Пример #1
0
def mouse_control(e):
    global mouse_tower, menu_width, cell_size, screen_width, money, towers, display, cells, playfield_w
    if e.type == pygame.MOUSEBUTTONDOWN:
        m_pos = pygame.mouse.get_pos()
        if e.button == 1:
            c = find_cell(m_pos, menu_width, cell_size, screen_width)
            if c != -1:
                if mouse_tower.follow_mouse:
                    if (towers[c].t_num == TowerType.ZEROTOWER.value) and (cells[c].t != Terrain.OBSTRUCTED):
                        if money.can_spend(100):
                            # cells[c].t = Terrain((cells[c].t.value + 1) % (Terrain.__len__()))
                            # towers[c].t_num = (towers[c].t_num + 1) % TowerType.__len__()
                            towers[c] = Tower(c, towers[c].x, towers[c].y, cell_size, mouse_tower.t_num)
                            display.register(towers[c])
                            display.remove(mouse_tower)
                            mouse_tower.follow_mouse = False
                            money.spend(100)
                else:
                    if money.can_spend(towers[c].upgrade_cost):
                        money.spend(towers[c].upgrade_cost)
                        towers[c].upgrade()
                #     for n in find_neighbors(cells[c].identity, len(cells), playfield_w):
                #         cells[n].t = Terrain.OBSTRUCTED
            if c == -1:
                if not mouse_tower.follow_mouse:
                    for item in menu:
                        if item.identity == -1:
                            if item.is_in(m_pos):
                                mouse_tower = Tower(-1, m_pos[0], m_pos[1], cell_size, item.t_num)
                                display.register(mouse_tower)
                                mouse_tower.follow_mouse = True
                else:
                    display.remove(mouse_tower)
                    mouse_tower.follow_mouse = False
Пример #2
0
def start_level(e):
    global level_active, menu, wave_number
    if not level_active:
        if e.type == pygame.MOUSEBUTTONDOWN:
            if e.button == 1:
                m_pos = pygame.mouse.get_pos()
                if find_cell(m_pos, menu_width, cell_size, screen_width) == -1:
                    if menu[2].is_in(m_pos):
                        level_active = True
                        display.remove(menu[2])
                        display.remove(menu[3])
                        display.register(menu[4])
                        initialize_wave()
Пример #3
0
def initialize_wave():
    global enemies, wave_number, level_active, victorious, level_number, cell_size
    wave_number += 1  # we are showing the user that this is wave one, but we are accessing wave 0 in the list
    if wave_number - 1 < len(current_waves_list):
        print(wave_number, " Wave ")
        counter = 0
        for num in range(len(current_waves_list[wave_number - 1])):
            enemies.append(Enemy(counter, cell_size / 2, current_waves_list[wave_number - 1][num], level_number,
                                 wave_number, (menu_width, -cell_size - (counter * 30))))
            display.register(enemies[counter])
            print(counter, current_waves_list[wave_number - 1][num])
            counter += 1
    else:
        level_active = False
        victorious = True
Пример #4
0
import map

WIDTH = 384
HEIGHT = 384

# Event handlers
def quit(e):
    """Event hander for quit events"""
    # Any shutdown code should go here
    sys.exit()


pygame.display.init()

display.init(WIDTH, HEIGHT)
display.register(map.sample_map())
display.register(objects.sample_statue())

minotaur = objects.sample_minotaur()
display.register(minotaur)

ehandler.register("quit", quit)

while True:
    minotaur.update()
    display.render()
    ehandler.run()


pygame.quit()
Пример #5
0
# Begin game and game loop
import event

playing = True

def quit(e):
	global playing
	if e.type == pygame.QUIT:
		playing = False
	elif e.type == pygame.KEYUP:
		if ((e.key == pygame.K_F4) and
		   (e.mod and pygame.KMOD_ALT)):
			playing = False

player = units.player(500, 500)
display.register(player)

event.register(player.handler)
event.register(quit)
event.register(audio.handler)
event.register(display.handler)

audio.init()
clock = pygame.time.Clock()
while(playing):

	clock.tick(30)

	event.update()
	player.update()
	display.update()
Пример #6
0
heart_max = heart_number
money = Resource()
money.gain(350)
victorious = False

# clean up the level
for i in range(len(current_level) - 1):
    current_level[i] = Terrain(current_level[i])

# locations for towers, color can be changed by changing the terrain type
cells = []
for i in range(playfield_w * playfield_h):
    x = int(i % playfield_w) * cell_size + menu_width
    y = int(i / playfield_w) * cell_size
    cells.append(Cell(i, x, y, cell_size, current_level[i]))
    display.register(cells[i])

# the path of positions that enemies must follow
# they should start at (-cell_size, 0) so they walk onto the screen
# then they move to the next square at the end of the path and make you lose a heart
path = [cells[0].pos(), cells[1].pos(), cells[2].pos(), cells[3].pos(),
        cells[18].pos(), cells[33].pos(), cells[48].pos(), cells[63].pos(),
        cells[78].pos(), cells[93].pos(), cells[108].pos(), cells[123].pos(),
        cells[138].pos(), cells[153].pos(), cells[168].pos(), cells[183].pos(),
        cells[184].pos(), cells[185].pos(), cells[186].pos(), cells[187].pos(),
        cells[188].pos(), cells[173].pos(), cells[158].pos(), cells[143].pos(),
        cells[128].pos(), cells[113].pos(), cells[98].pos(), cells[99].pos(),
        cells[100].pos(), cells[101].pos(), cells[102].pos(), cells[117].pos(),
        cells[132].pos(), cells[147].pos(), cells[162].pos(), cells[177].pos(),
        cells[192].pos(), cells[207].pos(), cells[222].pos(), cells[223].pos(),
        cells[224].pos()