def end_game(): global state if state != IN_GAME: return state = GAME_OVER highscore.add(score.score) gfw.world.add(gfw.world.layer.highscore, highscore)
def end_game(): global state print('Dead') state = STATE_GAME_OVER music_bg.stop() highscore.add(score) gfw.world.add(gfw.layer.ui, highscore)
def end_game(): global state if state != IN_GAME: return state = GAME_OVER print("Game Over") board.slow_down_animation() highscore.add(score.score) gfw.world.add(gfw.layer.highscore, highscore)
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 update(self): self.map.update() for name in self.mActorName: for actor in self.mActors[name]: actor.update() if len(self.mDeadActors) > 0: self.clearDeadActor() if self.mEndGame: self.mGame.popPage() highscore.add(self.map.mStage, self.mUI.score) self.mGame.pushPage(rankpage.RankPage(self.mGame))
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 update(): global lose_image, win_image, TIME, Ehp count = 0 center = (320, 640) Ehp = enemy.life global aa, skilefx, skilefy, ene if Ehp <= 0: gfw.world.add(gfw.layer.state, gobj.ImageObject(theme + '/win.png', (320, 800))) gfw.world.add(gfw.layer.ui, highscore) return gfw.world.update() if skil.active == True or pattern.active == True: aa += gfw.delta_time skilx = Skileffect(1, (skilefx, skilefy), theme) gfw.world.add(gfw.layer.card, skilx) gfw.world.remove(skilx) if aa >= 1.2: aa = 0 skilefx = 500 skil.active = 0 pattern.active = 0 pattern.skil = 0 skilefx = skilefx - aa * 7 else: skilefx = 500 aa = 0 if gfw.world.count_at(gfw.layer.card) > 0: if TIME <= 1: return else: TIME -= gfw.delta_time * 30 # print(gfw.world.count_at(gfw.layer.card), score, gfw.delta_time, gfw.frame_interval) if enemy.dead == 1: highscore.add(TIME)
def enter(): print("RankingState Enter") global ButtonSound, BackSound BackSound = load_music('res/RankMusic.mp3') ButtonSound = load_wav('res/ButtonSound.wav') global ranking_back, target, target_pos, back, gotomain, quit_game if main_state.CheckGame: highscore.add(game_state.score) back = gfw.load_image('res/background.png') ranking_back = gfw.load_image('res/rk.png') target = load_image('res/target.png') target_pos = 0, 0 gotomain = load_image('res/gotomain.png') quit_game = load_image('res/quit.png') BackSound.repeat_play()
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 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 end_game(): global game_state game_state = STATE_GAME_OVER music_bg.stop() highscore.add(player.score) gfw.world.add(gfw.layer.ui, highscore)
def endgame(): global state state = END_GAME music_bg.stop() gfw.change(Gameover_state) highscore.add(score.score + dis_score.score)
def menuStart(theme): highscore.add(str(horz_state.score)) menu_state.theme = theme gfw.push(menu_state)