def enter(): global Ally, Enemy, CursorImage, Cursor_M1, Cursor_M2, Cursor_W, BackGroundImage, Font, UI, Cost, Score, OverSound, BGM, ClearSound, PauseUI,\ ClearImage, stage, KillCount, Cursor_Ig, Font2, AllclearSound, IsClear, ClearTimer BGM = pico2d.load_music('Sound\\main.ogg') ClearSound = pico2d.load_wav('Sound\\clear.wav') AllclearSound = pico2d.load_wav('Sound\\allclear.wav') BGM.repeat_play() OverSound = pico2d.load_wav('Sound\\gameover.wav') Cost = 50 stage = 1 KillCount = 0 IsClear = False ClearTimer = 0 Enemy = [] Ally = [ Object.Ally(0, WindowWidth / 2, WindowHeight / 2), Object.Ally(1, WindowWidth / 2 + 50, WindowHeight / 2 + 50), Object.Ally(1, WindowWidth / 2 + 50, WindowHeight / 2 - 50), Object.Ally(1, WindowWidth / 2 - 50, WindowHeight / 2 + 50), Object.Ally(1, WindowWidth / 2 - 50, WindowHeight / 2 - 50) ] # 오브젝트 초기 할당 CursorImage = load_image('image\\Cursor.png') Cursor_M1 = load_image('image\\Monster1.png') Cursor_M2 = load_image('image\\Monster2.png') Cursor_W = load_image('image\\Fake_cursor.png') Cursor_Ig = load_image('image\\ignite.png') BackGroundImage = load_image('image\\back.png') Font = load_font('MapleBold.ttf', 30) Font2 = load_font('MapleBold.ttf', 10) PauseUI = load_image('image\\UI\\PauseButton.png') ClearImage = load_image('image\\UI\\clear.png') pass
def handle_events(): global Cursor_x, Cursor_y events = get_events() for event in events: if event.type == SDL_QUIT: game_framework.quit() elif event.type == SDL_MOUSEMOTION: # 마우스 움직일 때 Cursor_x, Cursor_y = event.x, main_state.WindowHeight - 1 - event.y elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and main_state.O_Type == 1: if main_state.Cost >= 10: main_state.Cost -= 10 main_state.Ally.append( Object.Ally(main_state.O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and main_state.O_Type == 2: if main_state.Cost >= 20: main_state.Cost -= 20 main_state.Ally.append( Object.Ally(main_state.O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and main_state.O_Type == 3: if main_state.Cost >= 10: main_state.Cost -= 10 main_state.Ally.append( Object.Ally(main_state.O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: # esc key 커서 복귀 main_state.O_Type = 0 elif event.type == SDL_KEYDOWN and event.key == SDLK_1: main_state.O_Type = 1 elif event.type == SDL_KEYDOWN and event.key == SDLK_2: main_state.O_Type = 2 elif event.type == SDL_KEYDOWN and event.key == SDLK_3: main_state.O_Type = 3 elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_RETURN): game_framework.pop_state() pass
def handle_events(): global Cursor_x, Cursor_y global O_Type global Cost global KillCount events = get_events() for event in events: if event.type == SDL_QUIT: # 창 닫기 game_framework.quit() elif event.type == SDL_MOUSEMOTION: # 마우스 움직일 때 Cursor_x, Cursor_y = event.x, WindowHeight - 1 - event.y elif event.type == SDL_MOUSEBUTTONDOWN: if WindowWidth - 75 <= Cursor_x <= WindowWidth - 25: if WindowHeight - 75 <= Cursor_y <= WindowHeight - 25: game_framework.push_state(pause_state) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and O_Type == 1: if IsClear is False: if Cost >= 20: Cost -= 20 Ally.append(Object.Ally(O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and O_Type == 2: if IsClear is False: if Cost >= 30: Cost -= 30 Ally.append(Object.Ally(O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and O_Type == 3: if IsClear is False: if Cost >= 20: Cost -= 20 Ally.append(Object.Ally(O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and O_Type == 4: if IsClear is False: if Cost >= 30: Cost -= 30 Ally.append(Object.Ally(O_Type, Cursor_x, Cursor_y)) elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE: # esc key 커서 복귀 O_Type = 0 elif event.type == SDL_KEYDOWN and event.key == SDLK_1: O_Type = 1 elif event.type == SDL_KEYDOWN and event.key == SDLK_2: O_Type = 2 elif event.type == SDL_KEYDOWN and event.key == SDLK_3: O_Type = 3 elif event.type == SDL_KEYDOWN and event.key == SDLK_4: O_Type = 4 elif event.type == SDL_KEYDOWN and event.key == SDLK_k: KillCount += 10 elif event.type == SDL_KEYDOWN and event.key == SDLK_l: Cost += 50