Exemplo n.º 1
0
 def redrawAll(self, screen):
     if self.state == "start":
         Start.redrawAll(self, screen)
     elif self.state == "game":
         GamePlay.redrawAll(self, screen)
     elif self.state == "score":
         ScoreBoard.redrawAll(self, screen)
Exemplo n.º 2
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 def __init__(self):
     self.running = True
     self.UC = Udp_communication(socket, pickle, self.server_ip,
                                 self.server_port)
     self.state = Start(self.UC, bge,
                        ras)  #THIS JUST FORWARDS TO LOBBY, UPDATE IT.
     self.input = Input(bge)
Exemplo n.º 3
0
    def __init__(self):
        pygame.init()
        pygame.mixer.pre_init(44100, 16, 2, 4096)
        self.settings = Settings()
        self.settings.start_intro_music()
        self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption("Pacman Portal")
        self.clock = pygame.time.Clock()
        self.radius = 1
        self.start = 1
        self.end = 10
        self.begin = pygame.time.get_ticks()
        self.wait = 800

        self.startup = Start(self.screen, self.settings)
        self.stats = Stats(self.settings)
        self.sb = Scoreboard(self.settings, self.screen, self.stats)

        self.maze = Maze(self.screen, mazefile='images/pacman_portal_maze.txt',
                         brickfile='square', orangeportalfile='portal_orange', blueportalfile='portal_blue',
                         shieldfile='shield', pointfile='point_pill', gatefile="gate")
        self.pacman = Pacman(self.screen, mazefile='images/pacman_portal_maze.txt')

        self.red = Red(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.blue = Blue(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.orange = Orange(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.pink = Pink(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.inc = 0
Exemplo n.º 4
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 def timerFired(self, dt):
     if self.state == "start":
         Start.timerFired(self, dt)
     elif self.state == "game":
         GamePlay.timerFired(self, dt)
     elif self.state == "score":
         ScoreBoard.timerFired(self, dt)
Exemplo n.º 5
0
class Main(ShowBase):
    start = None
    lobby = None
    round = None

    def __init__(self):
        ShowBase.__init__(self)

        self.start = Start(self)

    def goToLobby(self):
        self.start.cleanup()
        self.start = None
        self.lobby = Lobby(self)
        self.lobby.show()

    def startRound(self):
        self.lobby.hide()
        self.round = Round(self)

    def endRound(self):
        self.round.destroy()
        del self.round
        self.round = None
        self.lobby.show()

    def quit(self):
        sys.exit()
Exemplo n.º 6
0
    def init(self):
        pygame.font.init()
        pygame.mixer.init()
        self.state = "start"

        # Start state
        Start.init(self)
        # Game state
        GamePlay.init(self)
Exemplo n.º 7
0
    def keyPressed(self, keyCode, mod):
        if self.state == "start":
            Start.keyPressed(self, keyCode, mod)
        elif self.state == "game":
            GamePlay.keyPressed(self, keyCode, mod)
        elif self.state == "score":
            ScoreBoard.keyPressed(self, keyCode, mod)

        if self.canShoot == False or self.gameOver or self.screen == "board":
            if keyCode == pygame.K_r:
                pygame.mixer.stop()
                Game.init(self)
Exemplo n.º 8
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 def make_instance(start, duration, start_day):
     """
     Return two class instances: start from Start and duration from Duration.
     """
     start = Start(start, start_day)
     duration = Duration(duration)
     return start, duration
Exemplo n.º 9
0
class Main:
    server_ip = "192.168.1.100"
    server_port = 5000

    def __init__(self):
        self.running = True
        self.UC = Udp_communication(socket, pickle, self.server_ip,
                                    self.server_port)
        self.state = Start(self.UC, bge,
                           ras)  #THIS JUST FORWARDS TO LOBBY, UPDATE IT.
        self.input = Input(bge)

    def run(self):

        value = self.state.run()
        input_value = self.input.run()

        if input_value == None:
            pass
        elif input_value == "leaving_game":
            self.running = False

        if value == None:
            pass
        elif value == "lobby":
            self.state = Lobby(self.UC, ras, bge)
        elif value == "game_start":
            bge.logic.sendMessage("change_scene")
            if str(bge.logic.getCurrentScene()) == "game_scene":
                self.state = Game(bge, self.UC, pickle)
        elif "menu_scene":
            print("going back to start!")
            self.state = Start(self.UC, bge, ras)
Exemplo n.º 10
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 def run_state_machine(self):
     current_state = Start(0)
     while not current_state.is_stop_state():
         print "current state", current_state
         while not current_state.is_finished():
             current_state.run()
         print "next input", current_state.next_input()
         current_state = current_state.next_state()
     print "done"
Exemplo n.º 11
0
    def set_game(self):
        
        # Create game objects
        dic_ships = {}
        dic_pos = {}
        list_ships_name = []
        list_players = []
        controller_obj = Game_Controller()
        start_obj = Start()
        dic_players = start_obj.start_game()
        
        # Check that players' input was received
        if not dic_players:
            return 'Game Over! We cannot play a game without players!'
       
        # Create ships names
        for key in sorted(dic_players.keys()):
            list_ships_name.append(key+'_'+'Sub_Attacker')
            list_ships_name.append(key+'_'+'Sub_Fixer')
            list_ships_name.append(key+'_'+'Sub_Master')
        
        # Instantiate ship objects and assign them to corresponding names in dictionary
        for i in range(0, len(dic_players)*3, 3):
            dic_ships[list_ships_name[i]] = Ship_A(list_ships_name[i])
            dic_ships[list_ships_name[i+1]] = Ship_F(list_ships_name[i+1])
            dic_ships[list_ships_name[i+2]] = Ship_M(list_ships_name[i+2])

        # Distribute existing ships in initial random positions (dictionary 
        # of positions)
        while list_ships_name:
            cur_pos = (random.randrange(0,100), random.randrange(0,100)
            , random.randrange(0,100))
            if cur_pos in dic_pos:
                continue
            dic_pos[cur_pos] = list_ships_name.pop()
        
        # Randomly pick first player to play and put players in ordered list
        for key in sorted(dic_players.keys()):
            list_players.append(key)
        cur_player = random.randrange(0, len(list_players))
        list_players = list_players[cur_player:] + list_players[:cur_player]

        # Send relevant game objects to the class that will start the game
        # and control its flow
        controller_obj.game_controller(dic_players, dic_ships, dic_pos
        , list_players)
Exemplo n.º 12
0
    def __init__(self, parent, controller):
        ttk.Notebook.__init__(self, parent)
        self.controller = controller
        self['style'] = 'lefttab.TNotebook'

        self.tab1_image = tk.PhotoImage(file='start.png', width=60)
        self.tab2_image = tk.PhotoImage(file='daily_rates.png', width=60)
        self.tab3_image = tk.PhotoImage(file='dossiers.png', width=60)
        self.tab4_image = tk.PhotoImage(file='networks.png', width=60)
        self.tab5_image = tk.PhotoImage(file='cash_flows.png', width=60)
        self.tab6_image = tk.PhotoImage(file='statements.png', width=60)
        self.tab7_image = tk.PhotoImage(file='daily_reports.png', width=60)
        self.tab8_image = tk.PhotoImage(file='settings.png', width=60)
        self.tab9_image = tk.PhotoImage(file='audit_trail.png', width=60)

        self.f1 = Start(parent.master, self)
        self.f2 = DailyRates(parent.master, self)
        self.f3 = tk.Frame(self)
        self.f4 = tk.Frame(self)
        self.f5 = Cashflows(parent.master, self)
        self.f6 = tk.Frame(self)
        self.f7 = DailyReports(parent.master, self)
        self.f8 = tk.Frame(self)
        self.f9 = tk.Frame(self)

        self.add(self.f1, text='Start', image=self.tab1_image, compound=tk.TOP)
        self.add(self.f2,
                 text='Daily Rates',
                 image=self.tab2_image,
                 compound=tk.TOP)
        self.add(self.f3,
                 text='Dossiers',
                 image=self.tab3_image,
                 compound=tk.TOP)
        self.add(self.f4,
                 text='Networks',
                 image=self.tab4_image,
                 compound=tk.TOP)
        self.add(self.f5,
                 text='Cash flows',
                 image=self.tab5_image,
                 compound=tk.TOP)
        self.add(self.f6,
                 text='Statements',
                 image=self.tab6_image,
                 compound=tk.TOP)
        self.add(self.f7,
                 text='Daily Reports',
                 image=self.tab7_image,
                 compound=tk.TOP)
        self.add(self.f8,
                 text='Settings',
                 image=self.tab8_image,
                 compound=tk.TOP)
        self.add(self.f9,
                 text='Audit Trail',
                 image=self.tab9_image,
                 compound=tk.TOP)
Exemplo n.º 13
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def run_game():

    clock = pygame.time.Clock()

    # Initialize pygame, settings, and screen object.
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the Play button.
    play_button = Button(ai_settings, screen, "Play")

    # Create an instance to store game statistics, and a scoreboard.
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Start
    start = Start(screen, stats)

    # Make a ship, a group of bullets, and a group of aliens.
    ship = Ship(ai_settings, screen)
    bullets = Group()
    bad_bullets = Group()
    aliens = Group()
    bunkers = Group()
    ufos = UFO(ai_settings, screen)

    # Create the fleet of aliens.
    gf.create_fleet(ai_settings, screen, aliens)

    # Create bunkers
    gf.create_bunkers(ai_settings, screen, bunkers)

    pygame.mixer.music.load('sounds/music.mp3')
    pygame.mixer.music.play(-1)

    # Start the main loop for the game.
    while True:

        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        aliens, bullets, bad_bullets, start)

        if stats.game_active and stats.game_pause:
            # ship.update()
            ufos.update(screen)
            bad_bullets.update()
            gf.fire_bad_bullet(ai_settings, screen, aliens, bad_bullets)
            gf.update_bullets(ai_settings, screen, stats, sb, aliens, bullets,
                              bunkers, bad_bullets, ufos)
            gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                             bad_bullets)

        ship.update(stats)
        gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets,
                         bad_bullets, play_button, bunkers, start, ufos)
        clock.tick(60)
Exemplo n.º 14
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def update(screen, sg):

    s = Start(screen)
    #横排放多少个
    width = int((s.screen_rect.width - 2 * s.rect.width) / (2 * s.rect.width))
    height = int(
        (s.screen_rect.height - 2 * s.rect.height) / (2 * s.rect.height))
    for x in range(height):
        for y in range(width):

            st = Start(screen)
            random_number1 = randint(-20, 20)
            random_number2 = randint(-20, 20)
            st.rect.x = st.rect.width + (4 *
                                         st.rect.width) * y + random_number2
            st.rect.y = st.rect.height + (4 *
                                          st.rect.height) * x + random_number1
            sg.add(st)
Exemplo n.º 15
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    def __init__(self):
        pygame.init()

        self.res = (800, 800)
        self.clock = pygame.time.Clock()
        self.victory = False  #when full game has been completed
        self.start = Start(self.res)
        self.level1 = Level1(self.res)
        self.level2 = Level2(self.res)
        self.currLevel = self.start  #starts on start screen
Exemplo n.º 16
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    def run(self):

        value = self.state.run()
        input_value = self.input.run()

        if input_value == None:
            pass
        elif input_value == "leaving_game":
            self.running = False

        if value == None:
            pass
        elif value == "lobby":
            self.state = Lobby(self.UC, ras, bge)
        elif value == "game_start":
            bge.logic.sendMessage("change_scene")
            if str(bge.logic.getCurrentScene()) == "game_scene":
                self.state = Game(bge, self.UC, pickle)
        elif "menu_scene":
            print("going back to start!")
            self.state = Start(self.UC, bge, ras)
Exemplo n.º 17
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    def start_menu_title(self):
        self.canvas.delete("all")
        self.canvas.configure(background=self.background)
        self.canvas.unbind("<Configure>")
        self.canvas.bind("<Configure>", self.canvas.on_resize)

        try:
            self.after_cancel(self.debug_update)
        except AttributeError:
            pass

        self.start = Start(self)
Exemplo n.º 18
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class Engine(object):

    Rooms = {
        'start': Start(),
        'death': Death(),
        'finished': Finished()
        }

    def __init__(self, current_room_name):
        self.current_room = self.Rooms.get(current_room_name)

    def play_game(self):

        next_room_name = 'None'

        while next_room_name == 'None':
            self.current_room.enter_room()
            next_room_name = self.current_room.exit_room()
            self.current_room = self.Rooms.get(next_room_name)
            next_room_name = self.current_room.info.get('next_room')
Exemplo n.º 19
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    def run(self):
        try:
            processes = {}

            while True:
                _port = 4723

                devices = self.get_device()

                for serial in devices:
                    if serial in processes:
                        continue
                    _port = utils.valid_port(_port)
                    processes[str(serial)] = Start(serial, _port,
                                                   self.app_name)
                    _port += 1

                time.sleep(10)
                processes = self.check_process(processes)
        except Exception as e:
            print("启动错误 {}".format(str(e)))
Exemplo n.º 20
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def run_game():
    # Initialize game and create a screen object.
    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    pygame.display.set_caption("Pong")

    # Start screen
    start = Start(screen)

    # Draw line
    line = Line(screen)

    # Draw right side paddle
    right = VerticalPaddle(screen)
    right.rect.centery = right.screen_rect.centery
    right.rect.right = right.screen_rect.right

    # Draw Right top paddle
    right_top = HorizontalPaddle(screen)
    right_top.rect.top = right_top.screen_rect.top
    right_top.rect.centerx = right_top.screen_rect.centerx * 1.5

    # Draw Right bottom paddle (align to right top paddle)
    right_bot = HorizontalPaddle(screen)
    right_bot.rect.bottom = right_bot.screen_rect.bottom
    right_bot.rect.centerx = right_top.rect.centerx

    # Draw left side paddle
    left = CPUVerticalPaddle(screen)
    left.rect.centery = left.screen_rect.centery
    left.rect.left = left.screen_rect.left

    # Draw CPU top paddle
    left_top = CPUHorizontalPaddle(screen)
    left_top.rect.top = left_top.screen_rect.top
    left_top.rect.centerx = left_top.screen_rect.centerx / 2

    # Draw CPU bottom paddle
    left_bot = CPUHorizontalPaddle(screen)
    left_bot.rect.bottom = left_bot.screen_rect.bottom
    left_bot.rect.centerx = right_top.rect.centerx

    # Draw ball
    ball = Ball(screen)
    ball.rect.centerx = ball.screen_rect.centerx
    ball.rect.centery = ball.screen_rect.centery

    # Make game active to false
    ball.game_active = False

    # Start the main loop for the game
    while True:
        gf.check_events(right, right_top, ball, screen)

        if ball.start_active:
            start.start_blit(screen)
            start.start_update(ball)

        if ball.game_active:
            gf.update_screen(screen, line, right, right_top, right_bot, left,
                             left_top, left_bot, ball, start)
            right.update()
            right_top.update()
            left.update(ball, start)
            left_top.update(ball, start)
            gf.check_ball(ball)
            gf.check_collisions(ball, right, right_top, right_bot, left,
                                left_top, left_bot)
Exemplo n.º 21
0
Arquivo: game.py Projeto: GHLoeng/Tank
 def Start_menu(self):
     self.start_menu = Start(self.screen)
     self.game_level = 1
     self.is_2p = self.start_menu.draw()
Exemplo n.º 22
0
class Game:
    BLACK = (0, 0, 0)

    def __init__(self):
        pygame.init()
        pygame.mixer.pre_init(44100, 16, 2, 4096)
        self.settings = Settings()
        self.settings.start_intro_music()
        self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption("Pacman Portal")
        self.clock = pygame.time.Clock()
        self.radius = 1
        self.start = 1
        self.end = 10
        self.begin = pygame.time.get_ticks()
        self.wait = 800

        self.startup = Start(self.screen, self.settings)
        self.stats = Stats(self.settings)
        self.sb = Scoreboard(self.settings, self.screen, self.stats)

        self.maze = Maze(self.screen, mazefile='images/pacman_portal_maze.txt',
                         brickfile='square', orangeportalfile='portal_orange', blueportalfile='portal_blue',
                         shieldfile='shield', pointfile='point_pill', gatefile="gate")
        self.pacman = Pacman(self.screen, mazefile='images/pacman_portal_maze.txt')

        self.red = Red(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.blue = Blue(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.orange = Orange(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.pink = Pink(self.screen, mazefile='images/pacman_portal_maze.txt')
        self.inc = 0

    def __str__(self): return 'Game(Pacman Portal), maze=' + str(self.maze) + ')'

    def open_portal(self, x, y, color):
        for r in range(self.start, self.end):
            pygame.gfxdraw.circle(self.screen, x, y, r, color)
        now = pygame.time.get_ticks()
        if now < self.begin + self.wait:
            self.inc = 1
        elif now < self.begin + 4 * self.wait:
            self.inc = 0
        else:
            self.inc = -1
        self.start += self.inc
        self.start = max(1, self.start)
        self.end += self.inc

    def play(self):
        clock = pygame.time.Clock()
        eloop = EventLoop(finished=False)
        while not eloop.finished:
            eloop.check_events(self.screen, self.pacman, self.startup)
            if self.startup.playing:
                pygame.mixer.music.stop()
                if not self.settings.flag_chomp:
                    self.settings.chomp_music()
                    self.settings.flag_chomp = True
                self.settings.chomp_music()
                self.pacman.update(self.maze, self.settings, self.stats, self.sb, self.red, self.blue, self.orange,
                                   self.pink)
                self.red.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.blue, self.pink,
                                self.orange, self.sb)
                self.blue.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.red, self.pink,
                                 self.orange, self.sb)
                self.orange.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.blue,
                                   self.pink, self.red, self.sb)
                self.pink.update(self.maze, self.settings, self.stats, self.pacman, self.startup, self.blue, self.red,
                                 self.orange, self.sb)

            self.update_screen()
            clock.tick(155)

    def update_screen(self):
        if not self.startup.playing:
            self.startup.draw_bg()
            self.startup.draw_button()
        else:
            self.screen.fill(Game.BLACK)
            self.maze.blitme()
            self.pacman.blitme()
            self.red.blitme()
            self.blue.blitme()
            self.orange.blitme()
            self.pink.blitme()
            self.open_portal(100, 100, (240, 100, 20))
            self.sb.show_score()
        pygame.display.flip()
Exemplo n.º 23
0
 def keyPressed(self, keyCode, mod):
     if self.state == "start":
         Start.keyPressed(self, keyCode, mod)
     elif self.state == "game":
         GamePlay.keyPressed(self, keyCode, mod)
Exemplo n.º 24
0
    def run(self):
        # 游戏运行时主要有下面四件事
        self.inputOrder()     #1 接受外界输入指令
        self.move()         #2 接受命令后导致图片移动
        if self.is_hero_hit_enemy():      # 如果飞机被撞结束游戏
            self.is_over()
        self.blited()       #3 图片重新绘制
        self.update()       #4 图片更新

    def is_over(self):
        pygame.mixer.music.stop()  # 停止背景音乐
        boom_sound = pygame.mixer.Sound("res/gameover.wav")  # 加载音效
        boom_sound.play()  # 播放音效
        while True:
            event_list = pygame.event.get()
            for event in event_list:
                # 1. 鼠标点击关闭窗口事件
                if event.type == pygame.QUIT:
                    print("关闭了窗口")
                    sys.exit()

    def main(self):
        while True:
            self.run()

if __name__ == "__main__":  # 防止下面的代码被导包
# 进分析游戏进程如下:游戏开始game.start,游戏运行game.run,游戏结束game.over
    start = Start()
    my_game = Game()   # 创建一个游戏类
    my_game.main()
Exemplo n.º 25
0
from random import randrange

from bird import Bird
from bone import Bone
from game_over import GameOver
from get_key import ClearConsole, GetKey, Wait, WindowSize
from laser import Laser
from map import Map
from paco import Paco
from saver import Saver
from start import Start

if __name__ == '__main__':
    map = Map(133, 33, '#')
    start = Start(133, 33)
    finish = GameOver(133, 33)
    paconator = Paco(1, 15, 133, 33)
    getKey = GetKey()
    save = Saver()
    pigeons = []
    lasers = []
    bones = []
    play_game = False
    game_over = False
    ammo = 20
    points = 0
    x = save.load()
    record = int(x)
    WindowSize()

    # ====== START SCREEN ======
Exemplo n.º 26
0
###############################################   LAB 6   ##############################################
################### Script written by Dr Alex Ter-Sarkisov@City, University of London, 2020 ############
##################### DEEP LEARNING CLASSIFICATION, MSC IN ARTIFICIAL INTELLIGENCE #####################
########################################################################################################

from PIL import Image as PILImage
from resizeimage import resizeimage
import os, sys, time
import torch
import torch.nn
import torch.optim
import torchvision.models as models
from config import Config
from deviceGpu import DeviceGpu
from deviceGpu import DeviceType
from start import Start
from start import Finish
from start import Hyperparam

# Remember to update start info
Start.start()
DeviceGpu.get()
# Put code in here

# Example code:
#device = DeviceGpu.device
#lr = Hyperparam.lrate

Finish.finish()
Exemplo n.º 27
0
from microsoftbotframework import MsBot
from start import Start

bot = MsBot()
start_obj = Start()
bot.add_process(start_obj.process_message)

if __name__ == '__main__':
    bot.run()
Exemplo n.º 28
0
    def __init__(self):
        ShowBase.__init__(self)

        self.start = Start(self)
Exemplo n.º 29
0
Arquivo: game.py Projeto: GHLoeng/Tank
class Game:
    def __init__(self):
        pygame.init()
        pygame.mixer.init()
        self.screen = pygame.display.set_mode((Screen_width, Screen_height))
        pygame.display.set_caption(Game_name)

        self.clock = None
        self.music = None
        self.game_state = None
        self.is_2p = None
        self.score = None
        self.scoreP1 = None
        self.scoreP2 = None
        self.turnScore = None
        self.game_map = None
        self.tank_factory = None
        self.board = None
        self.game_level = 1
        self.white = (255, 255, 255)
        self.red = (255, 0, 0)
        self.font = pygame.font.SysFont(None, 36)
        self.full_image = pygame.image.load(Full_path)
        self.tank_image = []
        self.enemy_num = [0, 0, 0, 0]
        self.enemy_score = [100, 200, 300, 400]
        tank_Ypos = 6
        while tank_Ypos <= 9:
            self.tank_image.append(
                self.full_image.subsurface(
                    pygame.Rect((1 * 32, tank_Ypos * 32), (32, 32))))
            tank_Ypos = tank_Ypos + 1

    def Start_menu(self):
        self.start_menu = Start(self.screen)
        self.game_level = 1
        self.is_2p = self.start_menu.draw()

    def prefstr(self, text, pos, color):
        self.text_image = self.font.render(text, True, color, Bg_color)
        self.screen.blit(self.text_image, pos)

    def prefnum(self, num, pos, color):
        self.text = "{:,}".format(num)
        self.text_image = self.font.render(self.text, True, color, Bg_color)
        self.screen.blit(self.text_image, pos)

    def draw_score_p1(self):
        while True:
            self.screen.fill(Bg_color)
            self.prefstr("Total Score : ", [50, 40], self.white)
            self.prefnum(self.score, [300, 40], self.red)
            self.prefstr("Score : ", [50, 80], self.white)
            self.prefnum(self.score, [300, 80], self.white)
            tank_num = 0
            while tank_num <= 3:
                self.screen.blit(self.tank_image[tank_num],
                                 [50, 120 + tank_num * 50])
                self.prefnum(self.tank_factory.tot_tank_type1[tank_num],
                             [180, 130 + tank_num * 50], self.white)
                self.prefnum(
                    self.tank_factory.tot_tank_type1[tank_num] *
                    self.enemy_score[tank_num], [300, 130 + tank_num * 50],
                    self.white)
                tank_num = tank_num + 1
            self.prefstr("Press space to continue", [100, 350], self.white)
            pygame.display.update()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE: return

    def draw_score_p2(self):
        score1, score2, count = 0, 0, 0
        while count <= 3:
            score1 += self.tank_factory.tot_tank_type1[
                count] * self.enemy_score[count]
            score2 += self.tank_factory.tot_tank_type2[
                count] * self.enemy_score[count]
            count += 1
        self.scoreP1 += score1
        self.scoreP2 += score2
        while True:
            self.screen.fill(Bg_color)
            self.prefstr("Player 1", [200, 5], self.white)
            self.prefstr("Player 2", [300, 5], self.white)
            self.prefstr("Total Score : ", [50, 40], self.white)
            self.prefnum(self.scoreP1, [250, 40], self.red)
            self.prefnum(self.scoreP2, [350, 40], self.red)
            self.prefstr("Score : ", [50, 80], self.white)
            self.prefnum(score1, [250, 80], self.white)
            self.prefnum(score2, [350, 80], self.white)
            tank_num = 0
            while tank_num <= 3:
                self.screen.blit(self.tank_image[tank_num],
                                 [220, 120 + tank_num * 50])
                self.prefnum(self.tank_factory.tot_tank_type1[tank_num], \
                             [150, 130 + tank_num * 50], self.white)
                self.prefnum(self.tank_factory.tot_tank_type1[tank_num]*\
                             self.enemy_score[tank_num], [50, 130 + tank_num * 50], self.white)
                self.prefnum(self.tank_factory.tot_tank_type2[tank_num], \
                             [310, 130 + tank_num * 50], self.white)
                self.prefnum(self.tank_factory.tot_tank_type2[tank_num]*\
                             self.enemy_score[tank_num], [390, 130 + tank_num * 50], self.white)
                tank_num = tank_num + 1
            self.prefstr("Press space to continue", [100, 350], self.white)
            pygame.display.update()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE: return

    def initialize(self):
        self.clock = pygame.time.Clock()
        self.music = GameMusic()
        self.game_state = State.Ok
        self.game_map = Map(self.screen, self.game_level)
        self.tank_factory = TankFactory(self.screen, Enemy_number, self.is_2p)
        self.board = Board(self.screen, self.tank_factory, self.is_2p,
                           self.game_level)

    def start(self):
        self.music.play_game_start()
        self.score, self.scoreP1, self.scoreP2 = 0, 0, 0
        while self.game_state == State.Ok:
            self.clock.tick(Clock_frequency)

            self.tank_factory.create()

            gf.check_events(self.tank_factory, self.music)
            self.turnScore = gf.update_screen(self.screen, self.game_map,
                                              self.tank_factory, self.music,
                                              self.board)
            self.score += self.turnScore
            gf.draw_screen(self.screen, self.game_map, self.tank_factory,
                           self.board)

            self.game_state = gf.check_win(self.game_map, self.tank_factory)
            if self.game_state == State.Success:
                self.game_level += 1
                if self.game_level > Max_level:
                    self.game_level = 1
                    break
                else:
                    if self.game_level >= 2:
                        if self.is_2p: self.draw_score_p2()
                        else: self.draw_score_p1()
                    self.initialize()
                    self.game_state = State.Ok

        self.game_level = 1
        self.music.play_game_over()
        score1, score2, count = 0, 0, 0
        while count <= 3:
            score1 += self.tank_factory.tot_tank_type1[
                count] * self.enemy_score[count]
            score2 += self.tank_factory.tot_tank_type2[
                count] * self.enemy_score[count]
            count += 1
        self.scoreP1 += score1
        self.scoreP2 += score2
        self.end_menu = End(self.screen, self.tank_factory)
        if self.is_2p: self.end_menu.draw2p(self.scoreP1, self.scoreP2)
        else: self.end_menu.draw(self.score)
Exemplo n.º 30
0
display = pygame.display.set_mode([1280, 720])

modoJogo = 1

def modo_de_jogo(value, difficulty):
    tipo, valor = value
    modo, valor = tipo
    global modoJogo
    modoJogo = valor
    pass

menu = pygame_menu.Menu(720, 1280, 'Bem vindo ao UFF_Chess',
                       theme=pygame_menu.themes.THEME_DARK)

jogador1 = menu.add.text_input('Nome do jogador 1: ', default='1')
jogador2 = menu.add.text_input('Nome do jogador 2: ', default='2')
menu.add.selector('Modo de jogo :', [('Jogador vs Jogador', 1), ('Jogador vs IA', 2)], onchange=modo_de_jogo)
menu.add.button('Jogar', menu.disable)
menu.add.button('Sair', pygame_menu.events.EXIT)
menu.mainloop(display)


# Trocando o título
windowIcon = pygame.image.load(ImagesPath.ICONE_PRETO)
pygame.display.set_caption("UFF Chess")
pygame.display.set_icon(windowIcon)
jogador1 = jogador1.get_value()
jogador2 = jogador2.get_value()
tabuleiro = Tabuleiro(display=display, jogador1=jogador1, jogador2=jogador2, modo_de_jogo = modoJogo)
start = Start(display, tabuleiro)