Пример #1
0
def update(delta_time):
    """Updates the lose menu state."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.mouse_l_button_down(event):
            if MY.Button.collides_with_point(coda.event.mouse_position()):
                coda.state.change(0)
Пример #2
0
def update(delta_time):
    """Update method for Intro state."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.mouse_l_button_down(event):
            if MY.button.collides_with_point(coda.event.mouse_position()):
                click_button()
Пример #3
0
def update(delta_time):
    """Update method for boss battle state."""
    enemy_player = get_enemy_player()

    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.key_down(event, 'a'):
            MY.test += 1
            CONSOLE.write(str(MY.test))
        elif (coda.event.mouse_l_button_down(event)
              and MY.current_phase == PLAY_PHASE
              and MY.current_player == MY.player1):
            for item in MY.player1.hand:
                if item.object.collides_with_point(
                        coda.event.mouse_position()):
                    MY.current_player.play_card(enemy_player, item, CONSOLE)
                    MY.player1.hand.remove(item)
                    MY.current_phase += 1
                    break

    for item in MY.player1.hand:
        if item.object.collides_with_point(coda.event.mouse_position()):
            coda.actions.clear(item.object)
            coda.actions.add(item.object, "scale", 1.2, 0.2)
        else:
            coda.actions.clear(item.object)
            coda.actions.add(item.object, "scale", 1, 0.2)

    if MY.current_phase == DRAW_PHASE:
        MY.current_player.hand.append(DECK.draw_card())
        MY.current_phase += 1
        CONSOLE.write(MY.current_player.name + " has drawn a card")
    elif MY.current_phase == PLAY_PHASE and MY.current_player == MY.player2:
        resolve_turn()
        MY.current_phase += 1
    elif MY.current_phase == ATTACK_PHASE:
        enemy_player.health.base -= MY.current_player.attack.value()
        MY.current_phase += 1
        CONSOLE.write(MY.current_player.name + " dealt " +
                      str(MY.current_player.attack.value()) + " to " +
                      get_enemy_player().name)
    elif MY.current_phase == RESOLVE_PHASE:
        if MY.current_player.health.value() <= 0:
            CONSOLE.write(enemy_player.name + " has won the game!")
            MY.current_phase = GAME_OVER
            return
        elif enemy_player.health.value() <= 0:
            CONSOLE.write(MY.current_player.name + " has won the game!")
            MY.current_phase = GAME_OVER
            return

        MY.current_player.remove_expired_effects(MY.curent_turn, enemy_player)
        enemy_player.remove_expired_effects(MY.curent_turn, MY.current_player)
        MY.current_player = enemy_player
        MY.current_phase = DRAW_PHASE
        MY.curent_turn += 1
        CONSOLE.write("It is now " + MY.current_player.name + "'s turn")
Пример #4
0
def update(delta_time):
    """update method for the quiz game. involves button logic and events."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.mouse_l_button_down(event):
            for index in range(len(MY.buttons)):
                if MY.buttons[index].collides_with_point(
                        coda.event.mouse_position()):
                    if index == MY.correct_answer_index:
                        MY.answered_correctly = MY.answered_correctly + 1

                    # hard difficulty
                    MY.grade_text.text = "Grade: " + str(
                        int(MY.answered_correctly / MY.question_number *
                            100)) + "%"
                    set_up_question()
                    break
Пример #5
0
def update(delta_time):
    """Update method for Intro state."""
    print(delta_time)
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.mouse_l_button_down(event):
            if MY.button.collides_with_point(coda.event.mouse_position()):
                MY.selection += 1
                if MY.selection > 5:
                    MY.selection = 1
                play_sound(MY.selection)

    if OBJ.collides_with_point(coda.event.mouse_position()):
        coda.actions.add(OBJ, "scale", 4, 0.2)
    else:
        coda.actions.add(OBJ, "scale", 1, 0.2)

    OBJ.update(delta_time)
Пример #6
0
def update(delta_time):
    """Update method for shooter state."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.key_down(event, " "):
            SOUND_LASER[coda.utilities.rand(0, len(SOUND_LASER) - 1)].play()
            fire_bullet(1)
        elif coda.event.key_down(event, coda.pygame.K_RETURN):
            SOUND_LASER[coda.utilities.rand(0, len(SOUND_LASER) - 1)].play()
            fire_bullet(2)

    #Process rotation movement for player 1
    if coda.event.key_held_down("a"):
        MY.player1.add_rotation(SHIP_ROTATE_SPEED * delta_time)
    elif coda.event.key_held_down("d"):
        MY.player1.add_rotation(-SHIP_ROTATE_SPEED * delta_time)

    #Process forward and backward movement of player 1
    if coda.event.key_held_down("w"):
        MY.player1.add_velocity(MY.player1.rotation, SHIP_ACCEL, SHIP_MAX_SPEED)
    elif coda.event.key_held_down("s"):
        MY.player1.add_velocity(MY.player1.rotation, -SHIP_ACCEL, SHIP_MAX_SPEED)

    #Process rotation movement for player 2
    if coda.event.key_held_down(coda.pygame.K_LEFT):
        MY.player2.add_rotation(SHIP_ROTATE_SPEED * delta_time)
    elif coda.event.key_held_down(coda.pygame.K_RIGHT):
        MY.player2.add_rotation(-SHIP_ROTATE_SPEED * delta_time)

    #Process forward and backward movement of player 2
    if coda.event.key_held_down(coda.pygame.K_UP):
        MY.player2.add_velocity(MY.player2.rotation, SHIP_ACCEL, SHIP_MAX_SPEED)
    elif coda.event.key_held_down(coda.pygame.K_DOWN):
        MY.player2.add_velocity(MY.player2.rotation, -SHIP_ACCEL, SHIP_MAX_SPEED)

    MY.player1.update(delta_time)
    MY.player2.update(delta_time)

    for i in range(len(MY.asteroids)):
        if MY.asteroids[i].active:
            MY.asteroids[i].update(delta_time)
            screen_wrap(MY.asteroids[i], MY.window)

    # Check if players are outside of the screen!
    screen_wrap(MY.player1, MY.window)
    screen_wrap(MY.player2, MY.window)

    # Update bullets
    for i in range(len(MY.bullets)):
        # ignore if not active
        if MY.bullets[i].active:
            MY.bullets[i].update(delta_time)
            # Destroy bullets that hit the screen edge.
            if screen_wrap(MY.bullets[i], MY.window):
                MY.bullets[i].active = False
                continue

            for j in range(len(MY.asteroids)):
                if MY.bullets[i].collides_with(MY.asteroids[j]):
                    MY.bullets[i].active = False
            
            #check collisions
            if MY.bullet_owner[i] == 1 and MY.bullets[i].collides_with(MY.player2):
                MY.player2_hp = MY.player2_hp - 1
                MY.bullets[i].active = False
                SOUND_EXPLOSIONS[coda.utilities.rand(0, len(SOUND_EXPLOSIONS) - 1)].play()
            elif MY.bullet_owner[i] == 2 and MY.bullets[i].collides_with(MY.player1):
                MY.player1_hp = MY.player1_hp - 1
                MY.bullets[i].active = False
                SOUND_EXPLOSIONS[coda.utilities.rand(0, len(SOUND_EXPLOSIONS) - 1)].play()

    for asteroid in MY.asteroids:
        if MY.player1.collides_with(asteroid):
            MY.player1.velocity = coda.Vector2(0, 0)

        if MY.player2.collides_with(asteroid):
            MY.player2.velocity = coda.Vector2(0, 0)

    # Check win condition
    if MY.player1_hp < 1:
        coda.state.change(2)
    elif MY.player2_hp < 1:
        coda.state.change(1)
Пример #7
0
def update(delta_time):
    """Update method for boss battle state."""
    for event in coda.event.listing():
        if coda.event.quit_game(event):
            coda.stop()
        elif coda.event.key_down(event, " "):
            MY.player_logic.current_state = 1

    x_value = 0
    y_value = 0
    temp = 35

    MY.boss_logic.update(delta_time)
    MY.player_logic.update(delta_time)

    if MY.player_dir == coda.dir.UP:
        x_value = MY.player.location.x
        y_value = MY.player.location.y - temp
    elif MY.player_dir == coda.dir.DOWN:
        x_value = MY.player.location.x
        y_value = MY.player.location.y + temp
    elif MY.player_dir == coda.dir.LEFT:
        x_value = MY.player.location.x - temp
        y_value = MY.player.location.y
    elif MY.player_dir == coda.dir.RIGHT:
        x_value = MY.player.location.x + temp
        y_value = MY.player.location.y

    MY.player_hitbox.location = coda.Vector2(x_value, y_value)

    for wall in MY.walls:
        if MY.player.collides_with(wall):
            if MY.player.collision[coda.dir.DOWN]:
                MY.player.snap_to_object_y(wall, coda.dir.DOWN)
                continue
            if MY.player.collision[coda.dir.LEFT]:
                MY.player.snap_to_object_x(wall, coda.dir.LEFT)
                continue
            if MY.player.collision[coda.dir.RIGHT]:
                MY.player.snap_to_object_x(wall, coda.dir.RIGHT)
                continue
            if MY.player.collision[coda.dir.UP]:
                MY.player.snap_to_object_y(wall, coda.dir.UP)
                continue

    count = -1
    for bullet in MY.bullets:
        count += 1
        if bullet.active:
            if MY.bullet_owner[count] == BOSS and bullet.collides_with(MY.player):
                MY.player_health -= 5
                bullet.active = False
                continue
            elif MY.bullet_owner[count] == PLAYER and bullet.collides_with(MY.boss):
                MY.boss_health -= 5
                bullet.active = False
                continue
            for wall in MY.walls:
                if bullet.collides_with(wall):
                    bullet.active = False
                    continue

    if MY.player_hitbox.active and MY.boss.collides_with(MY.player_hitbox):
        MY.boss_health -= 10
        MY.player_hitbox.active = False