def main(): # Secondary main function to help in calling and returning global returnval returnval = func(1, -1) if returnval == 1: os.system("clear") global name oldname = raw_input(colors.YELLOW + colors.BOLD + "Enter Player name : " + colors.BLUE) name = oldname.replace("n", "") call(["stty", "-echo"]) # To prevent lag global savemem, scores savemem = 1 scores = 0 while savemem != -1: savemem, scores = mainfunc(savemem, name, scores) if savemem == -1: tempcheck = 0 while returnval == 1: if tempcheck == 0: returnval = func(2, scores) savemem = 1 scores = 0 savemem, scores = mainfunc(savemem, name, scores) if savemem != -1: tempcheck = 1 else: tempcheck = 0 if returnval == 2: call(["stty", "echo"]) sys.exit() else: call(["stty", "echo"]) sys.exit() else: sys.exit() call(["stty", "echo"]) sys.exit()
def main(): #Secondary main function to help in calling and returning global returnval returnval = func(1,-1) if returnval == 1: os.system("clear") global name oldname = raw_input(colors.YELLOW+colors.BOLD+"Enter Player name : "+colors.BLUE) name = oldname.replace("n", "") call(["stty","-echo"]) #To prevent lag global savemem,scores savemem = 1 scores = 0 while savemem != -1: savemem,scores = mainfunc(savemem,name,scores) if savemem == -1: tempcheck = 0 while returnval == 1: if tempcheck == 0: returnval = func(2,scores) savemem = 1 scores = 0 savemem,scores = mainfunc(savemem,name,scores) if savemem != -1: tempcheck = 1 else: tempcheck = 0 if returnval == 2: call(["stty","echo"]) sys.exit() else: call(["stty","echo"]) sys.exit() else: sys.exit() call(["stty","echo"]) sys.exit()
def mainfunc(level, pname, score): # Tertiary main function. Contains the main while loop # Create hookmanager hookman = pyxhook.HookManager() # Define our callback to fire when a key is pressed down hookman.KeyDown = kbevent # Hook the keyboard hookman.HookKeyboard() # Start our listener hookman.start() global ball1time, ball2time ball1time = time.time() # These ensure that the balls are produced after a time gap and not all together global P P = Player(pname, ROWS - 2, 1, COLUMNS, level, score) # Instantiating Player # Create new layout global newboard, mainarr while True: mainarr = [] newboard = Board() if ( newboard.init(COLUMNS, ROWS, mainarr, P) == True ): # Creating board and ensuring that there exists a path from player spawn position to the princess break global numofdonkeys, numofball, upint numofdonkeys, numofball, upint = levelVar(P) dindexarr = [0, 0, 0] dlenarr = [0, 0, 0] global dobjectarr dobjectarr = [0, 0, 0] global fbarr fbarr = [0, 0, 0, 0, 0, 0, 0, 0] global currball currball = 0 global counter counter = 0 dindexarr, dlenarr, counter = createDonkeys( dindexarr, dlenarr, counter, numofdonkeys, newboard, mainarr, COLUMNS ) # Create donkeys oldtime = time.time() # To judge jump direction global keyarr global running running = True while running: # Main while loop os.system("clear") newtime = time.time() # To judge jump direction when the spacebar is pressed if (newtime - oldtime) > 1: keyarr.pop(0) keyarr.append(115) oldtime = newtime # Choose what to do depending on current variable values if P.life == 0: os.system("clear") hookman.cancel() return (-1), P.score if P.getX() == 1 and P.getY() == newboard.princess: P.score += 50 if P.level == 3: os.system("clear") func(3, P.score) hookman.cancel() return (-1), P.score hookman.cancel() return P.level + 1, P.score if mainarr[P.getX()][P.getY() + 1] == 6 or mainarr[P.getX()][P.getY() - 1] == 6: mainarr[P.getX()][P.getY()] = 0 P.life -= 1 P.changeposn(ROWS - 2, 1) mainarr[P.getX()][P.getY()] = 4 P.score -= 25 continue tempr, tempcol = P.getPosition() if mainarr[tempr + 1][tempcol] != -1 and mainarr[tempr + 1][tempcol] != 2 and P.updown != 1: mainarr[tempr][tempcol] = 0 mainarr[tempr + 1][tempcol] = 4 P.changeposn(tempr + 1, tempcol) global note note = -1 tempindex = 0 for i in dobjectarr: if i != 0: if i.checkCollision(mainarr) == True: i.killDonkey(mainarr, P) note = 1 break else: i.donkeyWalk(mainarr) tempindex += 1 if note != -1: dobjectarr[tempindex] = 0 P.score += 25 note = -1 # ball section ball2time = time.time() dobjectarr, ball1time, currball, fbarr = createBalls( ball1time, ball2time, currball, numofball, dobjectarr, COLUMNS, fbarr ) mainarr, fbarr = updateBalls(mainarr, fbarr, ROWS, COLUMNS, dobjectarr) printboard(COLUMNS, ROWS, mainarr, P) # Print the board time.sleep(0.12) # Close the listener when we are done hookman.cancel() sys.exit()
def mainfunc(level,pname,score): #Tertiary main function. Contains the main while loop #Create hookmanager hookman = pyxhook.HookManager() #Define our callback to fire when a key is pressed down hookman.KeyDown = kbevent #Hook the keyboard hookman.HookKeyboard() #Start our listener hookman.start() global ball1time,ball2time ball1time = time.time() #These ensure that the balls are produced after a time gap and not all together global P P = Player(pname, ROWS-2, 1,COLUMNS, level,score) #Instantiating Player #Create new layout global newboard,mainarr while True: mainarr = [] newboard = Board() if newboard.init(COLUMNS,ROWS,mainarr,P) == True: #Creating board and ensuring that there exists a path from player spawn position to the princess break global numofdonkeys,numofball,upint numofdonkeys,numofball,upint = levelVar(P) dindexarr = [0,0,0] dlenarr = [0,0,0] global dobjectarr dobjectarr = [0,0,0] global fbarr fbarr = [0,0,0,0,0,0,0,0] global currball currball = 0 global counter counter = 0 dindexarr,dlenarr,counter = createDonkeys(dindexarr,dlenarr,counter,numofdonkeys,newboard,mainarr,COLUMNS) #Create donkeys oldtime=time.time() #To judge jump direction global keyarr global running running = True while running: #Main while loop os.system("clear") newtime=time.time() #To judge jump direction when the spacebar is pressed if (newtime-oldtime) > 1: keyarr.pop(0) keyarr.append(115) oldtime=newtime #Choose what to do depending on current variable values if P.life == 0: os.system("clear") hookman.cancel() return (-1),P.score if P.getX() == 1 and P.getY() == newboard.princess: P.score += 50 if P.level == 3: os.system("clear") func(3, P.score) hookman.cancel() return (-1),P.score hookman.cancel() return P.level+1,P.score if mainarr[P.getX()][P.getY()+1] == 6 or mainarr[P.getX()][P.getY()-1] == 6: mainarr[P.getX()][P.getY()] = 0 P.life -= 1 P.changeposn(ROWS - 2, 1) mainarr[P.getX()][P.getY()] = 4 P.score -= 25 continue tempr,tempcol = P.getPosition() if mainarr[tempr+1][tempcol] != -1 and mainarr[tempr+1][tempcol] != 2 and P.updown != 1: mainarr[tempr][tempcol] = 0 mainarr[tempr+1][tempcol] = 4 P.changeposn(tempr+1,tempcol) global note note = -1 tempindex = 0 for i in dobjectarr: if i != 0: if i.checkCollision(mainarr) == True: i.killDonkey(mainarr,P) note = 1 break else: i.donkeyWalk(mainarr) tempindex += 1 if note != -1: dobjectarr[tempindex] = 0 P.score += 25 note = -1 #ball section ball2time = time.time() dobjectarr,ball1time,currball,fbarr = createBalls(ball1time, ball2time, currball, numofball, dobjectarr, COLUMNS, fbarr) mainarr,fbarr = updateBalls(mainarr,fbarr,ROWS,COLUMNS,dobjectarr) printboard(COLUMNS, ROWS, mainarr, P) #Print the board time.sleep(0.12) #Close the listener when we are done hookman.cancel() sys.exit()