Пример #1
0
    def __init__(self, count_combo, score, marks, accuracy, map):
        self.result = -1
        self.count_combo = str(count_combo) + 'x'
        self.score = str(score)
        self.marks = [str(i) + 'x' for i in marks.values()]

        if accuracy == 100:
            self.rank = load_image('skin/rank_SS.png')
        elif accuracy > 95:
            self.rank = load_image('skin/rank_S.png')
        elif accuracy > 90:
            self.rank = load_image('skin/rank_A.png')
        elif accuracy > 80:
            self.rank = load_image('skin/rank_B.png')
        elif accuracy > 70:
            self.rank = load_image('skin/rank_C.png')
        else:
            self.rank = load_image('skin/rank_D.png')
        self.accuracy = str('%.2f' % accuracy) + '%'

        self.back_btn = Button(-30, 630, 236, 92, '', back_button_image, self.back)

        self.restart_btn = Button(908, 630, 236, 92, '', restart_button_image, self.restart)

        map_id = map[2].map_id
        mapset_id = map[2].mapset_id
        time = str(dt.datetime.now().time()).split('.')[0]
        date = str(dt.datetime.now().date())
        con = sqlite3.connect('records.db')
        cur = con.cursor()
        cur.execute(
            f"INSERT INTO Records(map_id, mapset_id, score, accuracy, combo, date, time) VALUES({map_id}, {mapset_id}, {score}, {accuracy}, {count_combo}, '{date}', '{time}')")
        con.commit()
Пример #2
0
def select_character():
    # меню выбора персонажа
    global closed
    if closed:
        return
    screen = CharacterMenu()

    game = True
    res = -1

    while not transition.get_transition():  # отображение перехода
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return
        transition.render()
        pygame.display.flip()
        clock.tick(fps)

    screen.render()
    while game:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                game = False
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    x, y = event.pos
                    # обработка смен персонажа
                    if 200 < x < 300 and 310 < y < 410:
                        screen.switch_chr(-1)
                    elif 820 < x < 920 and 310 < y < 410:
                        screen.switch_chr(1)

        if transition.get_transition():  # отображение перехода
            if not transition.background:
                pygame.image.save(display, 'image/background_for_load.png')
                transition.background = load_image('background_for_load.png')
            transition.render()
        else:
            screen.render()
        pygame.display.flip()
        res = screen.get_result()
        if res != -1:
            game = False
    if res == 0:
        # возвращение к экрану select_map
        frame = transition.get_frame()
        if frame != 35 and frame != -1:
            transition.reverse()
        transition.background = None
        select_map()
Пример #3
0
def start_menu():
    global closed
    if closed:
        return
    # функция для создания, отрисовки стартового меню
    screen = StartMenu()
    game = True
    res = -1  # переменная, возвращающая состояние экрана
    while not transition.get_transition():  # отображение перехода между меню
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return

        transition.render()
        pygame.display.flip()
        clock.tick(fps)
    screen.render()
    while game:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                game = False
                closed = True
            if event.type == pygame.KEYDOWN:
                keys = pygame.key.get_pressed()
                if keys[pygame.K_SPACE] or keys[
                        pygame.K_RETURN]:  # переход в меню выбора карт
                    screen.result = 1
                    pygame.mixer.music.stop()

        if transition.get_transition():  # отображение перехода между меню
            if not transition.background:
                # сохранение изображения на экране для быстрой отрисовки
                pygame.image.save(display, 'image/background_for_load.png')
                transition.background = load_image('background_for_load.png')
            transition.render()
        else:
            screen.render()
        pygame.display.flip()
        clock.tick(fps)
        res = screen.get_result()
        if res != -1:
            game = False
    if res == 1:
        frame = transition.get_frame()  # смена состояния перехода
        if frame != 35 and frame != -1:
            transition.reverse()
        transition.background = None
        select_map()
Пример #4
0
def result_game(count_combo, score, marks, accuracy,
                map):  # экран с результатом игры
    global closed
    if closed:
        return
    screen = ResultScreen(count_combo, score, marks, accuracy, map)
    game = True

    transition.frame = -1
    transition.transition_back = False
    while not transition.get_transition():  # отрисовка перехода
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return
        transition.render()
        pygame.display.flip()
        clock.tick(fps)

    screen.render()
    while game:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                game = False
        if transition.get_transition():  # отрисовка перехода
            if not transition.background:
                pygame.image.save(display, 'image/background_for_load.png')
                transition.background = load_image('background_for_load.png')
            transition.render()
        else:
            screen.render()
        pygame.display.flip()
        clock.tick(fps)
        res = screen.get_result()
        if res == 0:  # переход к меню выбора карт
            game = False
            frame = transition.get_frame()
            if frame != 35 and frame != -1:
                transition.reverse()
            transition.background = None
            select_map()
        if res == 1:
            game = False
            play_map(map)
Пример #5
0
def settings():
    # функция для отрисовки, создания меню настроек
    global closed
    if closed:
        return
    screen = Settings()
    game = True
    while not transition.get_transition():  # отображение перехода
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return
        transition.render()
        pygame.display.flip()
        clock.tick(fps)
    screen.render()
    while game:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return
        if transition.get_transition():  # отображение перехода
            if not transition.background:
                pygame.image.save(display, 'image/background_for_load.png')
                transition.background = load_image('background_for_load.png')
            transition.render()
        else:
            screen.render()
        pygame.display.flip()
        clock.tick(fps)
        res = screen.get_result()
        if res != -1:
            game = False
    if res == 0:  # возврат в функцию select_map
        frame = transition.get_frame()
        if frame != 35 and frame != -1:
            transition.reverse()
        transition.background = None
        return
Пример #6
0
def pause(objects, background):  # экран паузы
    global closed
    if closed:
        return
    screen = PauseMenu(objects, background)
    game = True
    timer = False
    timer_image = [load_image(f'timer_{i}.png') for i in range(1, 4)]
    while game:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return -2
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    return pause(objects, background)
        if timer:
            screen.render_map()
            time_after_pause = (pygame.time.get_ticks() - time_in_pause) / 1000
            if time_after_pause < 3:
                display.blit(timer_image[-1 * (int(time_after_pause) + 1)],
                             (600, 295))
            else:
                game = False
                timer = False
        else:
            screen.render_pause()
        pygame.display.flip()
        clock.tick(fps)
        res = screen.get_result()
        if res == 0:
            if not timer:
                timer = True
                time_in_pause = pygame.time.get_ticks()
        elif res != -1:
            game = False
    return res
Пример #7
0
import pygame
from GameParameter import display
from GameEffects import load_image
from Button import Button

st_x = 350

background_image = load_image('pause_background.png')

continue_button_image = (load_image('pause_continue_0.png'),
                         load_image('pause_continue_1.png'))

restart_button_image = (load_image('pause_restart_0.png'),
                        load_image('pause_restart_1.png'))

back_button_image = (load_image('pause_back_0.png'),
                     load_image('pause_back_1.png'))


class PauseMenu:
    def __init__(self, map_objects, map_background):
        self.result = -1  # переменная для отслеживания состояния экрана

        self.map_keys = map_objects[0]  # изображения клавиш
        self.map_objects = map_objects[1:]  # изображений нот
        self.map_background = map_background  # изображений заднего фона
        self.map_background.set_alpha(100)

        self.continue_btn = Button(455, 200, 238, 72, '', continue_button_image, self.continue_map)

        self.restart_btn = Button(455, 350, 238, 72, '', restart_button_image, self.restart)
Пример #8
0
import pygame
import sqlite3
from GameParameter import display, fps
from Button import Button
from GameEffects import drawing_text, load_image
from Settings import load_settings

exit_button_image = [load_image(f'menu_back_{i}.png') for i in range(2)]
chr_button_image = [load_image(f'chr_button_{i}.png') for i in range(2)]
play_button_image = (load_image('play_button_0.png'),
                     load_image('play_button_1.png'))
settings_button_image = [
    load_image(f'settings_button_{i}.png') for i in range(2)
]
song_rect = load_image('select_menu_rect.png')
song_rect_active = load_image('select_menu_rect_active.png')
menu_back_plus = load_image('menu_back+.png')
menu_plus = load_image('menu+.png')
back_mask = load_image('back_mask.png')
records_rect = load_image('record_rect.png')
settings_values = load_settings()
glow_left = load_image('glow_left.png')
glow_right = load_image('glow_right.png')
shift_v = 300


class SelectMenu:
    def __init__(self, maps):
        settings_values = load_settings()
        self.result = -1  # переменная для отслеживания состояния экрана
Пример #9
0
from GameParameter import display
from GameEffects import drawing_text, load_image
from Button import Button
import sqlite3
import datetime as dt

background = load_image('result_background.png')

back_button_image = [load_image(f'pause_back_{i}.png') for i in range(2)]
restart_button_image = [load_image(f'pause_restart_{i}.png') for i in range(2)]

miss = load_image('skin/hit0.png')
bad = load_image('skin/hit50.png')
good = load_image('skin/hit100.png')
great = load_image('skin/hit200.png')
perfect = load_image('skin/hit300.png')
marvelous = load_image('skin/hit300g.png')


class ResultScreen:
    def __init__(self, count_combo, score, marks, accuracy, map):
        self.result = -1
        self.count_combo = str(count_combo) + 'x'
        self.score = str(score)
        self.marks = [str(i) + 'x' for i in marks.values()]

        if accuracy == 100:
            self.rank = load_image('skin/rank_SS.png')
        elif accuracy > 95:
            self.rank = load_image('skin/rank_S.png')
        elif accuracy > 90:
Пример #10
0
import pygame
import math
from GameParameter import clock, fps, display
from GameEffects import drawing_text, load_image, AnimatedSprite
from Settings import load_settings

# загрузка изображений клавиш(без 'd' на конце - клавиши на 1 и 4 линиях, с 'd' - клавиши на 2 и 3)
key0_image = load_image('skin/key0.png')  # клавиши с предпиской '0' - не нажатая клавиша
key1_image = load_image('skin/key1.png')  # клавиши с предпиской '1' - нажатая клавиша
key0d_image = load_image('skin/key0d.png')
key1d_image = load_image('skin/key1d.png')

# загрузка изображений одиночных(без 's' на конце) и длинных(с 's' на конце) нот
note0_image = load_image('skin/note0.png')  # ноты с предпиской '0' появляются на 1 и 4 линиях
note0s_image = load_image('skin/note0s.png')  # ноты с предпиской '1' появляются на 2 и 3 линиях
note1_image = load_image('skin/note1.png')
note1s_image = load_image('skin/note1s.png')

# загрузка изображений игрового поля
stage_image = load_image('skin/stage.png')
stage_light_image = load_image('skin/stage_light.png')

lightning_image = load_image('skin/lighting.png')  # изображение вспышки при уничтожение ноты

# загрузка изображений оценок
hit0 = load_image('skin/hit0.png')  # оценка - Miss
hit50 = load_image('skin/hit50.png')  # оценка - Bad
hit100 = load_image('skin/hit100.png')  # оценка - Good
hit200 = load_image('skin/hit200.png')  # оценка - Great
hit300 = load_image('skin/hit300.png')  # оценка - Perfect
hit301 = load_image('skin/hit300g.png')  # оценка - Marvelous
Пример #11
0
import pygame
from GameParameter import display
from GameEffects import drawing_text, load_image
from Button import Button

# загрузка изображений
background = load_image('menu_background.png')
exit_button_image = [load_image(f'menu_back_{i}.png') for i in range(2)]
changer_btn_up_image = [
    load_image(f'changer_button_up_{i}.png') for i in range(2)
]
changer_btn_down_image = [
    load_image(f'changer_button_down_{i}.png') for i in range(2)
]
music_volume_image = load_image(
    'music_volume_text.png')  # изображение надписи 'music volume'
scroll_speed_image = load_image(
    'scroll_speed_text.png')  # изображение надписи 'scroll speed'
confirm_btn_image = [load_image(f'confirm_btn_{i}.png') for i in range(2)]


def load_settings():  # функия получения настроек пользователя
    settings = {}
    with open('user_settings.txt') as file:
        for elem in file:
            name, value = elem[:elem.find(':')], elem[elem.find(':') + 1:]
            settings[name] = value.rstrip()
    # если пользователь удалил настройку из файла, то оно заменяется стандартным
    if 'music_volume' not in settings:
        settings['music_volume'] = 100
    if 'scroll_speed' not in settings:
Пример #12
0
                      ' уничтожены и дадут оценку "Great" '),
                     ('Во время игры, комбо не будет сбрасываться,',
                      'если вы пропустили ноту и комбо меньше 100'),
                     ('Во ремя игры заряжается способность. При',
                      'её активации на некоторое время все оценки',
                      ' "Great" и "Good" станут "Perfect"'),
                     ('Во время игры, все оценки, кроме "Perfect" ',
                      'и "Marvelous", сбивают вам комбо, но оценки',
                      ' дают на 50% больше очков'))

# музыкальные темы персонажей
character_theme = ('flandre_theme.mp3', 'marisa_theme.mp3', 'reimu_theme.mp3',
                   'remilia_theme.mp3', 'sakuya_theme.mp3')

# загрузка изоюражений
left_button_image = (load_image('left_button_0.png'),
                     load_image('left_button_1.png'))
right_button_image = (load_image('right_button_0.png'),
                      load_image('right_button_1.png'))
confirm_button_image = (load_image('confirm_btn_0.png'),
                        load_image('confirm_btn_1.png'))
exit_button_image = [load_image(f'menu_back_{i}.png') for i in range(2)]
menu_background = [
    load_image('menu_background.png'),
    load_image('menu_back+.png'),
    load_image('menu+.png')
]

# загрузка настроек пользователя
settings_values = load_settings()
Пример #13
0
def select_map():
    # функция отрисовки, создания меню выбора карт
    global closed
    if closed:
        return
    scrolling_v = 0  # скорость, с которой движутся карты
    scrolling_a = -10000  # ускорение, с которым движутся карты

    screen = SelectMenu(maps)
    max_y = max(screen.maps, key=lambda x: x[1])[1]
    min_y = min(screen.maps, key=lambda x: x[1])[1]
    game = True
    res = -1
    while not transition.get_transition():  # отображение перехода
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                closed = True
                return
        transition.render()
        pygame.display.flip()
        clock.tick(fps)
    screen.render()
    while game:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                game = False
                closed = True
            if event.type == pygame.MOUSEBUTTONDOWN:  # прокрутка меню
                if event.button == 4:
                    scrolling_v += 600

                elif event.button == 5:
                    scrolling_v -= 600

                elif event.button == 1:
                    screen.render()
        if scrolling_v != 0:
            for i, elem in enumerate(screen.maps):
                if scrolling_v > 0:
                    if min_y > 100:
                        scrolling_v = 0
                        continue
                if scrolling_v < 0:
                    if max_y < 530:
                        scrolling_v = 0
                        continue
                maps[i][1] += int(scrolling_v /
                                  fps_menu)  # перемещение карт на экране

            max_y += int(scrolling_v / fps_menu)
            min_y += int(scrolling_v / fps_menu)
        # изменение скорости движения карт
        if scrolling_v < 0:
            scrolling_v -= scrolling_a / fps_menu
            scrolling_v = min(0, scrolling_v)
        if scrolling_v > 0:
            scrolling_v += scrolling_a / fps_menu
            scrolling_v = max(0, scrolling_v)

        if transition.get_transition():  # отображение перехода
            if not transition.background:
                pygame.image.save(display, 'image/background_for_load.png')
                transition.background = load_image('background_for_load.png')
            transition.render()
        else:
            screen.render()
        pygame.display.flip()
        clock.tick(fps)

        res = screen.get_result()
        if res != -1:
            game = False
    if res == 1:  # переход в стартовое меню
        frame = transition.get_frame()
        if frame != 35 and frame != -1:
            transition.reverse()
        transition.background = None
        start_menu()
    elif res == 2:  # переход в  меню выбора персонажа
        frame = transition.get_frame()
        if frame != 35 and frame != -1:
            transition.reverse()
        transition.background = None
        select_character()
    elif res == 3:  # переход к игре
        map = screen.get_map()
        play_map(map)
    elif res == 4:  # переход к настройкам
        frame = transition.get_frame()
        if frame != 35 and frame != -1:
            transition.reverse()
        transition.background = None
        settings()
        select_map()
Пример #14
0
            if not transition.background:
                pygame.image.save(display, 'image/background_for_load.png')
                transition.background = load_image('background_for_load.png')
            transition.render()
        else:
            screen.render()
        pygame.display.flip()
        clock.tick(fps)
        res = screen.get_result()
        if res == 0:  # переход к меню выбора карт
            game = False
            frame = transition.get_frame()
            if frame != 35 and frame != -1:
                transition.reverse()
            transition.background = None
            select_map()
        if res == 1:
            game = False
            play_map(map)


if __name__ == '__main__':
    pygame.init()
    pygame.display.set_caption('リズム')
    pygame.display.set_icon(load_image("icon.ico"))
    transition = AnimationTransition()
    size = width, height = 1120, 720
    display = pygame.display.set_mode(size)
    start_menu()
    pygame.quit()