount = 0.0
        self.numdeaths = 0
        self.lasttick = pygame.time.get_ticks()
        self.wavetick = 0
        self.speedadjust = 1.0
        self.startmusic = 1
        self.song = ''
        self.songtime = 0

        self.changestate('getready')

        self.bgfill = gfx.surface.fill
コード例 #5
0
    def load(self):
        hud_scene = [s for s in bge.logic.getSceneList() if s.name == 'HUD']
        if hud_scene:
            self.hud = hud.HUD(hud_scene[0])
            self.hud.log_book.set_location_list(self.areas)
            self.hud.log_book.set_found_location_list(self.been_areas)

            self.hud.log_book.close_text.text = "Close the logbook with the {}".format(
                bge.events.EventToString(LOGBOOKKEY))

            self.ship.on_ship_move.append(self._update_hud_radio_box)
            self.ship.on_ship_move.append(self._check_areas)
            return True

        return False
 def __init__(self):
     self.basedir = os.path.dirname(sys.modules[self.__module__].__file__)
     self.open_save_game()
     items.init(self.basedir)
     self.name = "Renegade game"
     self.save_data = SaveGameObject()
     self.save_data.map = None
     try:
         self.load()
     except:
         self.new_game()
         self.save()
     self.hud = hud.HUD(self.save_data.hero)
     #self.fps = dialog.FpsDialog()
     core.display.set_caption(self.name)
     self.impending_actions = []
     self.inventory_screen = InventoryScreen()
コード例 #7
0
    def __init__(self, prevhandler):
        self.startlevel = game.player.start_level()
        self.newcontinue = 0
        self.levelnum = -1
        self.gamewon = 0
        self.player = objship.Ship()
        self.prevhandler = prevhandler
        self.staticobjs = []
        self.boxobjs = []
        self.shotobjs = []
        self.spikeobjs = []
        self.powerupobjs = []
        self.powereffects = []
        self.popobjs = []
        self.textobjs = []
        self.smokeobjs = []
        self.asteroidobjs = []
        self.guardobjs = [objguard.Guard(x) for x in range(4)]
        self.objlists = [
            self.boxobjs, self.shotobjs, self.spikeobjs, self.popobjs,
            self.smokeobjs, self.powerupobjs, self.asteroidobjs,
            self.guardobjs, self.staticobjs, self.textobjs
        ]
        self.glitter = objshot.Glitter()
        self.hud = hud.HUD()

        self.state = ''
        self.statetick = self.dummyfunc
        self.lives_left = 0
        self.grabbedboxes = 0
        self.powerupcount = 0.0
        self.numdeaths = 0
        self.secretspikes = []
        self.touchingsecretspike = None
        self.complement = random.randint(0, len(game.Complements) - 1)

        self.lasttick = pygame.time.get_ticks()
        self.speedadjust = 1.0
        self.startmusic = 1
        self.song = ''
        self.songtime = 0

        self.changestate('gamestart')

        self.bgfill = gfx.surface.fill
コード例 #8
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    def __init__(self):
        #center screen
        os.environ['SDL_VIDEO_CENTERED'] = '1'

        #initialize pygame lib
        pygame.init()

        #creates window
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        pygame.display.set_caption('The Avengers - Six Guys')
        logger.get().setScreen(self.screen)

        #Make a camera (this might need to go inside the level object, but that's ok)
        self.camera = camera.Camera(self.screen)
        logger.get().setCamera(self.camera)

        #number of the current level
        self.levelNumber = 0  #default 1, change for debugging
        self.currLevel = self.getCurrentLevel()
        logger.get().setLevel(self.levelNumber)

        #player starts with 3 lives
        self.player_lives = constants.PLAYER_LIVES
        self.invincible = False

        #menus
        self.startMenu = startmenu.StartMenu()
        self.pauseMenu = pausemenu.PauseMenu()
        logger.get().setMenu(self.startMenu)
        logger.get().setAvengersObj(self)

        #the hud
        self.hud = hud.HUD()

        #I wanna listen to my music while I develop dammit!
        if "-m" in sys.argv:
            sound.set_bgm_vol(0)
            sound.set_sfx_vol(0)
            self.hud.vol = False

        #Skip all that clicking, ain't nobody got time for that
        if "-p" in sys.argv:
            self.startMenu.playing = True
コード例 #9
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    def __init__(self):
        self.players = None
        self.light = None
        self.objs = []
        self.hero = None
        self.track = None
        self.opponents = None
        self.cam = None
        self.screen = thorpy.get_screen()
        self.screen_rect = self.screen.get_rect().move((0,parameters.H//2))
        self.i = 0 #frame
        self.vessels = []
        self.background = thorpy.load_image(parameters.BACKGROUNDS[parameters.CURRENT_QUALITY])
        self.background = thorpy.get_resized_image(self.background,
                                                (parameters.W,parameters.H//2),
                                                type_=max)
        self.hud = hud.HUD()
        self.debris = []
##        self.background = pygame.transform.smoothscale(self.background, (parameters.W,parameters.H//2))
        self.start_i = 5
        self.start_delay = 10 + int(random.random()*1000)//40
        self.ranking = []
        self.hero_dead = None
        self.abandon = False
コード例 #10
0
sum = 0.0
count = 0
for f in data['filter']:
    air = interp.query(f['time'], 'air')
    if air['airspeed'] < 5.0:
        sum += f['alt']
        count += 1
if count > 0:
    ground_m = sum / float(count)
else:
    ground_m = data['filter'][0].alt
print("ground est:", ground_m)

# overlay hud(s)
hud1 = hud_glass.HUD()
hud2 = hud.HUD(K)

#cam_ypr = [-3.0, -12.0, -3.0] # yaw, pitch, roll
#ref = [44.7260320000, -93.0771072000, 0]
ref = [ data['gps'][0]['lat'], data['gps'][0]['lon'], 0.0 ]
hud1.set_ned_ref(data['gps'][0]['lat'], data['gps'][0]['lon'])
hud2.set_ned_ref(data['gps'][0]['lat'], data['gps'][0]['lon'])
print('ned ref:', ref)

print('temporarily disabling airport loading')
#hud1.load_airports()

hud1.set_ground_m(ground_m)
hud2.set_ground_m(ground_m)

if args.features:
コード例 #11
0
ファイル: game.py プロジェクト: Neverous/ii-python11
import sys
import pygame
sys.path.append('./data')
import gamestate
import hud

if __name__ == '__main__':
    pygame.init()
    pygame.mixer.pre_init(44100, -16, 2)
    pygame.mixer.init()
    screen = pygame.display.set_mode((800, 640))
    pygame.display.set_caption("Space Invaders")
    pygame.mouse.set_visible(False)
    clock = pygame.time.Clock()
    game = gamestate.GameState(screen)
    hud = hud.HUD(game)
    last = game.level
    try:
        while True:
            clock.tick(30)
            game.update()
            hud.update()
            game.draw(screen)
            hud.draw(screen)
            pygame.display.update()
            if game.level != last:
                last = game.level
                hud.nextLevel(screen)

    except KeyboardInterrupt:
        pass
コード例 #12
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    plt.figure(4)
    plt.ylabel('yaw rate (deg per sec)')
    plt.xlabel('flight time (sec)')
    plt.plot(movie[:, 0] + time_shift, (movie[:, 4] / rratio) * r2d,
             label='estimate from flight movie')
    plt.plot(flight_imu[:, 0], flight_imu[:, 3] * r2d, label='flight data log')
    plt.legend()

    plt.show()

# adjust K for output scale.
K = K * args.scale
K[2, 2] = 1.0

# overlay hud(s)
hud1 = hud.HUD(K)
hud2 = hud.HUD(K)

# these are fixed tranforms between ned and camera reference systems
proj2ned = np.array([[0, 0, 1], [1, 0, 0], [0, 1, 0]], dtype=float)
ned2proj = np.linalg.inv(proj2ned)

#cam_ypr = [-3.0, -12.0, -3.0] # yaw, pitch, roll
#ref = [44.7260320000, -93.0771072000, 0]
ref = [data['gps'][0].lat, data['gps'][0].lon, 0.0]
hud1.set_ned_ref(data['gps'][0].lat, data['gps'][0].lon)
hud2.set_ned_ref(data['gps'][0].lat, data['gps'][0].lon)
print 'ned ref:', ref

hud1.set_ground_m(ground_m)
hud2.set_ground_m(ground_m)
コード例 #13
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active_sprites = currentL.active_sprites
bullets = pygame.sprite.Group()
enemyBullets = pygame.sprite.Group()
plr.level = currentL

plr.rect.x = 200
plr.rect.y = HEIGHT - plr.rect.height
active_sprites.add(plr)

close = False

clock = pygame.time.Clock()

camPos = 0
HUD = hud.HUD("monospace", 15, plr, screen)

win = 0

enemiesLeft = 0


def ShiftCamera(shift):
    for a in active_sprites:
        if a != plr:
            a.rect.x += shift


while win == 0 and close == False:
    if (plr.invincible
            == True) and (pygame.time.get_ticks() - plr.coll_time) > 300:
コード例 #14
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    def __init__(self, parent):

        # Assign some constant attributes

        self.parent = parent

        self.display = self.parent.display
        self.clock = self.parent.clock

        self.fast = self.parent.parent.fast
        self.controls = self.parent.parent.controls

        # Create an instance of the sound engine
        self.sound_engine = sounds.SoundEngine()

        self.sound_engine.light_sound.set_volume(0)
        self.sound_engine.dissolve_sound.set_volume(0.2)

        # Show the loading screen
        self.loading_screen = covers.LoadingScreen()
        if self.parent.parent.small:
            # Adjust the loading screen for the small display
            self.loading_screen.image = self.loading_screen.image_small
            loading_label_x = 360
            loading_label_y = 400
        else:
            loading_label_x = 480
            loading_label_y = 500

        # Fade in the loading screen
        for n in range(63):
            spritesheet.blit_alpha(self.display, self.loading_screen.image, (0, 0), n * 4)
            pygame.display.flip()

        # Create the loading label
        label = text.LoadingLabel("", 300, 500)

        # Create the player
        self.player = p.Player(self.sound_engine)

        # Create a group that contains only the player
        # This is so I can call .draw() on the group
        # and pygame will draw the sprite for me
        self.player_group = pygame.sprite.GroupSingle()
        self.player_group.add(self.player)

        # Create the levels
        self.level_list = list()

        # For each level, update the text on the level
        # then draw the loading screen and text to the display
        # Then load the level into the level list

        # Level 1
        label.update_text("Loading Level 1...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level01(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 2
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 2...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level02(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 3
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 3...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level03(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 4
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 4...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level04(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 5
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 5...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level05(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 6
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 6...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level06(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 7
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 7...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level07(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 8
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 8...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level08(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 9
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 9...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level09(self.player, True, self.fast, self.controls, self.sound_engine))

        # Level 10
        self.loading_screen.draw(self.display)
        label.update_text("Loading Level 10...", loading_label_x, loading_label_y)
        label.draw(self.display)
        pygame.display.flip()
        self.level_list.append(level.Level10(self.player, True, self.fast, self.controls, self.sound_engine))

        # Set the current level
        self.current_level_no = 0
        self.current_level = self.level_list[self.current_level_no]

        # Assign references between objects
        self.player.level = self.current_level
        self.current_level.player = self.player

        # Create the blackout
        self.blackout = covers.Blackout()
        self.blackout.player = self.player

        # Create the game over screens
        # Again, if it's set to the small display
        # then use the small image
        self.game_over = covers.GameOverScreen()
        if self.parent.parent.small:
            self.game_over.image = self.game_over.image_small
        self.black_screen = covers.DarkScreen()

        self.game_over2 = covers.GameOverScreen2()
        if self.parent.parent.small:
            self.game_over2.image = self.game_over2.image_small

        # Using a custom image as the pointer
        # suits the theme a bit better than the mouse pointer
        self.crosshair = entities.Crosshair()

        # Instantiate the HUD
        self.hud = hud.HUD(self.player, self.parent.parent.small)
        self.timer = hud.Timer(180)

        self.update_timer_event = USEREVENT + 1
        pygame.time.set_timer(self.update_timer_event, 1000)

        # Load the parts of the intro
        if self.parent.parent.small:
            self.intro = [gif.GIFImage(os.path.join("resources/intro/small", image))
                          for image in os.listdir("resources/intro/small")]
        else:
            self.intro = [gif.GIFImage(os.path.join("resources/intro/normal", image))
                          for image in os.listdir("resources/intro/normal")]
        self.intro_background = pygame.image.load("resources/darkscreen.png").convert()

        self.intro_thresholds = [156,
                                 177,
                                 181]

        if self.parent.parent.small:
            self.part2_scene = [gif.GIFImage("resources/anims/part2_small.gif")]
        else:
            self.part2_scene = [gif.GIFImage("resources/anims/part2.gif")]

        self.part2_scene_thresholds = [158]

        if self.parent.parent.small:
            self.outro = [gif.GIFImage("resources/anims/outro_small.gif")]
        else:
            self.outro = [gif.GIFImage("resources/anims/outro.gif")]

        self.outro_thresholds = [112]
コード例 #15
0
ファイル: main.py プロジェクト: mincrmatt12/PyCONCa2017
model_data = model.StaticModelData()
model_data.setup()  # Everybody do the setup shake!

# I seriously thing something is wrong with me, putting in all these random comments and strings and stuff.
# Oh well

clock = pygame.time.Clock()

pygame.mouse.set_pos(config.window_info.window_size[0] / 2,
                     config.window_info.window_size[1] / 2)

user = User(model.geom_data["spawn"], camera, model_data)

input_handler = InputHandler(user)

hud = hud.HUD(model_data)

scripter = ScriptHolder(model_data, user)
scripter.load("script.txt")

while True:
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    user.update_camera()
    camera.apply()
    model_data.draw()
    model_data.setup_price_labels(user)
    hud.apply(user)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            raise
        input_handler.dispatch(event)
コード例 #16
0
ファイル: main.py プロジェクト: EricsonWillians/ArcRacer
    track_names = [
        t for t in os.listdir("tracks")
        if os.path.isfile(os.path.join("tracks", t)) and t.endswith(".json")
    ]
    loaded_tracks = []
    for track_name in track_names:
        with open(f"tracks/{track_name}") as t:
            loaded_tracks.append(track.Track(json.load(t)))
        print(f"Loading track: {track_name}")

    sm = SceneManager()
    gm = GameManager(loaded_tracks)
    main_menu = ui.MainMenu()
    race_options = ui.RaceOptions(gm)
    results = ui.Results(gm)
    game_hud = hud.HUD(gm)
    pause_screen = ui.PauseScreen()

    def redraw():
        pygame.display.flip()
        screen.fill(core.BLACK)
        if sm.scene == SceneManager.MAIN_MENU:
            main_menu.draw(screen)
        elif sm.scene == SceneManager.RACE_OPTIONS:
            race_options.draw(screen)
        elif sm.scene == SceneManager.GAME:
            gm.current_track.draw(screen)
            [p.car.draw(screen) for p in gm.players]
            game_hud.draw(screen)
        elif sm.scene == SceneManager.RESULTS:
            results.draw(screen)