示例#1
0
def handleEvents(events=None, escape_exits=True):
    global next_screen, forceUpdate, quitPrompt
    
    # update last events
    Input.update()
    
    # Update our mouse position and 3 button state
    Input.update_mouse(pygame.mouse.get_pressed(), pygame.mouse.get_pos())
        
    # Add all events from the event queue to the input module
    # for this loop cycle.
    if events is None:
        events = pygame.event.get()
        
    Input.add_events(events)
    
    if (Input.down(K_ESCAPE) and escape_exits) or Input.isset("QUIT"):
        if not quitPrompt:
            quitPrompt = True
            if game.yesno_prompt("Exit RED -spider lily-?"):
                next_screen = None
                return "quit"
            quitPrompt = False
            
            forceUpdate = True
            Input.update()
    
#    if Input.up(K_F9):
#        level = int(getInput("Goto level #:", pygame.Rect(0, 550, 800, 50), default="0"))
#        forceUpdate = True
#        game.load_level(level, game.mc)
    
    if Input.up(K_F8):
        mapeditor.map_editor()
        forceUpdate = True
示例#2
0
def credits_screen():
    goscreen = core.load_image("credits.png", directory="gfx", auto_alpha=False)
    core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 )
    
    while True:
        core.clock.tick(core.MAX_FPS)
        
        events = pygame.event.get()
        
        if core.handleEvents(events) == "quit":
            exit()
            
        for event in events:
            if event.type == KEYUP:
                core.play_sound("button_click")
                Input.update()
                core.next_screen = main_menu
                return
        
        core.screen.blit(goscreen, (0,0))                        
        core.updateScreen()
示例#3
0
def game_over(score, rank):
    core.play_music("game over", queue=True)
    
    # load game over screen
    goscreen = core.load_image("game_over.png", directory="gfx", auto_alpha=False)
    core.dissolve_transition( core.screen.copy().convert(), goscreen.copy().convert(), 1000 )
    
    while True:
        core.clock.tick(core.MAX_FPS)
        
        events = pygame.event.get()
        
        if core.handleEvents(events) == "quit":
            exit()
            
        for event in events:
            if event.type == KEYUP:
                core.next_screen = core.curry(hiscores_screen, score, rank)
                Input.update()
                return
        
        core.screen.blit(goscreen, (0,0))                        
        core.updateScreen()
示例#4
0
def hiscores_screen(score=None, rank=0):
    last_screen = core.screen.copy().convert()
    scores = []
    
    import xdrlib
    if not os.path.exists("high_scores"):
        # fill with default scores
        default_scores = [(100000,2),(50000,2),(30000,2),(20000,2),(10000,2),(8000,1),
                          (4000,1),(500,0)]
        for i in range(8):
            s, r = default_scores[i]
            scores.append( ("Nozomi", s, r) )
    
    else:
        # load from file
        data = open("high_scores", "rb").read()
        loader = xdrlib.Unpacker(data)
        for i in range(8):
            scores.append( (loader.unpack_string(), loader.unpack_int(), loader.unpack_int()) )
        
        
    # verify if we have a high score =D
    if score is not None:
        for index, _score in enumerate(scores):
            name, _score, _rank = _score
            if (score > _score) or (score == _score and rank > _rank):
                player_name = core.InputPrompt("Nice timing! You've scored high, Mr/Mrs...", "Player")
                scores.insert(index, (player_name, score, rank))
                break
    
        # save scores
        p = xdrlib.Packer()
        for name, score, rank in scores:
            p.pack_string(name)
            p.pack_int(score)
            p.pack_int(rank)
            
        f = open("high_scores", "wb")
        f.write(p.get_buffer())
        f.close()
    
    # load graphics =D
    bg = core.load_image("hiscores.png", directory="gfx")
    stars = pygame.transform.smoothscale(core.load_image("rank_star.png", directory="gfx"), (86,40))
    stars = [ core.im_crop(stars, pygame.Rect(0,0,43,40)),
              core.im_crop(stars, pygame.Rect(43,0,43,40)) ]
    
    
    core.screen.blit(bg, (0,0))
    
    
    # render high scores!
    for index, score in enumerate(scores):
        name, score, rank = score
        # 260, 100
        y = 100 + 40*index
        # name
        core.fonts.Draw(core.screen, None, 36, name, pygame.Rect(260,y,200,40),
         (255,255,255,255),alignVert='center',antialias=True)
        
        # points
        score = str(score)
        w = 160-core.numbers.getWidth(score)
        core.numbers.draw(core.screen, (470+w,y+8), score)
        
        # rank
        if rank > 2:
            core.screen.blit(stars[1], (660,y))
        else:
            core.screen.blit(stars[0], (660,y))
        if rank > 1:
            core.screen.blit(stars[1], (703,y))
        else:
            core.screen.blit(stars[0], (703,y))
        if rank > 0:
            core.screen.blit(stars[1], (746,y))
        else:
            core.screen.blit(stars[0], (746,y))
            
    core.dissolve_transition(last_screen, core.screen.copy().convert(), 1000)
    
    while True:
        events = pygame.event.get()
        if core.handleEvents(events) == "quit":
            exit()
            
        for event in events:
            if event.type == KEYUP:
                core.next_screen = main_menu
                core.play_sound("button_click")
                Input.update()
                return