def __init__(self): self.game = None # self.playCount = 0 #Make the loading screen call loadGame for us loadscreen = LoadingScreen (self) self.logo = TgaTexture("media/pyCaveMenu.tga") self.logo.newGLTexture() music.new_music("media/pycave.mp3") music.play() if pyCaveOptions['mute']: music.mute() #MENU ITEMS------------------------------ self.helpMenu= HelpScreen(self) self.hscores = HighScores(self) self.asker = AskName(self) self.buttonList = [ ((133,166), #Start 362, 201,self.startGame), ((129, 239), #Help 201, 279,self.helpMenu.getControl), ((128, 321), #Mute 316, 353,self.toggleMute), ((129, 395), #Exit 199, 429,exit), ((129,470),#highscores 293, 505,self.hscores.getControl) ]
def Rock(self): ''' Rock and playing music ''' music.play(self.file) self.control([10,10.5,7,90,1,0,1,1,0,15,1]) self.send_control([145,10,95,70,55, 90,0,0,10, 5,1]) self.send_control([145,10,95,70,55, 90,30,0,10, 5,1]) self.send_control([145,10,95,70,55, 90,0,0,10, 5,1]) self.send_control([145,10,95,70,55, 90,30,0,10, 5,1]) ''' self.send_control([145,10,95,70,55, 90,180,70,10, 20,1]) self.send_control([145,10,95,70,55, 90,150,60,10, 20,1]) self.send_control([145,10,95,70,55, 90,180,70,10, 20,1]) self.send_control([145,10,95,70,55, 90,150,60,10, 20,1]) self.send_control([145,10,95,70,55, 90,180,70,10, 20,1]) self.send_control([145,10,95,70,55, 90,150,60,10, 20,1]) self.send_control([145,10,95,70,55, 90,180,70,10, 20,1]) self.send_control([145,10,95,70,55, 90,150,60,10, 20,1]) ''' self.send_control([60,10,15,15,55, 90,45,0,90, 20,1]) print("Waiting to shake hand") self.shake_hand() self.send_control([60,115,85,60,115, 90,45,0,90, 10,1]) time.sleep(0.5) self.send_control([60,115,85,60,115, 90,45,50,90, 10,1]) self.send_control([145,135,95,70,125, 180,100,50,90, 10,1]) time.sleep(0.5) self.send_control([145,135,95,70,125, 180,50,0,90, 15,1])
def play_game(): score = 0 for x in range(0, 5): # Set result actual = random.choice(["A", "B"]) # Guess display.show(Image.DIAMOND) guess = None while (guess == None): if button_a.is_pressed(): guess = "A" elif button_b.is_pressed(): guess = "B" # Show if actual == "A": display.show(Image.ARROW_W) else: display.show(Image.ARROW_E) sleep(1000) # Judge if guess == actual: score = score + 1 display.show(Image.HAPPY) music.play(music.DADADADUM) else: display.show(Image.SAD) music.play(music.WAWAWAWAA) return score > 2
def jingleBells(): music.set_tempo(bpm=80) # without 1/8th notes (faster) full = [ 'e4:1', 'e4:1', 'e4:2', 'e4:1', 'e4:1', 'e4:2', 'e4:1', 'g4:1', 'c4:1', 'd4:1', 'e4:4', 'f4:1', 'f4:1', 'f4:1', 'f4:1', 'f4:1', 'e4:1', 'e4:1', 'e4:1', 'e4:1', 'd4:1', 'd4:1', 'e4:1', 'd4:2', 'g4:2', 'e4:1', 'e4:1', 'e4:2', 'e4:1', 'e4:1', 'e4:2', 'e4:1', 'g4:1', 'c4:1', 'd4:1', 'e4:4', 'f4:1', 'f4:1', 'f4:1', 'f4:1', 'f4:1', 'e4:1', 'e4:1', 'e4:1', 'g4:1', 'g4:1', 'f4:1', 'd4:1', 'c4:4' ] # notes = ['e4:1', 'e4:1', 'e4:2', # 'e4:1', 'e4:1', 'e4:2', # 'e4:1', 'g4:1', 'c4:1', 'd4:1', # 'e4:4'] # with 1/8th notes present music.set_tempo(bpm=100) full = [ 'e4:2', 'e4:2', 'e4:4', 'e4:2', 'e4:2', 'e4:4', 'e4:2', 'g4:2', 'c4:2', 'd4:1', 'e4:8', 'f4:2', 'f4:2', 'f4:2', 'f4:1', 'f4:2', 'e4:2', 'e4:2', 'e4:1', 'e4:1', 'e4:2', 'd4:2', 'd4:2', 'e4:2', 'd4:4', 'g4:4', 'e4:2', 'e4:2', 'e4:4', 'e4:2', 'e4:2', 'e4:4', 'e4:2', 'g4:2', 'c4:2', 'd4:1', 'e4:8', 'f4:2', 'f4:2', 'f4:2', 'f4:2', 'f4:2', 'e4:2', 'e4:2', 'e4:1', 'e4:1', 'g4:2', 'g4:2', 'f4:2', 'd4:2', 'c4:8' ] # notes = ['e4:2', 'e4:2', 'e4:4', # 'e4:2', 'e4:2', 'e4:4', # 'e4:2', 'g4:2', 'c4:2', 'd4:2', # 'e4:8'] music.play(full)
def die(self): """ Player dies - show their score and play sad music """ self.alive = False display.show(str(self.score)) music.play(music.WAWAWAWAA)
def degNColor(degC): if degC > 30: display.scroll("HOT!") redVal = degC * 4 blueVal = 0 greenVal = 255 - (degC * 4) pin8.write_analog(redVal) pin12.write_analog(greenVal) pin16.write_analog(blueVal) music.play(tune) elif degC < 30 and degC > 15: display.show(Image.HAPPY) redVal = 85 - degC blueVal = 85 + degC greenVal = 85 pin8.write_analog(redVal) pin12.write_analog(greenVal) pin16.write_analog(blueVal) elif degC < 15: display.scroll("COLD!") redVal = 0 blueVal = 255 - degC * 2 greenVal = degC * 2 pin8.write_analog(redVal) pin12.write_analog(greenVal) pin16.write_analog(blueVal) music.play(tune)
def play_game(delay=100, accelerometer_sensitivity=1/300): """Enter game main event loop.""" x, y = 2, 2 # Pixel coordinates, starting in middle of display winner = None while winner is None: if button_a.is_pressed(): x = x + 1 play('A:1') if button_b.is_pressed(): x = x - 1 play('B:1') if x > 4: winner = 'A' elif x < 0: winner = 'B' else: # No winner - continue set_pixel(x, y) # Change row based on accelerometer angle delta = accelerometer.get_y() * accelerometer_sensitivity y = max(0, min(4, int(y + delta))) sleep(delay) return winner
def game_run(): global level global crash global speed terrain = build_terrain(2+(level*2)) image_height = terrain.height() ship_height = 4 for i in range(image_height): if button_a.was_pressed(): play(JUMP_UP, wait=False) ship_height -= 1 if ship_height < 0: ship_height = 0 if button_b.was_pressed(): play(JUMP_DOWN, wait=False) ship_height += 1 if ship_height > 4: ship_height = 4 if terrain.get_pixel(ship_height, 0) == 5: crash = True break terrain.set_pixel(ship_height, 0, 9) display.show(terrain) sleep(speed) terrain = terrain.shift_up(1)
def levels(rndCounter): """game is divised into seven levels each round shows an amount of random patterns which grows each levels the user has to copy the pattern in order to win""" # lvl 1 rndCounter += 1 music.play(lvlM) display.scroll('Level 1') show(rndCounter) # lvl 2 rndCounter += 1 music.play(lvlM) display.scroll('Level 2') show(rndCounter) # lvl 3 rndCounter += 1 music.play(lvlM) display.scroll('Level 3') show(rndCounter) # lvl 4 rndCounter += 1 music.play(lvlM) display.scroll('Level 4') show(rndCounter) # lvl 5 rndCounter += 1 music.play(lvlM) display.scroll('Level 5') show(rndCounter) youDidIt()
def increase_happiness(): global happiness if happiness < 10: happiness = happiness + 1 display.show(Image.HAPPY) music.play(music.DADADADUM)
def show_introduction(): global happiness, music_played #display.scroll("Hello, I'm " + name + ".") for _ in range(2): display.show(walking, loop=False, delay=500) if happiness > 3: display.show(Image.HAPPY) if not music_played: music.play(music.POWER_UP) music_played = True else: sleep(1000) elif happiness > 0: display.show(Image.CONFUSED) sleep(1000) else: display.show(Image.SAD) if not music_played: music.play(music.POWER_DOWN) music_played = True else: sleep(1000)
def decrease_happiness(): global happiness if happiness > 0: happiness = happiness - 1 display.show(Image.SAD) music.play(music.WAWAWAWAA)
def send_bomb(): "Send a bomb to a random location (hope it's not us...)" x, y = (random.randint(0, 4), random.randint(0, 4)) music.play(music.BA_DING) radio.send('%d%d' % (x, y))
def handle_option(self, choice): if choice == 0: # if we want to wipe our saves... self.dlog.show_choices(["Yes, wipe all of my saves.", "No, I want to keep my saves."]) self.handle_c = self.handle_wipe elif choice == 5: # ...or return to the main menu, we should not use our start_options() function for our toggles. self.update_func = self.update settings.save() sub_bg_pos = (MENU_POS[0], settings.screen_y-self.dlog.dlog_height+MENU_POS[1]) sub_bg = self.titlescreen.bg.subsurface(pygame.Rect( sub_bg_pos, (self.dlog.dlog_width, self.dlog.dlog_height) )) self.surf.blit(sub_bg, sub_bg_pos) self.g.sounds['openMenu'].play() self.show() else: # otherwise, we should activate our toggle switch and refresh the options menu if choice == 1: settings.option_music = not settings.option_music music.play(-1) if not settings.option_music: music.fadeout(500) elif choice == 2: settings.option_sound = not settings.option_sound elif choice == 3: settings.parallax = not settings.parallax elif choice == 4: fullscreen = pygame.FULLSCREEN if settings.fullscreen else 0 #if fullscreen is turned on in the settings, enable it self.g.screen = pygame.display.set_mode((settings.screen_x*settings.screen_scale, settings.screen_y*settings.screen_scale), fullscreen) #recreate the window to draw on self.start_options()
def checkForCatch(): global fallingLightRow global fallingLightPosition global playerPosition global playerLife global gameOver global score global dropDelay if (fallingLightRow == 4): if (fallingLightPosition == playerPosition): #gameOver = True #player caughdet the light #speed up the drops for ever two points earned if score % 2 is 0: dropDelay -= 5 #display.scroll("You win") spawnLight() music.play(music.BA_DING) score += 1 else: #dim the playerLife playerLife -= 3 #playerLife is not working properly, I need to add a switch for changing the number of lives the player has left if (playerLife <= 0): #out of life, game over gameOver = True music.play(music.POWER_DOWN) display.show(Image.SKULL) sleep(1000) display.scroll("Score: " + str(score)) #the light has hit the bottom so change the flag so another light will spawn lightShowing = False return
def play_it(chars): pitches = [] for t in range(3): for d in chars: pitches.append(None if d in whitespace else ord(d) - 48) pause(pitches) music.play(pitches, dur=.1, vel=127)
def debug_output_module(): # 开关水泵 relay.write_digital(True) sleep(1000*5) relay.write_digital(False) # 蜂鸣器 music.play('f4:2', pin = buzzer, wait = True, loop = False)
def __init__(self): ''' Neues Spiel ''' self.ball = Ball() self.bat = Bat() self.round = 0 music.play(music.POWER_UP)
def incChord(self): global chordIndex self.chordIx = self.chordIx + 1 if self.chordIx >= len(chordIndex): self.chordIx = 0 self.chordName = chordIndex[self.chordIx] music.play(chords[self.chordName], wait=False) self.display()
def playMusic(self): if self.doPlay: music.play(music.POWER_DOWN) # DADADADUM PRELUDE ENTERTAINER ODE NYAN RINGTONE FUNK BLUES # WEDDING FUNERAL PUNCHLINE PYTHON BADDY CHASE BA_DING WAWAWAWAA # BIRTHDAY JUMP_UP JUMP_DOWN POWER_UP POWER_DOWN self.doPlay = False display.set_pixel(0, 0, 8)
def clear_screen(): music.play(music.NYAN, wait=False) update_frame(0) while not (button_a.get_presses() or button_b.get_presses()): SNAKE.body.insert(0, SNAKE.head) SNAKE.head = SNAKE.body.pop() update_frame(0) display.scroll('GAMECLEAR')
def change(): global flag if button_a.is_pressed(): music.play(music.POWER_UP) flag = flag + 1 elif button_b.is_pressed(): music.play(music.POWER_DOWN) flag = flag - 1
def zombie(): # Become mass murdering zombie display.show(Image.ANGRY) music.play(music.NYAN, wait=False) for x in range(0, 5): for y in range(0, 5): radio.send('%d%d' % (x, y)) sleep(600)
def sing(song=None): """ sing something simple """ song = choose(songs, song) if quiet: display.scroll(song) else: music.play(song)
def start_countdown(count=3): """Play a countdown animation for the specified number of seconds.""" for i in range(count, 0, -1): display.show(str(i)) play('C:1') sleep(1000) play('A:3') display.clear()
def tooBad(): """shown when user response is incorrect""" music.play(loserM) display.scroll('Too Bad...') sadFaceA() display.clear() """restart""" sleep(2) intro()
def youDidIt(): """shown when user has completed all levels""" music.play(winnerM) display.scroll('You Did It!') happyFaceA() display.clear() """restart""" sleep(2) intro()
def intro(): """play intro music & show title""" music.play(introM) display.scroll('Memory Game') """start game when button a is pressed""" display.scroll('Press A to Start') while True: if button_a.is_pressed(): levels(rndCounter)
def play_ascii_txt(data): lines = data.split('\n') pitches = [] for line in lines: for t in range(3): for d in line: pitches.append(ord(d) - 48) pause(pitches) music.play(pitches, dur=.02)
def test_music(): print("Switching mode to digital for music pins") music.play(music.DADADADUM, pin=pin0, wait=False) try: pin0.write_digital(0) except ValueError: pass music.stop() pin0.write_digital(0)
def game_run(): terrain = Image( "00000:" "00000:" "00000:" "00000:" "00000:" "00005:" "00055:" "05555:" "00555:" "00055:" "00005:" "00055:" "05555:" "00555:" "00055:" "00005:" "50005:" "00055:" "50000:" "55000:" "55500:" "55000:" "50000:" "00000:" "00005:" "00055:" "00005:" "00055:" "00555:" "00055:" "55055" ) image_height = terrain.height() ship_height = 4 global crash global speed for i in range(image_height): if button_a.was_pressed(): play(JUMP_UP, wait=False) ship_height -= 1 if ship_height < 0: ship_height = 0 if button_b.was_pressed(): play(JUMP_DOWN, wait=False) ship_height += 1 if ship_height > 4: ship_height = 4 if terrain.get_pixel(ship_height, 0) == 5: crash = True break terrain.set_pixel(ship_height, 0, 9) display.show(terrain) sleep(speed) terrain = terrain.shift_up(1)
def update_display(): if not result: m.display.scroll('d' + str(dices[dice]), wait=False, loop=True) music.play(music.POWER_UP) else: if result < 10: m.display.show(result) else: m.display.scroll(result, wait=False, loop=True) music.play(music.JUMP_UP)
def twinkleTwinkle(): music.set_tempo(bpm=60) notes = [ 'c5:1', 'c:1', 'g:1', 'g:1', 'a:1', 'a:1', 'g:2', 'f:1', 'f:1', 'e:1', 'e:1', 'd:1', 'd:1', 'c:2', 'g:1', 'g:1', 'f:1', 'f:1', 'e:1', 'e:1', 'd:2', 'g:1', 'g:1', 'f:1', 'f:1', 'e:1', 'e:1', 'd:2', 'c:1', 'c:1', 'g:1', 'g:1', 'a:1', 'a:1', 'g:2', 'f:1', 'f:1', 'e:1', 'e:1', 'd:1', 'd:1', 'c:2' ] music.play(notes)
def __init__(self, game): super(GameLevel, self).__init__() glevels.append(self) if self.music: music.play(self.music) # in game coords. viewport is your window into game world self.game = game pyglet.gl.glClearColor(*settings.BACKGROUND_COLOUR) self.width = self.game.window.width self.height = self.game.window.height self.viewport = scene.ViewportManager(Rect(0.0, 0.0, self.width, self.height)) self.main_batch = pyglet.graphics.Batch() self.score_ruby = RubyScore(batch=self.main_batch) self.score_ruby.x = settings.SCORE_LABEL_X + self.score_ruby.width / 2 self.score_ruby.y = settings.SCORE_LABEL_Y + self.score_ruby.height / 2 self.score_label = pyglet.text.Label( text="", x=settings.SCORE_LABEL_X + self.score_ruby.width + 10, y=settings.SCORE_LABEL_Y + 5, color=settings.MENU_COLOR_OPTION, batch=self.main_batch, ) self.score_cart = pyglet.sprite.Sprite(img=pyglet.resource.image(settings.CART_IMAGE), batch=self.main_batch) self.score_cart.scale = 0.25 self.score_cart.x = settings.LIVES_LABEL_X + 0 self.score_cart.y = settings.LIVES_LABEL_Y + 0 self.lives_label = pyglet.text.Label( text="", x=settings.LIVES_LABEL_X + self.score_cart.width + 10, y=settings.LIVES_LABEL_Y + 5, color=settings.MENU_COLOR_OPTION, batch=self.main_batch, ) self.quit_label = pyglet.text.Label( text="By NSTeamStrong: q [quit] space [jump]", x=settings.QUIT_LABEL_X, color=settings.MENU_COLOR_OPTION, y=settings.QUIT_LABEL_Y, batch=self.main_batch, ) self.cart = None self.entities = [] self.catchup = True self.setup(self.name)
def init(game_type): assert type(game_type) is str # Store scene (when ready) scene.set('game') # Store mode (when ready) mode.set(game_type) # Load the data data.load() # Not yet loaded if not GAME_IMAGES: # Main layers GAME_IMAGES['delay'] = pyglet.image.load('./data/img/backgrounds/game.delay.bg.png') GAME_IMAGES['pause'] = pyglet.image.load('./data/img/backgrounds/game.pause.bg.png') GAME_IMAGES['win'] = pyglet.image.load('./data/img/backgrounds/game.end.win.bg.png') GAME_IMAGES['loose'] = pyglet.image.load('./data/img/backgrounds/game.end.loose.bg.png') # Sprites GAME_IMAGES['projectile'] = pyglet.image.load(data.get_image('projectile')) GAME_IMAGES['bacteria'] = pyglet.image.load(data.get_image('bacteria')) GAME_IMAGES['virus'] = pyglet.image.load(data.get_image("virus")) GAME_IMAGES['cell'] = pyglet.image.load(data.get_image('cellule')) GAME_IMAGES['cell1'] = pyglet.image.load(data.get_image('cellule1')) GAME_IMAGES['cell2'] = pyglet.image.load(data.get_image('cellule2')) GAME_IMAGES['cell3'] = pyglet.image.load(data.get_image('cellule3')) GAME_IMAGES['phagocyte'] = pyglet.image.load(data.get_image('Phagocyte')) # Faster backgrounds background.scene_speed('game') # No game cursor cursor.disable() # Game music if game_type is 'bacteria': music.play(data.get_musique()) else: music.play('04') # Launch the game launch() # Process first update animer(0) return True
def toggleMusic(): global SETTINGS_MUSIC # Change setting if SETTINGS_MUSIC == True: SETTINGS_MUSIC = False music.stop() else: SETTINGS_MUSIC = True music.play('01') # Store setting db.store('setting', 'music', SETTINGS_MUSIC) return SETTINGS_MUSIC
def init(): # Not yet loaded if not LEVELS_IMAGES: # Main layers LEVELS_IMAGES['select'] = pyglet.image.load('./data/img/backgrounds/levels.select.bg.png') LEVELS_IMAGES['bottom'] = pyglet.image.load('./data/img/backgrounds/menu.bottom.bg.png') # UI images LEVELS_IMAGES['fight_button'] = pyglet.image.load('./data/img/buttons/levels.fight.button.png') LEVELS_IMAGES['help_button'] = pyglet.image.load('./data/img/buttons/levels.help.button.png') LEVELS_IMAGES['logo'] = pyglet.image.load('./data/img/logos/levels.logo.png') LEVELS_IMAGES['back_button'] = pyglet.image.load('./data/img/buttons/levels.back.button.png') # UI labels LEVELS_IMAGES['bacteria_label'] = pyglet.image.load('./data/img/labels/levels.bacteria.label.png') LEVELS_IMAGES['virus_label'] = pyglet.image.load('./data/img/labels/levels.virus.label.png') # UI texts LEVELS_IMAGES['bacteria_text'] = pyglet.image.load('./data/img/texts/levels.bacteria.text.png') LEVELS_IMAGES['virus_text'] = pyglet.image.load('./data/img/texts/levels.bacteria.text.png') # UI buttons LEVELS_IMAGES['difficulty_easy_disabled'] = pyglet.image.load('./data/img/buttons/levels.difficulty.easy.disabled.png') LEVELS_IMAGES['difficulty_easy_enabled'] = pyglet.image.load('./data/img/buttons/levels.difficulty.easy.enabled.png') LEVELS_IMAGES['difficulty_medium_disabled'] = pyglet.image.load('./data/img/buttons/levels.difficulty.medium.disabled.png') LEVELS_IMAGES['difficulty_medium_enabled'] = pyglet.image.load('./data/img/buttons/levels.difficulty.medium.enabled.png') LEVELS_IMAGES['difficulty_hard_disabled'] = pyglet.image.load('./data/img/buttons/levels.difficulty.hard.disabled.png') LEVELS_IMAGES['difficulty_hard_enabled'] = pyglet.image.load('./data/img/buttons/levels.difficulty.hard.enabled.png') # Faster backgrounds background.scene_speed('levels') # Levels cursor cursor.set('default') # Levels music music.play('02') # Store scene (when ready) scene.set('levels') return True
def init(): global MENU_IMAGES # Not yet loaded if not MENU_IMAGES: # Top & bottom layers MENU_IMAGES['top'] = pyglet.image.load('./data/img/backgrounds/menu.top.bg.png') MENU_IMAGES['bottom'] = pyglet.image.load('./data/img/backgrounds/menu.bottom.bg.png') # UI images MENU_IMAGES['logo'] = pyglet.image.load('./data/img/logos/menu.logo.png') MENU_IMAGES['play_button'] = pyglet.image.load('./data/img/buttons/menu.play.button.png') MENU_IMAGES['info_button'] = pyglet.image.load('./data/img/buttons/menu.info.button.png') MENU_IMAGES['music_checkbox_checked'] = MENU_IMAGES['sound_checkbox_checked'] = pyglet.image.load('./data/img/checkboxes/menu.checkbox.checked.png') MENU_IMAGES['music_checkbox_unchecked'] = MENU_IMAGES['sound_checkbox_unchecked'] = pyglet.image.load('./data/img/checkboxes/menu.checkbox.unchecked.png') # UI labels MENU_IMAGES['music_label'] = pyglet.image.load('./data/img/labels/menu.music.label.png') MENU_IMAGES['sound_label'] = pyglet.image.load('./data/img/labels/menu.sound.label.png') # About bubble MENU_IMAGES['about_bubble'] = pyglet.image.load('./data/img/others/menu.about.png') # Add backgrounds background.add(1, 0.2) background.add(2, 1) background.add(3, -1) # Slower backgrounds background.scene_speed('menu') # Menu cursor cursor.set('default') # Menu music music.play('01') # Store scene (when ready) scene.set('menu') return True
def __init__(self, game): # create a window and grab fullscreen with exclusive mouse #super(MainMenu, self).__init__(width = 1024, height = 768) #self.set_exclusive_mouse() super(MainMenu, self).__init__() music.load() music.play('pink') self.game = game self.num_options = 4 #number of menu items to choose from self.main_batch = pyglet.graphics.Batch() self.game_label = pyglet.text.Label(batch = self.main_batch) self.game_label.text = "Python on Rails" self.start_label = pyglet.text.Label(batch = self.main_batch) self.start_label.text = "Start Game" self.instructions_label = pyglet.text.Label(batch = self.main_batch) self.instructions_label.text = "Instructions" self.highscores_label = pyglet.text.Label(batch = self.main_batch) self.highscores_label.text = "Highscores" self.quit_label = pyglet.text.Label(batch = self.main_batch) self.quit_label.text = "Quit" self.controls_label = pyglet.text.Label(batch = self.main_batch) self.controls_label.text = "[UP], [DOWN] to select an option, [SPACE] to select" self.by_label = pyglet.text.Label(batch = self.main_batch) self.by_label.text = "By NSTeamStrong - jtrain, kburd, danaran and rozifus. Piece." self.option_labels = [self.start_label, self.instructions_label, self.highscores_label, self.quit_label] self.all_labels = [self.game_label, self.controls_label, self.by_label] self.all_labels.extend(self.option_labels) self.layout_items() self.selected_option = 1
def gainFocus(self, previous, previous_name, *args, **kwargs): """What should be done when the state gets focus. Previous is the state that had focus before this one.""" music.play(assets.path("music/state_title.mp3")) pass
"00000:" "00000") idleFrames = [idleFrame1, idleFrame2, idleFrame3] # Animate pokeball on startup for i in range(2): display.show(pokeballFrames, delay=ONE_SECOND_MS) while True: display.clear() if (gameState == STATE_INTRO): if (introMusicPlayed == False): introMusicPlayed = True music.play(palletTownNotes, wait=False) if (button_a.is_pressed()): music.stop() gameState = STATE_MAIN else: display.show('A') sleep(ONE_SECOND_MS / 2) display.show(Image.ARROW_W) sleep(ONE_SECOND_MS / 2) elif (gameState == STATE_MAIN): if (initialPromptShown == False): initialPromptShown = True display.scroll('Lets get walking!')
"f#:4", "R:4", # we do what we must "R:2", "R:1", "a5:1", "g6", "f#:1", "e", "e:3", # because we can "f#:1", "d:3", "e:1", "a5:5", "R:4", # for the good of all "e6:2", "f#:1", "g:3", "e:1", "c#:3", # of us except for the "d:1", "e:2", "a5:1", "d6", "e", # ones who are dead. But theres "f", "e", "d", "c", "R:2", "a5:1", "a#:1", # no sense crying over "c6:2", "f:2", "e:1", "d", "d", "c", # every mistake you just "d:1", "c6:1", "c6:2", "c6:2", "a5:1", "a#:1", # keep on trying till you "c6:2", "f:2", "g:1", "f:1", "e:1", "d:1", # run out of cake and the "d:1", "e6:1", "f6:2", "f:2", "g:1", "a:1", # science gets done and you "a#:1", "a#:1", "a:2", "g:2", "f:1", "g:1", # make a neat gun for the "a:1", "a:1", "g:2", "f:2", "d:1", "c:1", # people who are still alive "d:1", "f", "f", "e:2", "f#:1", "f#:1" ] music.set_tempo(bpm=60) music.play(still_alive)
from microbit import * import music # Plays a different note when pressing different fruits # Put a buzzer between pin0 and Gnd # Attach a fruit to Pin1 and Pin2 # Have a loose wire from Gnd # Hold the Gnd wire # Press your other hand on the fruits to hear notes note_low = ["C4:4"] note_high = ["C5:4"] while True: if pin1.is_touched(): music.play(note_low) display.show(Image.HAPPY) elif pin2.is_touched(): music.play(note_high) display.show(Image.SURPRISED) else: display.show(Image.SAD)
def test_rapid_pin_switch(): for i in range(20): for pin in PINS: music.play(music.NYAN, pin, wait=False)
terrain = terrain.shift_up(1) speed = 500 crash = False won = False level = 1 display.scroll("Kettle Run") while level < 6: # increase this number to add more levels display.show(str(level)) sleep(1000) game_run() if crash: play(FUNERAL, wait=False) display.scroll("CRASH!") break else: play(POWER_UP, wait=False) display.scroll("Tea up!") level += 1 speed -= 20 # increase this number to speed up more on each level if not crash: play(NYAN, wait=False) display.show("YOU WIN") while True: display.scroll("Press reset to play again") else: display.show("GAME OVER")
def on_play(self): music.play() self.broadcast('play')
while True: sleep(100) if -256 < accelerometer.get_y() < 450: bird = max(0, bird - 1) elif 568 < accelerometer.get_y() < 1024: bird = min(4, bird + 1) display.clear() display.set_pixel(0, bird, 9) pos_terrain = pos // terrain_multiplier lost_status = False for column, (top, bottom) in enumerate( terrain[pos_terrain:pos_terrain + 5]): for y in range(top): display.set_pixel(column, y, 4) if column == 0 and bird == y: lost_status = True for y in range(bottom): display.set_pixel(column, 4 - y, 4) if column == 0 and bird == (4 - y): lost_status = True if lost_status: display.show(Image.SAD) music.play(music.FUNERAL) reset() pos += 1 if pos_terrain > len(terrain): pos = 0
mb = 32 # define maximum LED brightness # Define a Python list of useful RGB colors. These colors # include RED, GRN, BLU, ORG, YEL, CYN, MAG, and WHT. colors = [(mb, 0, 0), (0, mb, 0), (0, 0, mb), (mb, mb/2, 0), (mb, mb, 0), (0, mb, mb), (mb, 0, mb), (mb, mb, mb)] black = (0, 0, 0) gestureSensitivity = 128 delay = 200 np.clear() music.play(music.RINGTONE) # Set initial position of pong game's "paddle" padX = 2 # Set color of pong game's "paddle" to blue padColor = colors[2] # Display initial paddle npPlot2(padX, 7, padColor) np.show() # Set initial position of pong game's "ball" ballX = 0 ballY = 0
def getControl(self): Frame.getControl(self) glutPostRedisplay() music.play()
""" music.py ~~~~~~~~ Plays a simple tune using the Micropython music module. This example requires a speaker/buzzer/headphones connected to P0 and GND. """ from microbit import * import music # play Prelude in C. notes = [ 'c4:1', 'e', 'g', 'c5', 'e5', 'g4', 'c5', 'e5', 'c4', 'e', 'g', 'c5', 'e5', 'g4', 'c5', 'e5', 'c4', 'd', 'g', 'd5', 'f5', 'g4', 'd5', 'f5', 'c4', 'd', 'g', 'd5', 'f5', 'g4', 'd5', 'f5', 'b3', 'd4', 'g', 'd5', 'f5', 'g4', 'd5', 'f5', 'b3', 'd4', 'g', 'd5', 'f5', 'g4', 'd5', 'f5', 'c4', 'e', 'g', 'c5', 'e5', 'g4', 'c5', 'e5', 'c4', 'e', 'g', 'c5', 'e5', 'g4', 'c5', 'e5', 'c4', 'e', 'a', 'e5', 'a5', 'a4', 'e5', 'a5', 'c4', 'e', 'a', 'e5', 'a5', 'a4', 'e5', 'a5', 'c4', 'd', 'f#', 'a', 'd5', 'f#4', 'a', 'd5', 'c4', 'd', 'f#', 'a', 'd5', 'f#4', 'a', 'd5', 'b3', 'd4', 'g', 'd5', 'g5', 'g4', 'd5', 'g5', 'b3', 'd4', 'g', 'd5', 'g5', 'g4', 'd5', 'g5', 'b3', 'c4', 'e', 'g', 'c5', 'e4', 'g', 'c5', 'b3', 'c4', 'e', 'g', 'c5', 'e4', 'g', 'c5', 'b3', 'c4', 'e', 'g', 'c5', 'e4', 'g', 'c5', 'b3', 'c4', 'e', 'g', 'c5', 'e4', 'g', 'c5', 'a3', 'c4', 'e', 'g', 'c5', 'e4', 'g', 'c5', 'a3', 'c4', 'e', 'g', 'c5', 'e4', 'g', 'c5', 'd3', 'a', 'd4', 'f#', 'c5', 'd4', 'f#', 'c5', 'd3', 'a', 'd4', 'f#', 'c5', 'd4', 'f#', 'c5', 'g3', 'b', 'd4', 'g', 'b', 'd', 'g', 'b', 'g3', 'b3', 'd4', 'g', 'b', 'd', 'g', 'b' ] music.play(notes)
def sound(): music.play(music.DADADADUM) music.play(music.ENTERTAINER) music.play(music.PRELUDE) music.play(music.ODE) music.play(music.NYAN) music.play(music.RINGTONE) music.play(music.FUNK) music.play(music.BLUES) music.play(music.BIRTHDAY) music.play(music.WEDDING) music.play(music.FUNERAL) music.play(music.PUNCHLINE) music.play(music.PYTHON) music.play(music.BADDY) music.play(music.CHASE) music.play(music.BA_DING) music.play(music.WAWAWAWAA) music.play(music.JUMP_UP) music.play(music.JUMP_DOWN) music.play(music.POWER_UP) music.play(music.POWER_DOWN)
from microbit import * import music ringtone = [ "e7:1", "d", "f#6", "g#", "c#7:1", "b6", "d", "e", "b", "a", "c#6", "e", "a:4", "R:4" ] music.set_tempo(bpm=60) for repeat in range(2): music.play(ringtone)
def get_sad(loops=2): music.play(music.POWER_DOWN, wait=False) for i in range(loops): animate([neutral_face, frowning_face, sad_face])
def get_happy(loops=2): music.play(music.BA_DING, wait=False) for i in range(loops): animate([neutral_face, grin_face, happy_face])
from microbit import * import music """ A short set of demos of the micropy """ music.play(music.POWER_UP, wait=False) display.scroll("HELLO! I'm a micropy!") display.scroll("You can use me to play music, and play games") display.scroll("Try hitting the 'A' button") while True: if button_a.is_pressed(): music.play(music.PYTHON, wait=False) display.scroll("This is all written in python!") display.show(Image.SNAKE) display.scroll("Now try hitting the 'B' button")