Пример #1
0
	def setup(self):
		
		sound.set_volume(.25)
		self.rules_node = Node(parent=self)
		
		self.bg_color = ShapeNode(
			ui.Path.rounded_rect(0, 0, self.size.w * 0.73, self.size.h * 0.75, 10),
			color='#477148', 
			position=(self.size.w/2, self.size.h/2),
			alpha=0.7,
			stroke_color='black',			
			parent=self.rules_node)
		self.bg_color.line_width=2

		self.bg_color_2 = ShapeNode(
			ui.Path.rounded_rect(0, 0, self.size.w * 0.70, self.size.h * 0.70, 10),
			color='#477148', 
			position=(self.size.w/2, self.size.h/2),
			alpha=0.7,
			stroke_color='black',			
			parent=self.rules_node)
		self.bg_color_2.line_width=1
		
		self.rules_text = LabelNode('Find the Ace of Spades', ('Arial Rounded MT Bold', 38), position=(self.size.w/2, self.size.h/2 * 1.10), color='black', parent=self.rules_node)
			
		self.close_rules = LabelNode(
			'CLOSE',
			('American Typewriter ', 25), 
			position=(self.size.w/2, self.size.h/2 * 0.75), 
			color= 'black',
			parent=self.rules_node)
			
		self.rules_node.alpha=0
		self.rules_node.run_action(A.fade_to(1, 2))
Пример #2
0
 def touch_ended(self, touch):
     # this method is called, when user releases a finger from the screen
     pass
     
     if self.back_arrow_button.frame.contains_point(touch.location):
        sound.play_effect('8ve:8ve-tap-mellow')
        self.dismiss_modal_scene()
     
     if self.music_button.frame.contains_point(touch.location):
        sound.play_effect('8ve:8ve-tap-mellow')
        config.main_menu_music.play()
        config.music_on = True
     if self.no_music_button.frame.contains_point(touch.location):
        sound.play_effect('8ve:8ve-tap-mellow')
        config.main_menu_music.pause()
        config.music_on = False
     if self.sound_effects_button.frame.contains_point(touch.location):     
        sound.set_volume(50)     
        sound.play_effect('8ve:8ve-tap-mellow')       
        config.sound_effects_on = True    
     if self.no_sound_effects_button.frame.contains_point(touch.location):
        sound.play_effect('8ve:8ve-tap-mellow')
        sound.set_volume(0)
        config.sound_effects_on = False           
        
     if self.girl_button.frame.contains_point(touch.location):
        sound.play_effect('8ve:8ve-tap-mellow')
        self.girl_button_down = True
        self.choose_character()	 
     elif self.boy_button.frame.contains_point(touch.location):
        sound.play_effect('8ve:8ve-tap-mellow')
        self.girl_button_down = False
        self.choose_character()                  
Пример #3
0
    def setup(self):

        sound.load_effect('Beep')
        sound.set_volume(1.0)
        self.alarm_timer = 0
        self.bg_red = True

        self.timer = 180
        self.start_time = 0.0
        self.running = False
        self.dt = 0.0
        self.alert = False

        # gesture recognition
        self.gesture = Gesture.TAP
        self.start_touches = {}
        self.touch_count = {}

        #Render all the digits as individual images:
        self.numbers = {}
        font_size = 200 if self.size.w > 700 else 100
        for s in chain(string.digits, [':', '.']):
            #render_text returns a tuple of
            #an image name and its size.
            self.numbers[s] = render_text(s, 'Helvetica-Bold', font_size)
Пример #4
0
	def touch_began(self, touch):
		if touch.location in self.close_rules.frame:
			self.rules_node.run_action(
				A.sequence(
					A.fade_to(0, 2), 
					A.wait(1), 
					A.call(self.dismiss_scene)))
			sound.set_volume(.6)
Пример #5
0
async def watch_living_video(cid):
    import sound
    sound.set_honors_silent_switch(False)
    sound.set_volume(1)
    sound.play_effect('piano:D3')
    json_response = await bilibili.request_playurl(cid)
    print(json_response)
    if not json_response['code']:
        data = json_response['data']
        print(data)
        webbrowser.open(data)
Пример #6
0
 def touch_began(self, touch):
     # this method is called, when user touches the screen
     x, y = touch.location
     if self.fire_button.frame.contains_point(touch.location):
         self.create_new_ball()
         if config.sound == True:
             sound.set_volume(50)
             sound.play_effect('8ve:8ve-beep-bop')
     #elif self.pause_button.frame.contains_point(touch.location):
     #self.present_modal_scene(PauseScene())
     else:
         self.paddle_target = x
Пример #7
0
	def check_item_collisions(self):
		player_hitbox = Rect(self.player.position.x - 20, 125, 38, 75)
		for item in list(self.items):
			if item.frame.intersects(player_hitbox):
				if isinstance(item, Coin):
					sound.set_volume(.5)
					self.collect_item(item)
				elif isinstance(item, Meteor):
					sound.set_volume(1)
					self.player_hit()
				elif not item.parent:
					self.items.remove(item)
Пример #8
0
	def setup(self):
		self.beat = 0.0
		set_volume(1.0)
		
		self.sounds = ['Drums_01', 'Drums_02', 'Drums_03', 'Drums_06',
		'Drums_10', 'Drums_11', 'Drums_11', 'Drums_15']
		for effect in self.sounds:
			load_effect(effect)
			
		try:
			with open('Drums.data', 'r') as f:
				self.grid = pickle.load(f)
		except EOFError:
			self.grid = [[False for col in range(16)] for row in range(8)]
Пример #9
0
	def new_game(self):
		for item in self.items:
			item.remove_from_parent()
		self.items = []
		self.score = 0
		self.score_label.text = '0'
		self.walk_step = -1
		sound.set_volume(1)
		sound.play_effect('voice:male_go')
		self.player.texture = standing_texture
		self.player.position = (self.size.w/2, 110)
		self.player.size = (200, 76)
		self.speed = 1.0
		self.game_over = False
Пример #10
0
	def setup(self):
		self.beat = 0.0
		set_volume(1.0)
		
		self.sounds = ['Drums_01', 'Drums_02', 'Drums_03', 'Drums_06',
		               'Drums_10', 'Drums_11', 'Drums_11', 'Drums_15']
		for effect in self.sounds:
			load_effect(effect)
			
		try:
			with open('Drums.data', 'r') as f:
				self.grid = pickle.load(f)
		except EOFError:
			self.grid = [[False for col in xrange(16)] for row in xrange(8)]
Пример #11
0
	def setup ( self):
		self.x = self.size.w * 0.5
		self.y = self.size.h * 0.5
		
		sound.set_volume(1)
		
		# 障害物のシーケンスを作成
		w = 110
		self.s_rect = []
		while(self.size.w > w):
			h = 110
			while(self.size.h > h ):
				self.s_rect.append(Rect( w, h, 40, 40 ))
				h += 160
			else:
				w += 160
Пример #12
0
    def touch_ended(self, touch):
        # if the back button is pressed, go to the main menu scene
        if self.back_button.frame.contains_point(touch.location):
            self.back_button.scale = 0.1
            sound.play_effect('./assets/sounds/click.wav')
            self.dismiss_modal_scene()

        # on button for sound
        if self.on_button.frame.contains_point(touch.location):
            self.on_button.scale = 0.1
            sound.play_effect('./assets/sounds/click.wav')
            sound.set_volume(100)

        # off button for sound
        if self.off_button.frame.contains_point(touch.location):
            self.off_button.scale = 0.1
            sound.set_volume(0)
Пример #13
0
	def setup(self):
		sound.set_volume(1)
		self.folder_setup()
		self.player = 'Player'
		self.moved = False
		self.background_color = '#00002A'
		self.first_touch = None
		self.board_size = 3
		self.load_game()
		
		self.board = Board(self.board_size, parent=self)
		self.score_board = ScoreBoard(parent=self)
		self.add_child(self.board)
		self.add_child(self.score_board)
		
		self.score_board.load_highscore()
		self.board.load_state()
		
		self.show_menu()
Пример #14
0
    def setup(self):
        # loading sound
        sound.set_volume(100)
        sound.play_effect('./assets/sounds/loading.wav')

        # create timer, so that after 2 seconds move to next scene
        self.start_time = time.time()

        # add white background
        self.background = SpriteNode(position=self.size / 2,
                                     color='white',
                                     parent=self,
                                     size=self.size)

        # company logo
        self.company_logo = SpriteNode('./assets/sprites/company_logo.PNG',
                                       parent=self,
                                       position=self.size / 2,
                                       scale=0.5)
Пример #15
0
    def setup(self):
        sound.set_volume(1)
        self.folder_setup()
        self.player = 'Player'
        self.moved = False
        self.background_color = '#00002A'
        self.first_touch = None
        self.board_size = 3
        self.load_game()

        self.board = Board(self.board_size, parent=self)
        self.score_board = ScoreBoard(parent=self)
        self.add_child(self.board)
        self.add_child(self.score_board)

        self.score_board.load_highscore()
        self.board.load_state()

        self.show_menu()
Пример #16
0
def main(wav_file):
    # checking if this script is run properly (as an iOS extension)
    if not appex.is_running_extension():
        print('This script is intended to be run from the sharing extension.')
        return None

    # gets selected picture
    picture = appex.get_image(image_type='pil')
    if not picture:
        print('No input image')
        return None

    # main operation of conversion and creating wav file
    pixels = np.array(Image.open(picture))
    audio = picture_to_wave.image_to_sound(pixels)
    picture_to_wave.save_wav(wav_file, audio)

    # playing just created wav file
    sound.set_volume(1)
    player = sound.Player(wav_file)
    player.play()
Пример #17
0
    def touch_ended(self, touch):
        # this method is called, when user releases a finger from the screen

        # This transitions to main menu scene
        if self.back_arrow_button.frame.contains_point(touch.location):
            sound.play_effect('8ve:8ve-tap-mellow')
            self.dismiss_modal_scene()

        # This plays music (turns on music)
        if self.music_button.frame.contains_point(touch.location):
            sound.play_effect('8ve:8ve-tap-mellow')
            config.main_menu_music.play()
            config.music_on = True
        # This stops music (turns off music)
        if self.no_music_button.frame.contains_point(touch.location):
            sound.play_effect('8ve:8ve-tap-mellow')
            config.main_menu_music.pause()
            config.music_on = False

        # This allows sound effects (turns on sound effects)
        if self.sound_effects_button.frame.contains_point(touch.location):
            sound.set_volume(50)
            sound.play_effect('8ve:8ve-tap-mellow')
            config.sound_effects_on = True
        # This does not allow sound effects (turns off sound effects)
        if self.no_sound_effects_button.frame.contains_point(touch.location):
            sound.play_effect('8ve:8ve-tap-mellow')
            sound.set_volume(0)
            config.sound_effects_on = False

        # This displays the girl robber and sets it as player for game
        if self.girl_button.frame.contains_point(touch.location):
            sound.play_effect('8ve:8ve-tap-mellow')
            self.girl_button_down = True
            self.choose_character()
        # This displays the boy robber and sets it as player for game
        elif self.boy_button.frame.contains_point(touch.location):
            sound.play_effect('8ve:8ve-tap-mellow')
            self.girl_button_down = False
            self.choose_character()
Пример #18
0
 def set_volume(self, vol):
     sound.set_volume(vol)
Пример #19
0
def playSound(name, volume):
    sound.set_volume(volume)
    sound.play_effect(name)
Пример #20
0
 def setup(self):
     # this method is called, when user moves to this scene
     
     self.score_position = Vector2()
     self.size_of_screen_x = self.size.x
     self.size_of_screen_y = self.size.y
     self.center_of_screen_x = self.size_of_screen_x/2
     self.center_of_screen_y = self.size_of_screen_y/2 
     self.girl_button_down = False
     self.boy_button_down = False
     self.button_click = sound.play_effect('casino:ChipLay2', 50)
     
     self.choose_character_button_touched_once = False
     
     # This allows sound effects to play or to not play 
     # based on whether the play sound effects or no sound effects was pressed (in settings scene)  
     if config.sound_effects_on == True:
        sound.set_volume(50)
     elif config.sound_effects_on == False:
        sound.set_volume(0)      
     
     # This plays or does not play music 
     # based on whether the music or no music button was pressed (in settings scene)  
     if config.music_on == True:
        config.main_menu_music.number_of_loops = -1
        config.main_menu_music.play()
     elif config.music_on == False:
        config.main_menu_music.pause()
     
     # add blue sky background 
     self.background = SpriteNode('./assets/sprites/main_menu_background.PNG',
     	                           position = self.size / 2, 
                                  parent = self, 
                                  size = self.size)
     
     # add bush for background                                                           
     bush_position = Vector2()
     bush_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 100
     bush_position.x = self.size_of_screen_x - 100                           
     self.bush = SpriteNode('./assets/sprites/bush.PNG',
                            parent = self, 
                            position = bush_position,
                            scale = 0.45)       
    
     # add bush for background                                
     bush_2_position = Vector2()
     bush_2_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 100
     bush_2_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 100                               
     self.bush_2 = SpriteNode('./assets/sprites/bush.PNG',
                              parent = self, 
                              position = bush_2_position,
                              scale = 0.45)     
     
     # This shows home button                                                              
     back_arrow_button_position = Vector2()
     back_arrow_button_position.y = self.size_of_screen_y - 90
     back_arrow_button_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 80                   
     self.back_arrow_button = SpriteNode('./assets/sprites/back_arrow_button.PNG',
                                         parent = self, 
                                         position = back_arrow_button_position,
                                         scale = 0.6)            
     
     # This shows music button                                                                  
     music_button_position = Vector2()
     music_button_position.y = self.size_of_screen_y - 300
     music_button_position.x = self.center_of_screen_x - 360                
     self.music_button = SpriteNode('./assets/sprites/volume_button.PNG',
                                    parent = self, 
                                    position = music_button_position,
                                    scale = 0.15)         
     
     # This shows no music button                                                                 
     no_music_button_position = Vector2()
     no_music_button_position.y = self.size_of_screen_y - 300
     no_music_button_position.x = self.center_of_screen_x - 150                
     self.no_music_button = SpriteNode('./assets/sprites/no_volume_button.PNG',
                                       parent = self, 
                                       position = no_music_button_position,
                                       scale = 0.15)    
     
     # This shows sound effects button                                                                
     sound_effects_button_position = Vector2()
     sound_effects_button_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 100
     sound_effects_button_position.x = self.center_of_screen_x - 360                  
     self.sound_effects_button = SpriteNode('./assets/sprites/volume_button.PNG',
                                            parent = self, 
                                            position = sound_effects_button_position,
                                            scale = 0.15)                  
     
     # This shows no sound effects button                                                                  
     no_sound_effects_button_position = Vector2()
     no_sound_effects_button_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 100
     no_sound_effects_button_position.x = self.center_of_screen_x - 150                  
     self.no_sound_effects_button = SpriteNode('./assets/sprites/no_volume_button.PNG',
                                               parent = self, 
                                               position = no_sound_effects_button_position,
                                               scale = 0.15)                    
     
     # This shows boy robber button                                                                   
     boy_button_position = Vector2()
     boy_button_position.y = self.size_of_screen_y - 310
     boy_button_position.x = self.size_of_screen_x - 155             
     self.boy_button = SpriteNode('./assets/sprites/boy_button.PNG',
                                  parent = self, 
                                  position = boy_button_position,
                                  scale = 0.3)   
     
     # This shows girl robber button                                                                
     girl_button_position = Vector2()
     girl_button_position.y = self.size_of_screen_y - 310
     girl_button_position.x = self.center_of_screen_x + 145              
     self.girl_button = SpriteNode('./assets/sprites/girl_button.PNG',
                                   parent = self, 
                                   position = girl_button_position,
                                   scale = 0.3)    
     
     # This shows settings title label                                                                                                                                   
     settings_title_position = Vector2()
     settings_title_position.y = self.size_of_screen_y - 100
     settings_title_position.x = self.center_of_screen_x                      
     self.settings_title = SpriteNode('./assets/sprites/settings_title.PNG',
                                      parent = self, 
                                      position = settings_title_position,
                                      scale = 0.45)  
     
     # This shows music label                                                                
     music_label_position = Vector2()   
     music_label_position.y = self.size_of_screen_y - 200
     music_label_position.x = self.center_of_screen_x - 360                                                 
     self.music_label = LabelNode(text = 'Music',
                                  font = ('Marker Felt', 45),
                                  color = 'black',
                                  parent = self,
                                  position = music_label_position)    
     
     # This shows sound effects label                                                                                                                
     sound_effects_label_position = Vector2()   
     sound_effects_label_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 200
     sound_effects_label_position.x = self.center_of_screen_x - 285                                              
     self.sound_effects = LabelNode(text = 'Sound Effects',
                                    font = ('Marker Felt', 45),
                                    color = 'black',
                                    parent = self,
                                    position = sound_effects_label_position)      
                                                                                                                     
     character_gender_label_position = Vector2()   
     character_gender_label_position.y = self.size_of_screen_y - 200
     character_gender_label_position.x = self.size_of_screen_x - 260                                                
     self.character_gender = LabelNode(text = 'Choose Character',
                                       font = ('Marker Felt', 45),
                                       parent = self,
                                       color = 'black',
                                       position = character_gender_label_position)                                                                                                                                                   
     
     # This shows boy label (for boy robber button)     
     boy_label_position = Vector2()   
     boy_label_position.y = self.size_of_screen_y - 415
     boy_label_position.x = self.size_of_screen_x - 155                                            
     self.boy = LabelNode(text = 'Boy',
                          font = ('Marker Felt', 35),
                          parent = self,
                          color = 'black',
                          position = boy_label_position) 
     
     # This shows girl label (for girl robber button)                                                                      
     girl_label_position = Vector2()   
     girl_label_position.y = self.size_of_screen_y - 415
     girl_label_position.x = self.center_of_screen_x + 145                                           
     self.girl = LabelNode(text = 'Girl',
                           font = ('Marker Felt', 35),
                           parent = self,
                           color = 'black',
                           position = girl_label_position)   
                           
     robber_position = Vector2()
     robber_position.y = self.center_of_screen_y - 150
     robber_position.x = self.center_of_screen_x + 260                
     self.robber = SpriteNode(config.gender_type,
                              parent = self, 
                              position = robber_position,
                              scale = 0.135)                                                      
Пример #21
0
 def setup(self):
     sound.set_volume(1)
     self.root_layer = Layer(self.bounds)
     self.user_input = {'ans': '', 'text': ''}
     self.buttons = []
     self.create_buttons()
Пример #22
0
    def update(self):
        # this method is called, hopefully, 60 times a second
        if config.gamescene == True:
            config.gamescene = False
            self.dismiss_modal_scene()
        self.move_paddle()
        if (self.started == False):
            self.load_level(levels[self.level])
            self.started = True
        # check every update to see if a ball has touched a brick
        else:
            pass

        #move the ball
        self.Ball.position = self.Ball.position + self.ball_velocity

        # now check if the ball has touched the paddle
        if self.Ball.frame.intersects(self.paddle.frame):
            # you should change the velocity to a different angle here
            self.ball_velocity.y = self.ball_velocity.y * (-1)
            if config.sound == True:
                sound.set_volume(50)
                sound.play_effect('8ve:8ve-tap-mellow')
            else:
                sound.set_volume(0)

        # bounce ball off walls
        if self.Ball.position.y <= 0:
            self.ball_velocity.y = self.ball_velocity.y * (0)
            self.present_modal_scene(GameOver())

            # really it should not bounce, the game should end
        if self.Ball.position.x <= 0:
            self.ball_velocity.x = self.ball_velocity.x * (-1)
        if self.Ball.position.x >= self.size_of_screen_x:
            self.ball_velocity.x = self.ball_velocity.x * (-1)
        if self.Ball.position.y >= self.size_of_screen_y:
            self.ball_velocity.y = self.ball_velocity.y * (-1)
        if self.size.w > 760:
            #iPad
            brick_w, brick_h = 64, 32
        else:
            #iPhone
            brick_w, brick_h = 32, 16

        if len(self.bricks) > 0 and len(self.shoot_ball) > 0:
            #print('missile check')
            for brick in self.bricks:
                for shoot in self.shoot_ball:
                    if brick.frame.contains_rect(shoot.frame):
                        shoot.remove_from_parent()
                        self.shoot_ball.remove(shoot)
                        brick.remove_from_parent()
                        self.bricks.remove(brick)

        if len(self.bricks) > 0 and len(self.Balls) > 0:
            for brick in self.bricks:
                for self.Ball in self.Balls:
                    if brick.frame.contains_rect(self.Ball.frame):
                        brick.remove_from_parent()
                        self.bricks.remove(brick)

        if self.Ball.frame.intersects(brick.frame):
            #self.ball_velocity.y = self.ball_velocity.y * (-1)
            self.ball_velocity.y = self.ball_velocity.y * (-1)
    def setup(self):
        # this method is called, when user moves to this scene

        self.score_position = Vector2()
        self.size_of_screen_x = self.size.x
        self.size_of_screen_y = self.size.y
        self.center_of_screen_x = self.size_of_screen_x / 2
        self.center_of_screen_y = self.size_of_screen_y / 2

        # This allows sound effects to play or to not play
        # based on whether the play sound effects or no sound effects was pressed (in settings scene)
        if config.sound_effects_on == True:
            sound.set_volume(50)
        elif config.sound_effects_on == False:
            sound.set_volume(0)

        # This plays or does not play music
        # based on whether the music or no music button was pressed (in settings scene)
        if config.music_on == True:
            config.main_menu_music.play()
        elif config.music_on == False:
            config.main_menu_music.pause()

        # add blue sky background
        self.background = SpriteNode(
            './assets/sprites/main_menu_background.PNG',
            position=self.size / 2,
            parent=self,
            size=self.size)

        # add bush on right (for background)
        bush_position = Vector2()
        bush_position.y = (self.size_of_screen_y -
                           (2 * (self.center_of_screen_y))) + 100
        bush_position.x = self.size_of_screen_x - 100
        self.bush = SpriteNode('./assets/sprites/bush.PNG',
                               parent=self,
                               position=bush_position,
                               scale=0.45)

        # add bush on left (for background)
        bush_2_position = Vector2()
        bush_2_position.y = (self.size_of_screen_y -
                             (2 * (self.center_of_screen_y))) + 100
        bush_2_position.x = (self.size_of_screen_x -
                             (2 * (self.center_of_screen_x))) + 100
        self.bush_2 = SpriteNode('./assets/sprites/bush.PNG',
                                 parent=self,
                                 position=bush_2_position,
                                 scale=0.45)

        # This shows game logo
        game_logo_position = Vector2()
        game_logo_position.y = self.center_of_screen_y + 50
        game_logo_position.x = self.center_of_screen_x + 100
        self.game_logo = SpriteNode('./assets/sprites/game_logo.PNG',
                                    parent=self,
                                    position=game_logo_position,
                                    scale=0.45)

        # This shows start button
        start_button_position = Vector2()
        start_button_position.y = self.center_of_screen_y - 130
        start_button_position.x = self.center_of_screen_x - 60
        self.start_button = SpriteNode('./assets/sprites/start_button.PNG',
                                       parent=self,
                                       position=start_button_position,
                                       scale=0.23)

        # This shows settings button
        settings_button_position = Vector2()
        settings_button_position.y = self.center_of_screen_y - 200
        settings_button_position.x = self.center_of_screen_x - 60
        self.settings_button = SpriteNode(
            './assets/sprites/settings_button.PNG',
            parent=self,
            position=settings_button_position,
            scale=0.23)

        # This shows credits button
        credits_button_position = Vector2()
        credits_button_position.y = self.center_of_screen_y - 270
        credits_button_position.x = self.center_of_screen_x - 60
        self.credits_button = SpriteNode('./assets/sprites/credits_button.PNG',
                                         parent=self,
                                         position=credits_button_position,
                                         scale=0.23)
Пример #24
0
	def set_volume(self, vol):
		soundOrig.set_volume(vol)
    def setup(self):
        # this method is called, when user moves to this scene

        self.score_position = Vector2()
        self.size_of_screen_x = self.size.x
        self.size_of_screen_y = self.size.y
        self.center_of_screen_x = self.size_of_screen_x / 2
        self.center_of_screen_y = self.size_of_screen_y / 2

        # This allows sound effects to play or to not play
        # based on whether the play sound effects or no sound effects was pressed (in settings scene)
        if config.sound_effects_on == True:
            sound.set_volume(50)
        elif config.sound_effects_on == False:
            sound.set_volume(0)

        # This plays or does not play music
        # based on whether the music or no music button was pressed (in settings scene)
        if config.music_on == True:
            config.main_menu_music.play()
        elif config.music_on == False:
            config.main_menu_music.pause()

        # add blue sky background
        self.background = SpriteNode(
            './assets/sprites/main_menu_background.PNG',
            position=self.size / 2,
            parent=self,
            size=self.size)

        # add bush on right (for background)
        bush_position = Vector2()
        bush_position.y = (self.size_of_screen_y -
                           (2 * (self.center_of_screen_y))) + 100
        bush_position.x = self.size_of_screen_x - 100
        self.bush = SpriteNode('./assets/sprites/bush.PNG',
                               parent=self,
                               position=bush_position,
                               scale=0.45)

        # add bush on left (for background)
        bush_2_position = Vector2()
        bush_2_position.y = (self.size_of_screen_y -
                             (2 * (self.center_of_screen_y))) + 100
        bush_2_position.x = (self.size_of_screen_x -
                             (2 * (self.center_of_screen_x))) + 100
        self.bush_2 = SpriteNode('./assets/sprites/bush.PNG',
                                 parent=self,
                                 position=bush_2_position,
                                 scale=0.45)

        # This shows yes button
        yes_button_position = Vector2()
        yes_button_position.y = self.size_of_screen_y - 500
        yes_button_position.x = self.center_of_screen_x - 250
        self.yes_button = SpriteNode('./assets/sprites/yes_button.PNG',
                                     parent=self,
                                     position=yes_button_position,
                                     scale=0.3)

        # This shows no button
        no_button_position = Vector2()
        no_button_position.y = self.size_of_screen_y - 500
        no_button_position.x = self.center_of_screen_x + 250
        self.no_button = SpriteNode('./assets/sprites/no_button.PNG',
                                    parent=self,
                                    position=no_button_position,
                                    scale=0.3)

        # This ask user to return to levels scene (if level 3 completed)
        #  or to go to next level (if below level 3)
        if config.level_difficulty < 5:
            self.text = 'Would you like to go to the next level?'
        else:
            self.text = 'You completed all the levels! Return to levels scene?'
            self.no_button.remove_from_parent()
            self.yes_button.remove_from_parent()
            self.yes_button = SpriteNode('./assets/sprites/yes_button.PNG',
                                         parent=self,
                                         position=(self.center_of_screen_x,
                                                   yes_button_position.y),
                                         scale=0.3)

        # This displays the set question from above
        go_to_next_level_label_position = Vector2()
        go_to_next_level_label_position.y = self.center_of_screen_y + 100
        go_to_next_level_label_position.x = self.center_of_screen_x
        self.go_to_next_level_label = LabelNode(
            text=self.text,
            font=('Marker Felt', 45),
            color='black',
            parent=self,
            position=go_to_next_level_label_position)
Пример #26
0
 def set_volume(self, vol):
     soundOrig.set_volume(vol)
Пример #27
0
# coding: utf-8

# https://forum.omz-software.com/topic/2512/no-sound-when-i-run-a-script-at-all

import sound

sound.set_honors_silent_switch(False)
sound.set_volume(1)
sound.play_effect('piano:D3')
    def setup(self):
        # this method is called, when user moves to this scene

        self.score_position = Vector2()
        self.size_of_screen_x = self.size.x
        self.size_of_screen_y = self.size.y
        self.center_of_screen_x = self.size_of_screen_x / 2
        self.center_of_screen_y = self.size_of_screen_y / 2
        self.scale_size = 0.4

        # This allows sound effects to play or not play
        #  depending on whether sound effects is on or off (controlled in settings scene)
        if config.sound_effects_on == True:
            sound.set_volume(50)
        elif config.sound_effects_on == False:
            sound.set_volume(0)

        # This allows music to play or not play
        #  depending on whether music is on or off (controlled in settings scene)
        if config.music_on == True:
            config.main_menu_music.play()
        elif config.music_on == False:
            config.main_menu_music.pause()

        # add blue sky background
        self.background = SpriteNode(
            './assets/sprites/main_menu_background.PNG',
            position=self.size / 2,
            parent=self,
            size=self.size)

        # add bush in right (for background)
        bush_position = Vector2()
        bush_position.y = (self.size_of_screen_y -
                           (2 * (self.center_of_screen_y))) + 100
        bush_position.x = self.size_of_screen_x - 100
        self.bush = SpriteNode('./assets/sprites/bush.PNG',
                               parent=self,
                               position=bush_position,
                               scale=0.45)

        # add bush in left (for background)
        bush_2_position = Vector2()
        bush_2_position.y = (self.size_of_screen_y -
                             (2 * (self.center_of_screen_y))) + 100
        bush_2_position.x = (self.size_of_screen_x -
                             (2 * (self.center_of_screen_x))) + 100
        self.bush_2 = SpriteNode('./assets/sprites/bush.PNG',
                                 parent=self,
                                 position=bush_2_position,
                                 scale=0.45)

        # This shows credits label
        credits_title_position = Vector2()
        credits_title_position.y = self.center_of_screen_y + 270
        credits_title_position.x = self.center_of_screen_x
        self.credits_title = SpriteNode('./assets/sprites/credits_title.PNG',
                                        parent=self,
                                        position=credits_title_position,
                                        scale=0.45)

        # This shows home button
        home_button_position = Vector2()
        home_button_position.y = self.size_of_screen_y - 70
        home_button_position.x = (self.size_of_screen_x -
                                  (2 * (self.center_of_screen_x))) + 100
        self.home_button = SpriteNode('./assets/sprites/home_button.PNG',
                                      parent=self,
                                      position=home_button_position,
                                      scale=0.25)

        # This shows 'Made by: ' label
        made_by_label_position = Vector2()
        made_by_label_position.y = self.center_of_screen_y - -120
        made_by_label_position.x = self.center_of_screen_x - 0
        self.made_by_label = LabelNode(text='Made by:',
                                       font=('Copperplate', 45),
                                       color='black',
                                       parent=self,
                                       position=made_by_label_position)

        # This shows names
        names_label_position = Vector2()
        names_label_position.y = self.center_of_screen_y - -60
        names_label_position.x = self.center_of_screen_x - 0
        self.names_label = LabelNode(text='Sidney and Shuvaethy',
                                     font=('Copperplate', 45),
                                     color='black',
                                     parent=self,
                                     position=names_label_position)
 def setup(self):
     # this method is called, when user moves to this scene              
     
     self.score_position = Vector2()
     self.size_of_screen_x = self.size.x
     self.size_of_screen_y = self.size.y
     self.center_of_screen_x = self.size_of_screen_x/2
     self.center_of_screen_y = self.size_of_screen_y/2         
     
     self.down_button_down = False
     self.left_button_down = False
     self.up_button_down = False
     self.right_button_down = False 
     self.distance_between_hearts = 0       
     self.table_view_button_down = True
     self.robber_move_speed = 20.0
     self.police_attack_speed = 15.0
     self.police_attack_rate = 2
     self.number_coins_collected = 0
     self.stop_missiles = False
     self.heart_removed = False        
     self.missiles = []
     self.bushes = []
     self.coins = []
     self.hearts = []                
     self.character_gender = config.gender_type               
     
     # This allows sound effects to play or to not play 
     # based on whether the play sound effects or no sound effects was pressed (in settings scene)  
     if config.sound_effects_on == True:
        sound.set_volume(50)
     elif config.sound_effects_on == False:
        sound.set_volume(0)
     
     # This plays or does not play music 
     # based on whether the music or no music button was pressed (in settings scene)        
     if config.music_on == True:
        config.main_game_music.number_of_loops = -1
        config.main_game_music.play()
     elif config.music_on == False:
        config.main_game_music.pause()        
     
     # add grassy background 
     self.background = SpriteNode('./assets/sprites/main_game_background.PNG',
     	                           position = self.size / 2, 
                                  parent = self, 
                                  size = self.size) 
     
     # This show table view button                                                     
     table_view_button_position = Vector2()
     table_view_button_position.y = self.size_of_screen_y - 90
     table_view_button_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 80                   
     self.table_view_button = SpriteNode('./assets/sprites/table_view_button.PNG',
                                         parent = self, 
                                         position = table_view_button_position,
                                         scale = 0.25)    
     
     # This shows the bushes and coins                                                                                                                                                                                                                                                                         
     self.create_bush_and_coins()                    
                                                                                                                
     # Creates robber sprite                                                           
     self.robber_position = Vector2()
     self.robber_position.y = self.center_of_screen_y - 250
     self.robber_position.x = self.size_of_screen_x - 170            
     self.robber = SpriteNode(self.character_gender,
                              parent = self, 
                              position = self.robber_position,
                              scale = 0.11)                                
            
     # Creates down button                                                   
     down_button_position = Vector2()
     down_button_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 65
     down_button_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 135                   
     self.down_button = SpriteNode('./assets/sprites/down_button.PNG',
                                   parent = self, 
                                   position = down_button_position,
                                   alpha = 0.7,
                                   scale = 0.15)         
     # Creates left button                                  
     left_button_position = Vector2()
     left_button_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 150
     left_button_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 70                   
     self.left_button = SpriteNode('./assets/sprites/left_button.PNG',
                                   parent = self, 
                                   position = left_button_position,
                                   alpha = 0.7,
                                   scale = 0.15)         
     # Creates up button                                    
     up_button_position = Vector2()
     up_button_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 233
     up_button_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 135                   
     self.up_button = SpriteNode('./assets/sprites/up_button.PNG',
                                 parent = self, 
                                 position = up_button_position,
                                 alpha = 0.7,
                                 scale = 0.15) 
     # Creates right button                                  
     right_button_position = Vector2()
     right_button_position.y = (self.size_of_screen_y - (2 * (self.center_of_screen_y))) + 150
     right_button_position.x = (self.size_of_screen_x - (2 * (self.center_of_screen_x))) + 200                   
     self.right_button = SpriteNode('./assets/sprites/right_button.PNG',
                                    parent = self, 
                                    position = right_button_position,
                                    alpha = 0.7,
                                    scale = 0.15)                                                                                          
     
     # This creates the coin counter
     coin_count_position = Vector2()   
     coin_count_position.y = self.size_of_screen_y - 55
     coin_count_position.x = self.center_of_screen_x + 350                                              
     self.coin_count = LabelNode(text = 'Coins:' + '      ' + str(self.number_coins_collected) + '/' + str(config.level_difficulty),
                                 font = ('Marker Felt', 45),
                                 color = 'black',
                                 parent = self,
                                 position = coin_count_position)     
                                 
     
     # This creates a small coin sprite beside coin counter (for aesthetic)              
     coin_count_sprite_position = Vector2()
     coin_count_sprite_position.y = self.size_of_screen_y - 55
     coin_count_sprite_position.x = self.center_of_screen_x + 370                                                             
     self.coin_count_sprite = SpriteNode('plf:HudCoin',
                                         parent = self, 
                                         position = coin_count_sprite_position,
                                         scale = 1.3)                                                             
     
     # This shows 'Life: ' label                                                  
     life_span_position = Vector2()   
     life_span_position.y = self.size_of_screen_y - 55
     life_span_position.x = self.center_of_screen_x - 270                                                  
     self.life_span = LabelNode(text = 'Life: ',
                                font = ('Marker Felt', 45),
                                color = 'black',
                                parent = self,
                                position = life_span_position)                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
def playSound(name,volume):
	sound.set_volume(volume)
	sound.play_effect(name)
Пример #31
0
from sound import set_volume, play
import datetime
import os

x = input("What time do you want to get up")
           
stop = False
while stop == False:
    rn = str(datetime.datetime.now().time())
    #print(rn)
    
    if rn > x:
        snz= input("Snooze?")
        set_volume(-30)
        play()
        i = False
        while i == False:
            snz= input("Snooze for real?")
            if snz == "no":
                print("ok")
                set_volume(-5)
                play()
                break
            else:
                snz == "yes"
                i = True
                stop = True
                break
              
  
        
Пример #32
0
    def draw(self):
        w = self.size.w
        h = self.size.h

        if not self.loaded:
            return

        if self.state == 'Menu':
            bc = self.getBackgroundColour(time.time() - self.animationStart)
            background(*bc)
            tint(bc[1], bc[1], bc[1])

            if time.time() - self.lastSoundTime >= self.animationLength / 2:
                play_effect(self.sound)
                self.lastSoundTime += self.animationLength / 2

            text('Sonar', self.titleF, self.titleS, w * 0.5, h * 0.8)
            text('Explore', self.f, self.s, w * 0.5, h * 0.56)
            text('Broken Sonar', self.f, self.s, w * 0.5, h * 0.44)
            text('Highscores', self.f, self.s, w * 0.5, h * 0.32)
            text('Items', self.f, self.s, w * 0.5, h * 0.2)

        elif self.state.startswith('Starting'):
            background(0, 0, 0)
            tint(1, 1, 1)

            title = 'Explore' if self.state == 'Starting Exploration' else 'Broken Sonar'
            text(title,
                 self.titleF,
                 self.titleS * 0.75,
                 w * 0.5,
                 h - 5,
                 alignment=2)
            text('How to play:', self.f, self.s * 0.8, w * 0.5, h * 0.83)
            text('Move your finger around the screen', self.instrF,
                 self.instrS, w * 0.5, h * 0.77)
            text('to try to find the hidden item. The', self.instrF,
                 self.instrS, w * 0.5, h * 0.73)
            text('background, sound and distance', self.instrF, self.instrS,
                 w * 0.5, h * 0.69)
            text('sensor will tell you how close you', self.instrF,
                 self.instrS, w * 0.5, h * 0.65)
            text('are to finding it. Good luck!', self.instrF, self.instrS,
                 w * 0.5, h * 0.61)
            text('Tap a difficulty to start!', self.f, self.s * 0.75, w * 0.5,
                 h * 0.5)

            for i, mode in enumerate(['Easy', 'Medium', 'Hard', 'Expert']):
                if self.hasUnlocked(mode):
                    text(mode, self.gameModeF, self.s, w * 0.5,
                         h * 0.4 - (h * 0.1 * i))
                else:
                    req = self.requirements[mode]
                    needed = req[1] - self.items[req[0]]
                    message = 'You need %d more %s to unlock %s.' % (
                        needed, self.plural(req[0], needed), mode)
                    text(message, self.f, self.instrS * 0.8, w * 0.5,
                         h * 0.4 - (h * 0.1 * i))

            text('Menu', self.f, self.instrS, w - 5, 5, alignment=7)

        elif self.state == 'Playing':
            # Change background colour
            if not self.isBackgroundBroken and self.distance is not None:
                c = self.distance / self.diagonal
                background(1 - c, c, c)
            else:
                background(0, 0, 0)

            # Display distance
            if not self.isDistanceBroken and self.distance is not None:
                if self.difficulty == EXPERT:
                    text(str(int(round(self.distance * 0.1) * 10)),
                         self.f,
                         self.s,
                         w * 0.5,
                         5,
                         alignment=8)
                else:
                    text(str(int(round(self.distance))),
                         self.f,
                         self.s,
                         w * 0.5,
                         5,
                         alignment=8)

            # Make sound
            if not self.isSoundBroken and self.distance is not None:
                volume = 1 - (self.distance / self.diagonal)
                set_volume(volume)
                if time.time() - self.lastSoundTime >= self.soundInterval:
                    play_effect(self.sound)
                    self.lastSoundTime += self.soundInterval

            # Display time
            e = time.time() - self.gameStartTime
            text(self.formatTime(e),
                 self.f,
                 self.instrS,
                 5,
                 h - 5,
                 alignment=3)

        elif self.state == 'Item Give':
            background(0, 0, 0)
            text('You got...', self.f, self.s, w * 0.5, h * 0.9)
            items = self.itemsToGive
            i1, i2 = items[0], (items[1] if len(items) == 2 else None)

            if len(items) == 1:
                a = 'A ' if i1 != 'octopus' else 'An '
                text(a + i1 + '!', self.f, self.s, w * 0.5, h * 0.27)
                image(self.imageName(self.itemsToGive[0]), w * 0.15, h * 0.3,
                      w * 0.7, w * 0.7)

            elif len(items) == 2 and i1 == i2:
                text('Two' + self.plural(i1) + '!', self.f, self.s, w * 0.5,
                     h * 0.27)
                image(self.imageName(i1), w * 0.15, h * 0.3, w * 0.7, w * 0.7)

            else:
                a1 = 'A ' if self.itemsToGive[0] != 'octopus' else 'An '
                a2 = 'a ' if self.itemsToGive[1] != 'octopus' else 'an '
                text(a1 + i1 + ' and ' + a2 + i2 + '!', self.f, self.s * 0.65,
                     w * 0.5, h * 0.37)
                image(self.imageName(i1), w * 0.05, h * 0.4, w * 0.4, w * 0.4)
                image(self.imageName(i2), w * 0.55, h * 0.4, w * 0.4, w * 0.4)

            text('Tap to continue.', 'Futura', self.instrS, w, 0, alignment=7)

        elif self.state == 'Broken Select':
            background(0, 0, 0)
            tint(1, 1, 1)

            if not self.hasUnlocked('Sound'):
                text('Sorry, you need a key to unlock', self.instrF,
                     self.instrS, w * 0.5, h * 0.5)
                text('this mode. Tap to return to the menu.', self.instrF,
                     self.instrS, w * 0.5, h * 0.46)
            else:
                text('Broken Sonar',
                     self.titleF,
                     self.titleS * 0.75,
                     w * 0.5,
                     h - 5,
                     alignment=2)
                text('You get 2 items for winning Broken Sonar.', self.f,
                     self.instrS * 0.8, w * 0.5, h * 0.8)

                if self.isSoundBroken:
                    tint(1, 0, 0)
                text('Sound', self.gameModeF, self.s, w * 0.5, h * 0.6)
                tint(1, 1, 1)
                if self.isBackgroundBroken:
                    tint(1, 0, 0)
                text('Colour', self.gameModeF, self.s, w * 0.5, h * 0.5)
                tint(1, 1, 1)
                if self.isDistanceBroken:
                    tint(1, 0, 0)
                text('Distance', self.gameModeF, self.s, w * 0.5, h * 0.4)
                tint(1, 1, 1)

                text('Menu', self.f, self.instrS, w - 5, 5, alignment=7)

                s = self.getBroken()
                if s and self.hasUnlocked(s):
                    text('Continue', self.f, self.s, w * 0.5, h * 0.25)
                elif s == '':
                    text('Select the broken sensors!', self.f, self.instrS,
                         w * 0.5, h * 0.25)
                elif s == 'SoundColourDistance':
                    text("You can't break all the sensors!", self.f,
                         self.instrS, w * 0.5, h * 0.25)
                else:
                    req = self.requirements[s]
                    needed = req[1] - self.items[req[0]]
                    message = 'You need %d more %s to unlock this mode.' % (
                        needed, self.plural(req[0], needed))
                    text(message, self.f, self.instrS * 0.75, w * 0.5,
                         h * 0.25)

                text('Menu', self.f, self.instrS, w - 5, 5, alignment=7)

        elif self.state == 'Highscores':
            background(0, 0, 0)
            tint(1, 1, 1)
            text('Highscores',
                 self.titleF,
                 self.titleS * 0.9,
                 w * 0.5,
                 h,
                 alignment=2)
            text('Easy: ' + self.formatTime(self.highscores[EASY]), self.f,
                 self.s, w * 0.5, h * 0.7)
            text('Medium: ' + self.formatTime(self.highscores[MEDIUM]), self.f,
                 self.s, w * 0.5, h * 0.6)
            text('Hard: ' + self.formatTime(self.highscores[HARD]), self.f,
                 self.s, w * 0.5, h * 0.5)
            text('Expert: ' + self.formatTime(self.highscores[EXPERT]), self.f,
                 self.s, w * 0.5, h * 0.4)

            text('Menu', self.f, self.instrS, w - 5, 5, alignment=7)

        elif self.state == 'Items':
            background(0, 0, 0)
            tint(1, 1, 1)
            text('Items', self.titleF, self.s, w * 0.5, h, alignment=2)

            border = 15
            iw = (w - border * 4) / 3

            yStart = h * 0.78

            for x in range(3):
                for y in range(5):
                    item = self.itemsList[y * 3 + x]
                    imageX = border * (x + 1) + (iw * x)
                    imageY = yStart - (border * y) - (iw * y)
                    image(self.imageName(item), imageX, imageY, iw * 0.85,
                          iw * 0.85)
                    text(str(self.items[item]),
                         self.f,
                         self.instrS,
                         imageX + iw * 0.85,
                         imageY,
                         alignment=6)

            text('Menu', self.f, self.instrS, w, 0, alignment=7)
Пример #33
0
 def set_volume(self, vol):
     sound.set_volume(vol)