Пример #1
0
	def __init__(self):
		super().__init__()
		self.sprites = get_sprites()
		self.director = Director(self)
		self.machine = Machine(self.scr, self.sprites)
		self.HUD = HUD(self.scr, self)
		self.dis = Dis(self.scr)
		self.moneys = 8654105
		self.constructors = {"dollars": Dollar, "coins": Coin}
		self.maxes = {"Machine": 0, "dollars":5, "coins": 5}
		self.current_values = {"Machine": 0, "dollars": 1, "coins": 0}
		self.prices = {"Machine": [100, 250, 500], "dollars": [50, 100, 200], "coins": [200, 500, 1000]}
		self.values = {"Machine": [None, None, None], "dollars": [2, 5, 10], "coins": [5, 10, 20]}
		self.levels = {"Machine": -1, "dollars": -1, "coins": -1}
		self.names = ["Machine", "dollars", "coins"]
		self.unlocked = {"Machine": True, "dollars": True, "coins": False}
		dollars = Group(name="dollars")
		coins = Group(name="coins")
		machine = Group(name="Machine")
		self.groups = [machine, dollars, coins]
		self.thresholds = {100: False}
		self.main_menu = Scenes.get_money_main(self.scr, self.__game_n_load, self.game, self.del_data)
		self.shop_menu = Scenes.get_money_shop(self)
		self.letters = Letters(self, self.scr, self.thresholds, self.sprites)
		self.active_letter = Letter_Placeholder()
		return
Пример #2
0
 def __init__(self):
     super().__init__()
     self.money = Money()
     self.blit_money = self.money.start
     self.menu = Scenes.get_games_menu(self)
     self.settings = Scenes.get_settings(self)
     self.credits = Scenes.get_credits(self)
     self.settings_else = Scenes.get_settings_else(self)
     return
Пример #3
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 def __init__(self, scr, sprites, save, load):
     buy_bg = pygame.transform.scale(sprites['buy_bg'], (1280, 520))
     self.money_bg, self.pulldown, self.buy_bg, self.buttons = Scenes.get_HUD(
         scr, sprites, self.pull_menu, buy_bg, save, load)
     self.moneys = 0
     self.money = Scenes.get_money(scr)
     self.factor = 20
     self.moving = 0
     # start down while testing
     self.moving = self.factor
     self.down = False
     self.max = 500
     self.current = 0
     return
Пример #4
0
 def addScense(self, tid, name):
     '''添加一个场景服务器
     @param tid: int gate中连接的动态id
     @param name: str 场景服务器的名称
     '''
     scenes = Scenes(tid, name)
     self.scenesDict[tid] = scenes
Пример #5
0
 def __init__(self):
     self._arts = Arts()
     self._vars = Vars()
     self._scn_gen = SceneGenerator()
     self._abv_gnd = 0
     self._e1 = Enemy()
     _, self._width = Scenes().get_init_dim()
     self._em = 0
     self._mario_place = 0
     self._b1 = Bullet()
     self._bsjump_cord = 20
     self._bsjump_corddef = self._bsjump_cord
     self._pipe_place = ((self._width * 4) - 10)
Пример #6
0
 def unlock(self, unlocks):
     for un in unlocks:
         self.unlocked[un] = unlocks[un]
     self.shop_menu = Scenes.get_money_shop(self)
     return
Пример #7
0
    def load(self):
        # my patent-pending brilliant loading function
        try:
            data = json.load(open("data.json", "r"))
            self.moneys = data[0]
            for key, _, _, _ in zip(maxes := data[1], values := data[2], levels
                                    := data[3], unlocked := data[4]):
                self.maxes[key] = maxes[key]
                self.current_values[key] = values[key]
                self.levels[key] = levels[key]
                self.unlocked[key] = unlocked[key]
            for key in data[5]:
                self.thresholds[key] = data[5][key]
            self.active_letter = self.letters.get_active(
                self.moneys, self.thresholds)
            self.shop_menu = Scenes.get_money_shop(self)
        except Exception as e:
            # loading can fail in various unfun ways
            print(e)
            pass
        return

    def increase_maxes(self):
        for key in self.maxes:
            self.maxes[key] += 1
        return

    def buy(self, button):
        # a few logic rules for the buying process
        if self.moneys - button.price >= 0:
            self.moneys -= button.price