예제 #1
0
def initCoverPage(result):
    # receive the loaded data
    dataList = result

    # add the cover layer
    coverLayer = Sprite()
    addChild(coverLayer)

    # set the bg image
    coverBg = Bitmap(BitmapData(dataList["coverBg"], 0, 0, 520, 640))
    coverLayer.addChild(coverBg)

    # define the state of buttons
    normal = Bitmap(BitmapData(dataList["normalStartBtn"]))
    over = Bitmap(BitmapData(dataList["actionStartBtn"]))
    down = Bitmap(BitmapData(dataList["actionStartBtn"]))

    startBtn = Button(normal, over, down, None)
    startBtn.x = 135
    startBtn.y = 385
    coverLayer.addChild(startBtn)

    def next(e):
        # remove the contents of cover layer
        coverLayer.remove()

        # init cover layer
        initSettingPage(dataList)

    startBtn.addEventListener(MouseEvent.MOUSE_UP, next)
예제 #2
0
def gameOver():
	global stageLayer, selectedCharacter, start, enemyNum, isMouseDownAtGameLayer

	for o in AttackCharacter.ourList:
		o.animaSet.currentAnimation.removeAllEventListeners()
		o.animaSet.currentAnimation.stop()

	for o in Enemy.enemyList:
		o.animaSet.currentAnimation.removeAllEventListeners()
		o.animaSet.currentAnimation.stop()

	start = False

	stageLayer.mouseEnabled = False
	stageLayer.mouseChildren = False

	if selectedCharacter:
		selectedCharacter.remove()

	selectedCharacter = None

	enemyNum = 0
	isMouseDownAtGameLayer = False

	resultLayer = Sprite()
	addChild(resultLayer)

	# add hint of game over
	hintTxt = TextField()
	hintTxt.textColor = "red"
	hintTxt.text = "Game Over!"
	hintTxt.weight = TextFormatWeight.BOLD
	hintTxt.size = 50
	hintTxt.x = (stage.width - hintTxt.width) / 2
	hintTxt.y = (stage.height - hintTxt.height) / 2 - 40
	resultLayer.addChild(hintTxt)

	# add restart button
	def clickRestartBtn(e):
		global money, lives, loopIndex, stageLayer, fps, terrain

		AttackCharacter.ourList = []
		Enemy.enemyList = []
		
		loopIndex = 0
		money = 200
		lives = 10

		terrain = copy.deepcopy(terrainList)

		stageLayer.remove()
		fps.remove()

		resultLayer.remove()

		gameInit()

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 130, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "RESTART"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (normal.width - txt.width) / 2
	txt.y = (normal.height - txt.height) / 2
	normal.addChild(txt)

	over = Sprite()
	over.graphics.beginFill("#888888")
	over.graphics.lineStyle(3, "#222222")
	over.graphics.drawRect(0, 0, 130, 60)
	over.graphics.endFill()

	txt = TextField()
	txt.text = "RESTART"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (over.width - txt.width) / 2
	txt.y = (over.height - txt.height) / 2
	over.addChild(txt)

	restartBtn = Button(normal, over)
	restartBtn.x = (stage.width - restartBtn.width) / 2
	restartBtn.y = stage.height / 2 + 30
	resultLayer.addChild(restartBtn)

	restartBtn.addEventListener(MouseEvent.MOUSE_UP, clickRestartBtn)
예제 #3
0
def initCtrlLayer():
	global ctrlLayer, selectedCharacter, startBtn, moneyTxt, livesTxt, money, lives

	def selectCharacter(e):
		global selectedCharacter

		name = e.currentTarget.name

		# create selectedCharacter
		selectedCharacter = Sprite()
		selectedCharacter.name = name
		selectedCharacter.mouseShelter = False
		stageLayer.addChild(selectedCharacter)

		bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48))
		selectedCharacter.addChild(bmp)

		# make selectedCharacter move to mouse's position
		selectedCharacter.x = e.offsetX - selectedCharacter.width / 2
		selectedCharacter.y = e.offsetY - selectedCharacter.height / 2

	# draw the background of the ctrlLayer
	ctrlLayer.graphics.beginFill("#333333")
	ctrlLayer.graphics.lineStyle(3, "#222222")
	ctrlLayer.graphics.drawRect(0, 0, 150, stage.height)
	ctrlLayer.graphics.endFill()

	# list of our characters
	ourList = ["guanyu", "xiahoudun", "soldier1"]

	# show selectors of our characters
	selectorsLayer = Sprite()
	ctrlLayer.addChild(selectorsLayer)

	for i, v in enumerate(ourList):
		selector = Sprite()
		selector.name = v
		selectorsLayer.addChild(selector)

		# the appearance of the character
		bmp = Bitmap(BitmapData(dataList[v + "_mov"], 0, 0, 48, 48))
		selector.addChild(bmp)

		# show the cost of the character
		costTxt = TextField()
		costTxt.text = charactersData[v]["cost"]
		costTxt.textColor = "white"
		costTxt.x = (bmp.width - costTxt.width) / 2
		costTxt.y = bmp.height + 10
		selector.addChild(costTxt)

		selector.y = i * 88

		selector.addEventListener(MouseEvent.MOUSE_DOWN, selectCharacter)

	selectorsLayer.x = (ctrlLayer.width - selectorsLayer.width) / 2
	selectorsLayer.y = 40

	# add lives and money text
	livesTxt = TextField()
	livesTxt.text = "Lives: %s" % lives
	livesTxt.x = (ctrlLayer.width - livesTxt.width) / 2
	livesTxt.y = stage.height - 150
	livesTxt.textColor = "white"
	ctrlLayer.addChild(livesTxt)

	moneyTxt = TextField()
	moneyTxt.text = "Money: %s" % money
	moneyTxt.x = (ctrlLayer.width - moneyTxt.width) / 2
	moneyTxt.y = livesTxt.y + 30
	moneyTxt.textColor = "white"
	ctrlLayer.addChild(moneyTxt)

	# add a button to start game
	def clickStartBtn(e):
		global start, enemyNum

		start = True

		enemyNum = 0

		e.currentTarget.state = ButtonState.DISABLED

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 100, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (normal.width - txt.width) / 2
	txt.y = (normal.height - txt.height) / 2
	normal.addChild(txt)

	over = Sprite()
	over.graphics.beginFill("#888888")
	over.graphics.lineStyle(3, "#222222")
	over.graphics.drawRect(0, 0, 100, 60)
	over.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (over.width - txt.width) / 2
	txt.y = (over.height - txt.height) / 2
	over.addChild(txt)

	disabled = Sprite()
	disabled.graphics.beginFill("#666666")
	disabled.graphics.lineStyle(3, "#222222")
	disabled.graphics.drawRect(0, 0, 100, 60)
	disabled.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "#333333"
	txt.size = 20
	txt.x = (disabled.width - txt.width) / 2
	txt.y = (disabled.height - txt.height) / 2
	disabled.addChild(txt)

	startBtn = Button(normal, over, None, disabled)
	startBtn.x = (ctrlLayer.width - startBtn.width) / 2
	startBtn.y = stage.height - 80
	ctrlLayer.addChild(startBtn)

	startBtn.addEventListener(MouseEvent.MOUSE_UP, clickStartBtn)

	ctrlLayer.x = stage.width - ctrlLayer.width
예제 #4
0
def gameOver():
	global stageLayer, selectedCharacter, start, enemyNum, isMouseDownAtGameLayer

	for o in AttackCharacter.ourList:
		o.animaSet.currentAnimation.removeAllEventListeners()
		o.animaSet.currentAnimation.stop()

	for o in Enemy.enemyList:
		o.animaSet.currentAnimation.removeAllEventListeners()
		o.animaSet.currentAnimation.stop()

	start = False

	stageLayer.mouseEnabled = False
	stageLayer.mouseChildren = False

	if selectedCharacter:
		selectedCharacter.remove()

	selectedCharacter = None

	enemyNum = 0
	isMouseDownAtGameLayer = False

	resultLayer = Sprite()
	addChild(resultLayer)

	# add hint of game over
	hintTxt = TextField()
	hintTxt.textColor = "red"
	hintTxt.text = "Game Over!"
	hintTxt.weight = TextFormatWeight.BOLD
	hintTxt.size = 50
	hintTxt.x = (stage.width - hintTxt.width) / 2
	hintTxt.y = (stage.height - hintTxt.height) / 2 - 40
	resultLayer.addChild(hintTxt)

	# add restart button
	def clickRestartBtn(e):
		global money, lives, loopIndex, stageLayer, fps, terrain

		AttackCharacter.ourList = []
		Enemy.enemyList = []
		
		loopIndex = 0
		money = 200
		lives = 10

		terrain = copy.deepcopy(terrainList)

		stageLayer.remove()
		fps.remove()

		resultLayer.remove()

		gameInit()

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 130, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "RESTART"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (normal.width - txt.width) / 2
	txt.y = (normal.height - txt.height) / 2
	normal.addChild(txt)

	over = Sprite()
	over.graphics.beginFill("#888888")
	over.graphics.lineStyle(3, "#222222")
	over.graphics.drawRect(0, 0, 130, 60)
	over.graphics.endFill()

	txt = TextField()
	txt.text = "RESTART"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (over.width - txt.width) / 2
	txt.y = (over.height - txt.height) / 2
	over.addChild(txt)

	restartBtn = Button(normal, over)
	restartBtn.x = (stage.width - restartBtn.width) / 2
	restartBtn.y = stage.height / 2 + 30
	resultLayer.addChild(restartBtn)

	restartBtn.addEventListener(MouseEvent.MOUSE_UP, clickRestartBtn)
예제 #5
0
def initCtrlLayer():
	global ctrlLayer, selectedCharacter, startBtn, moneyTxt, livesTxt, money, lives

	def selectCharacter(e):
		global selectedCharacter

		name = e.currentTarget.name

		# create selectedCharacter
		selectedCharacter = Sprite()
		selectedCharacter.name = name
		selectedCharacter.mouseShelter = False
		stageLayer.addChild(selectedCharacter)

		bmp = Bitmap(BitmapData(dataList[name + "_mov"], 0, 0, 48, 48))
		selectedCharacter.addChild(bmp)

		# make selectedCharacter move to mouse's position
		selectedCharacter.x = e.offsetX - selectedCharacter.width / 2
		selectedCharacter.y = e.offsetY - selectedCharacter.height / 2

	# draw the background of the ctrlLayer
	ctrlLayer.graphics.beginFill("#333333")
	ctrlLayer.graphics.lineStyle(3, "#222222")
	ctrlLayer.graphics.drawRect(0, 0, 150, stage.height)
	ctrlLayer.graphics.endFill()

	# list of our characters
	ourList = ["guanyu", "xiahoudun", "soldier1"]

	# show selectors of our characters
	selectorsLayer = Sprite()
	ctrlLayer.addChild(selectorsLayer)

	for i, v in enumerate(ourList):
		selector = Sprite()
		selector.name = v
		selectorsLayer.addChild(selector)

		# the appearance of the character
		bmp = Bitmap(BitmapData(dataList[v + "_mov"], 0, 0, 48, 48))
		selector.addChild(bmp)

		# show the cost of the character
		costTxt = TextField()
		costTxt.text = charactersData[v]["cost"]
		costTxt.textColor = "white"
		costTxt.x = (bmp.width - costTxt.width) / 2
		costTxt.y = bmp.height + 10
		selector.addChild(costTxt)

		selector.y = i * 88

		selector.addEventListener(MouseEvent.MOUSE_DOWN, selectCharacter)

	selectorsLayer.x = (ctrlLayer.width - selectorsLayer.width) / 2
	selectorsLayer.y = 40

	# add lives and money text
	livesTxt = TextField()
	livesTxt.text = "Lives: %s" % lives
	livesTxt.x = (ctrlLayer.width - livesTxt.width) / 2
	livesTxt.y = stage.height - 150
	livesTxt.textColor = "white"
	ctrlLayer.addChild(livesTxt)

	moneyTxt = TextField()
	moneyTxt.text = "Money: %s" % money
	moneyTxt.x = (ctrlLayer.width - moneyTxt.width) / 2
	moneyTxt.y = livesTxt.y + 30
	moneyTxt.textColor = "white"
	ctrlLayer.addChild(moneyTxt)

	# add a button to start game
	def clickStartBtn(e):
		global start, enemyNum

		start = True

		enemyNum = 0

		e.currentTarget.state = ButtonState.DISABLED

	normal = Sprite()
	normal.graphics.beginFill("#666666")
	normal.graphics.lineStyle(3, "#222222")
	normal.graphics.drawRect(0, 0, 100, 60)
	normal.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (normal.width - txt.width) / 2
	txt.y = (normal.height - txt.height) / 2
	normal.addChild(txt)

	over = Sprite()
	over.graphics.beginFill("#888888")
	over.graphics.lineStyle(3, "#222222")
	over.graphics.drawRect(0, 0, 100, 60)
	over.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "white"
	txt.size = 20
	txt.x = (over.width - txt.width) / 2
	txt.y = (over.height - txt.height) / 2
	over.addChild(txt)

	disabled = Sprite()
	disabled.graphics.beginFill("#666666")
	disabled.graphics.lineStyle(3, "#222222")
	disabled.graphics.drawRect(0, 0, 100, 60)
	disabled.graphics.endFill()

	txt = TextField()
	txt.text = "START"
	txt.textColor = "#333333"
	txt.size = 20
	txt.x = (disabled.width - txt.width) / 2
	txt.y = (disabled.height - txt.height) / 2
	disabled.addChild(txt)

	startBtn = Button(normal, over, None, disabled)
	startBtn.x = (ctrlLayer.width - startBtn.width) / 2
	startBtn.y = stage.height - 80
	ctrlLayer.addChild(startBtn)

	startBtn.addEventListener(MouseEvent.MOUSE_UP, clickStartBtn)

	ctrlLayer.x = stage.width - ctrlLayer.width
예제 #6
0
def gameOver(overKind, overInfo):
    if effectsOn:
        gameOverEffect.play()
    global gameContinue
    gameContinue = False
    playingLayer.removeAllEventListeners()
    if overInfo["snakeKind"] == "snake1":
        snake = snake1
    else:
        snake = snake2


    # adjust the positions
    winner = ["P1"]
    snake1.speed = 1
    snake2.speed = 1
    snake1.eatenCandies = 0
    snake2.eatenCandies = 0
    if (overKind == "wall"):
        if overInfo["snakeKind"] == "snake1":
            winner[0] = "P2"
        while True:

            if (snake.items[0]["row"] <= 0 or snake.items[0]["row"] >= 49) or (snake.items[0]["col"] <= 0 or snake.items[0]["col"] >= 49):
                break
            else:
                snake.move()
    elif overKind == "head":
        if snake1.score == snake2.score:
            winner = []
        elif snake1.score < snake2.score:
            winner[0] = "P2"

        for s in overInfo["snakeToMove"]:
            while (s.items[0]["row"], s.items[0]["col"]) != overInfo["point"]:
                s.move()
    elif (overKind == "body"):
        if overInfo["snakeKind"] == "snake1":
            winner[0] = "P2"

        for s in overInfo["snakeToMove"]:
            while (s.items[0]["row"], s.items[0]["col"]) != overInfo["point"]:
                s.move()
    elif (overKind == "bodySameDirection"):
        if overInfo["snakeKind"] == "snake1":
            winner[0] = "P2"

        for s in overInfo["snakeToMove"]:
            while not((s.items[0]["row"], s.items[0]["col"]) in overInfo["s2Position"]):
                s.move()

    lastHead = snake.items[0]["item"]
    lastHead.visible = False
    newHead = Bitmap(BitmapData(dataList[snake.snakeKind+"Head"+snake.direction]))
    newHead.x = lastHead.x
    newHead.y = lastHead.y
    playingLayer.addChild(newHead)


    # display the faces
    p1Face = TextField()
    playingLayer.addChild(p1Face)
    if "P1" in winner:
        p1Face.text = "😂"
    else:
        p1Face.text = "😭"
    p1Face.size = 50
    p1Face.x = 20 + 50 - p1Face.width/2
    p1Face.y = 20 + 50 - p1Face.height/2

    p2Face = TextField()
    playingLayer.addChild(p2Face)
    if "P2" in winner:
        p2Face.text = "😂"
    else:
        p2Face.text = "😭"
    p2Face.size = 50
    p2Face.x = 400 + 50 - p2Face.width/2
    p2Face.y = 20 + 50 - p2Face.height/2


    # define the state of buttons
    normal = Bitmap(BitmapData(dataList["normalLeaveBtn"]))
    over = Bitmap(BitmapData(dataList["actionLeaveBtn"]))
    down = Bitmap(BitmapData(dataList["actionLeaveBtn"]))
    normal.alpha = 0.5
    over.alpha = 0.75
    down.alpha = 0.75

    leaveBtn = Button(normal, over, down, None)
    leaveBtn.x = 135
    leaveBtn.y = 130+250-leaveBtn.height/2
    playingLayer.addChild(leaveBtn)

    def next(e):
        btnEffect.play()
        exit()
        
    leaveBtn.addEventListener(MouseEvent.MOUSE_UP, next)
    leaveBtn.addEventListener(MouseEvent.MOUSE_DOWN, btnEffectPlay)