Пример #1
0
def onClick(context):
    global garage, player_info
    if context == 'racestart':
        game_framework.push_state(racing_state)
    if context == 'buy':
        have = player_info['coin']
        cost = car_info[str(garage.slot[garage.select])]['cost']
        if have >= cost:
            player_info['coin'] -= cost
            player_info['level'] += 1
            player_info['have'].append(garage.slot[garage.select])
            save_data()
        else:
            pass
    if context == 'before':
        game_framework.pop_state()
    if context == 'la':
        if garage.slot[0] > 0:
            garage.slot = [x - 1 for x in garage.slot]
    if context == 'ra':
        if garage.slot[2] < MAX_LEV - 1:
            garage.slot = [x + 1 for x in garage.slot]
    if context[0] == 's' and len(context) == 2:
        if context == 's1':
            garage.select = 0
        if context == 's2':
            garage.select = 1
        if context == 's3':
            garage.select = 2
    if context == 'diff_up':
        garage.difficulty = pico2d.clamp(0, garage.difficulty + 1, 5)
    if context == 'diff_down':
        garage.difficulty = pico2d.clamp(0, garage.difficulty - 1, 5)
Пример #2
0
    def update(self):
        self.q3l = (int(self.focus_object.pivot.x) -
                    self.canvas_width // 2) % self.w
        self.q3b = (int(self.focus_object.pivot.y) -
                    self.canvas_height // 2) % self.h
        self.q3w = pico2d.clamp(0, self.w - self.q3l, self.w)
        self.q3h = pico2d.clamp(0, self.h - self.q3b, self.h)

        # quadrant 2
        self.q2l = 0
        self.q2b = 0
        self.q2w = 0
        self.q2h = 0

        # quadrand 4
        self.q4l = 0
        self.q4b = 0
        self.q4w = 0
        self.q4h = 0

        # quadrand 1
        self.q1l = 0
        self.q1b = 0
        self.q1w = 0
        self.q1h = 0
        pass
Пример #3
0
 def update(self):
     # fill here
     self.window_left = pico2d.clamp(
         0,
         int(self.focus_object.pivot.x) - self.canvas_width // 2,
         self.w - self.canvas_width)
     self.window_bottom = pico2d.clamp(
         0,
         int(self.focus_object.pivot.y) - self.canvas_height // 2,
         self.h - self.canvas_height)
     pass
Пример #4
0
    def update(self):
        global player, bg, info
        # ============= 좌표 업데이트 ==============
        self.frame_timer += info.elapsed
        self.draw_timer += info.elapsed
        if self.draw_timer > self.draw_interval:
            self.draw_timer = 0
            self.frame = (self.frame + 1) % self.max_frame
        if self.frame_timer > DELAY:
            self.frame_timer = 0

            #self.y_speed = pico2d.clamp(-self.max_speed, self.y_speed + self.accel, self.max_speed)      #속도 += 가속도
            self.y_speed = pico2d.clamp(-self.max_speed,
                                        self.y_speed + self.accel,
                                        self.max_speed)  #속도 += 가속도
            self.y += (self.y_speed - player.car.y_speed)
            self.x_speed = self.dir * self.max_speed / 2
            self.x = pico2d.clamp(100, self.x + self.x_speed, cw - 100)
Пример #5
0
 def arrow_up():
     if self.csr_difficult == -1:
         self.csr_music = pico2d.clamp(0, self.csr_music - 1,
                                       len(self.music_list) - 1)
         change_art()
     else:
         # 앞의 난이도로 이동
         difficult_list = self.music_list[
             self.csr_music].get_difficult_csr_list()
         self.csr_difficult = difficult_list[
             difficult_list.index(self.csr_difficult) - 1]
Пример #6
0
 def arrow_down():
     if self.csr_difficult == -1:
         self.csr_music = pico2d.clamp(0, self.csr_music + 1,
                                       len(self.music_list) - 1)
         change_art()
     else:
         # 뒤의 난이도로 이동
         difficult_list = self.music_list[
             self.csr_music].get_difficult_csr_list()
         self.csr_difficult = difficult_list[
             (difficult_list.index(self.csr_difficult) + 1) %
             len(difficult_list)]
Пример #7
0
    def update(self):
        global player
        if self.state == DEAD:
            self.reset()
        # ============= 좌표 업데이트 ==============
        self.x_speed = 200*DELAY*self.dir*math.log2(self.level+1)
        self.x = pico2d.clamp(100, self.x + self.x_speed, WIDTH - 100)
        self.y_speed = pico2d.clamp(-MAX_SPEEDS[self.level], self.y_speed + self.accel, MAX_SPEEDS[self.level])      #속도 += 가속도
        self.y -= (player.car.y_speed - self.y_speed)        #내 차와의 상대속도만큼 y위치 변경
        if self.y < -100 or self.y > HEIGHT + 200:
            self.reset()

        # ============= 상태 업데이트 ==============
        if self.y_speed == 0:
            self.state = STOP
        elif self.dir == 1:
            self.state = RIGHT
        elif self.dir == -1:
            self.state = LEFT
        else:
            self.state = UP    
        self.counter = (self.counter + 1)%100
Пример #8
0
    def update(self):
        self.timer -= GameFrameWork.frame_time
        if self.timer < 0:
            self.timer += self.MOVING_TIMER
            self.pivot.y += self.dir * 1

        if self.pivot.y >= (self.starting_y + self.jump_max):
            self.dir = -1
        elif self.pivot.y <= (self.starting_y - self.jump_max):
            self.dir = 1
        self.pivot.y = pico2d.clamp(self.starting_y - self.jump_max,
                                    self.pivot.y,
                                    self.starting_y + self.jump_max)
        pass
Пример #9
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def wave(level):
    global cars, lock
    print('wave level: ', level)

    wave_cars = []

    w = (cw - 200) / 20
    for i in range(level):
        new_cars = [Car(pico2d.clamp(0, i, MAX_LEV - 1)) for _ in range(20)]
        for j in range(len(new_cars)):
            if j == 0:
                new_cars[j].y = ch + ((i + 1) * 30)
                new_cars[j].x = 100
            else:
                new_cars[j].x = new_cars[j - 1].x + w
                new_cars[j].y = new_cars[j - 1].y
            new_cars[j].y_speed = -1
        wave_cars += new_cars

    with lock:
        cars += wave_cars
Пример #10
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 def arrow_down():
     self.csr = pico2d.clamp(0, self.csr + 1, 1)
Пример #11
0
 def arrow_up():
     self.csr = pico2d.clamp(0, self.csr - 1, 1)
Пример #12
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 def do_RUN(self):
     self.frame = (self.frame + 1) % 8
     self.x += self.velocity
     self.x = pico2d.clamp(25, self.x, 800 - 25)