Пример #1
0
 def score(self, value):
     self._score = value
     game.update_label_entity_text(entity_id="player_one_point_value_label",
                                   text=f"{self._score}")
     if self._score > self.high_score:
         self.high_score = self._score
     if self._score >= 10000 and not self.extra_life_earned:
         self.lives += 1
         self.extra_life_earned = True
         game.play_sound(sound_id="pacman-extra-life")
Пример #2
0
 def high_score(self, value):
     self._high_score = value
     game.update_label_entity_text(entity_id="high_score_point_value_label",
                                   text=f"{self._high_score}")
Пример #3
0
    def __create__(self):
        # Vars
        self.speed = 100

        # Play Music
        game.stop_music()
        game.pause_music()
        game.resume_music()
        game.play_music(music_id="dd-music")

        # Create Text Label Entity
        text_label_entity_id = "test_text"
        game.create_label_entity(
            entity_id=text_label_entity_id,
            text="Test",
            position=(100, 100),
            font_id="charriot",
            layer=2,
            fixed=False,
            wrap_length=800,
            color=(100, 100, 100),
        )

        # Update Label Text
        game.update_label_entity_text(entity_id=text_label_entity_id, text="New Text!")

        # Create sprite entity
        helicopter_entity_id = "helicopter"
        game.create_sprite_entity(
            entity_id=helicopter_entity_id,
            texture_id="chopper",
            position=(400, 400),
            layer=3,
            width=32,
            height=32,
            clickable=False,
            fixed=False,
            collider_tag="",  # Emtpy as default set to add collider
        )

        # Setup signal for animation finished
        game.subscribe_to_signal(
            source_id=f"{helicopter_entity_id}_animation",
            signal_id="animation_finished",
            subscriber_entity_id=self.entity_id,
            function_name="_on_helicopter_animation_finished",
        )
        # Setup signal for animation frame changed
        game.subscribe_to_signal(
            source_id=f"{helicopter_entity_id}_animation",
            signal_id="frame_changed",
            subscriber_entity_id=self.entity_id,
            function_name="_on_helicopter_frame_changed",
        )

        # Delete sprite entity (after creation)
        delete_entity_id = "delete_entity"
        game.create_sprite_entity(
            entity_id=delete_entity_id,
            texture_id="chopper",
            position=(100, 100),
            layer=3,
            width=32,
            height=32,
            clickable=False,
            fixed=False,
        )
        game.delete_entity(entity_id=delete_entity_id)

        # Create timer
        self.counted_seconds = 0
        self.count_timer_id = "count_timer"
        game.create_timer(
            timer_id=self.count_timer_id, time=1.0, loops=True, start_on_creation=True
        )
        # Stop Timer
        game.stop_timer(self.count_timer_id)
        # Start Timer
        game.start_timer(self.count_timer_id)

        # Connect signal
        game.subscribe_to_signal(
            source_id=self.count_timer_id,
            signal_id="timeout",
            subscriber_entity_id=self.entity_id,
            function_name="_on_test_timer_timeout",
        )