コード例 #1
0
    def __init__(self, level, game_score, enemy_in_game=[], i=0):
        self.load_level = LoadLevel()
        self.level = level
        self.level_map = self.load_level.load_level(level)
        self.enemy_in_game = enemy_in_game
        self.i = i
        self.type_for_level = dict(settings.LEVELS_ENEM)
        self.count_of_artillery = 0
        self.artillery_position = self.load_level.artillery_position
        self.current_level = list(self.type_for_level[self.level])
        self.count_of_enemy = len(self.type_for_level[self.level]) + len(
            self.artillery_position)
        self.game_over = screen.Screen()
        self.game_score = game_score
        self.best_score = score.load_score()
        self.is_game_over = False
        self.respawn_position_for_enemy = self.load_level.enemy_respawn_position
        self.bonus_position = self.load_level.bonus_respawn_position
        self.using_position = []
        self.bonus_for_level = list(settings.LEVEL_BONUS[self.level])
        self.bonus_in_game = []
        self.period_for_bonus = 0
        self.artillery_in_game = []

        self.all_target_for_art = []
コード例 #2
0
ファイル: main.py プロジェクト: nlpcvai/wave-viewer
def wave_view(stdscr, input_file, args):
    """View wave form."""
    raw_data = read_raw_data(input_file, args)
    one_channel_raw_data = data.OneChannelRawData(raw_data,
                                                  args.selected_channel)

    curses.curs_set(0)
    top_screen = screen.Screen(stdscr, one_channel_raw_data)
    top_screen.clear()
    top_screen.init_display()

    # TODO: constraint cursor in view window.
    # TODO: show time stamp and value at cursor.

    while True:
        input_char = stdscr.getch()
        logging.debug('input char = %r', input_char)
        direction = None
        time_level_direction = None
        value_level_direction = None
        reset_view = None
        if 0 < input_char < 256:
            python_char = chr(input_char)
            if python_char in 'Qq':
                break
            elif python_char in 'O':
                time_level_direction = screen.ScaleDirection.UP
            elif python_char in 'o':
                time_level_direction = screen.ScaleDirection.DOWN
            elif python_char in 'P':
                value_level_direction = screen.ScaleDirection.UP
            elif python_char in 'p':
                value_level_direction = screen.ScaleDirection.DOWN
            elif python_char in 'Rr':
                reset_view = True
            # Ignore incorrect keys
            else:
                pass
        elif input_char == curses.KEY_UP:
            direction = screen.Direction.UP
        elif input_char == curses.KEY_DOWN:
            direction = screen.Direction.DOWN
        elif input_char == curses.KEY_LEFT:
            direction = screen.Direction.LEFT
        elif input_char == curses.KEY_RIGHT:
            direction = screen.Direction.RIGHT
        else:
            # Ignore incorrect keys
            pass

        if direction:
            # Move view.
            top_screen.wave_view_move(direction)
        elif time_level_direction:
            top_screen.wave_view_change_time_level(time_level_direction)
        elif value_level_direction:
            top_screen.wave_view_change_value_level(value_level_direction)
        elif reset_view:
            top_screen.wave_view_reset()
コード例 #3
0
def main():

        
        try: 
            myscreen = screen.Screen()
            signal.pause()
        except KeyboardInterrupt: # if exit with ctrl + c shut off the screen
            print('Interrupted')
            try:
                myscreen.stop()
                sys.exit(0)
            except SystemExit:
                os._exit(0)
コード例 #4
0
    def main_loop(self):
        pygame.display.set_caption("Battle city")
        main_player = Player(145,
                             375,
                             enemies=self.enemy_in_game,
                             count_of_enemies=self.count_of_enemy,
                             level_map=self.level_map,
                             bonus_on_level=self.bonus_in_game)
        self.all_target_for_art.append(main_player)
        main_screen = screen.Screen()

        while not self.is_game_over:
            settings.TIMER.tick(60)
            settings.GAME_DISPLAY.fill((0, 0, 0))
            main_screen.draw_sidebar(main_player, main_player.count_of_enemies,
                                     self.level)
            main_player.collision_missile_with_enemy()
            main_player.draw(settings.GAME_DISPLAY, PLAYER_SPRITE,
                             (main_player.x, main_player.y))
            self.respawn(main_player)
            main_player.collision_with_bonus()
            self.game_over_func(main_player, main_player)

            for elements in self.level_map:
                elements.draw(settings.GAME_DISPLAY)
            for bul in main_player.missile:
                bul.draw(settings.GAME_DISPLAY, MISSILE)
                Missile.bullet_operation(main_player.missile)
            for bomb in main_player.bomb:
                main_player.del_bomb(bomb)
            self.check_bonus_status()
            self.period_for_bonus += 1
            main_player.enemy_collision_with_bomb()
            if self.load_level.artillery_position:
                self.create_artillery()
            if not self.enemy_in_game \
                    and not self.current_level \
                    and main_player.hp != 0:
                if self.level < 4:
                    main_screen.next_level_screen(main_player, self.level,
                                                  self.game_score)
                else:
                    main_screen.victory_screen()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.is_game_over = True
            main_player.player_control(pygame.key.get_pressed())
            pygame.display.update()
        pygame.quit()
コード例 #5
0
#!/usr/bin/env python3
import argparse
from screen import screen

if __name__ == "__main__":
    parser = argparse.ArgumentParser()
    parser.add_argument('--game',
                        '-G',
                        action='store_const',
                        const='1',
                        help='This will be option One')
    if parser.parse_args().game == '1':
        screen = screen.Screen()
        screen.start_screen()