示例#1
0
def update():
    global logo_time
    if logo_time > 1.5:
        logo_time = 0
        framework.change_state(state_Title)

    logo_time += framework.frame_time
示例#2
0
def update(frame_time):
    global mainmenu
    mainmenu.update(frame_time)
    menum = mainmenu.depthlist[mainmenu.currdepth]

    if io.key_check_pressed(ord('z')):
        io.clear()
    elif io.key_check_pressed(SDLK_RETURN) or io.key_check_pressed(ord('x')):
        io.clear()
        audio_play("sndMenuSelect")

        if mn_begin == menum.menusel:
            framework.change_state(game)
        elif mn_opt == menum.menusel:
            io.clear()
            framework.push_state(main_option)
        elif mn_credit == menum.menusel:
            io.clear()
        elif mn_end == menum.menusel:
            framework.quit()
    elif io.key_check_pressed(SDLK_UP):
        if menum.menusel <= 0:
            menum.menusel = menum.menucnt - 1
        else:
            menum.menusel -= 1
    elif io.key_check_pressed(SDLK_DOWN):
        if menum.menusel >= menum.menucnt - 1:
            menum.menusel = 0
        else:
            menum.menusel += 1
示例#3
0
def handle_events():
    events = pico2d.get_events()
    for event in events:
        if event.type == SDL_QUIT:
            framework.running = False
        if (event.type, event.key) == (SDL_KEYDOWN, SDLK_RETURN):
            press_sound.play()
            framework.change_state(state_StageBuild)
示例#4
0
def hit_starship():
    starship.explode()
    ui.add_event((LIFE, -1))
    ui.update()
    if ui.get_starship_life() == 0:
        framework.change_state(state_StageEnd)
    else:
        framework.push_state(state_StageRegen)
示例#5
0
def update(frame_time):
    global logo_time, targ_time, alpha_max, alpha
    if logo_time <= 0:
        logo_time = 0
        alpha -= frame_time
    else:
        logo_time -= frame_time
    if alpha <= -alpha_max:
        framework.change_state(main)
示例#6
0
def update():
    global timer
    timer -= framework.frame_time

    for gameobj in gameworld.all_objects():
        gameobj.update()

    if timer < 0:
        framework.change_state(state_Ranking)
示例#7
0
def stage_complete():
    stage_clear()

    audio_stream_stop()
    global stagelist
    if len(stagelist) > 0:
        framework.push_state(game_complete)
    else:
        framework.change_state(game_clear_all)
示例#8
0
def handle_events(frame_time):
    global tpush

    bevents = get_events()
    for event in bevents:
        if event.type == SDL_QUIT or (event.type, event.key) == (SDL_KEYDOWN,
                                                                 SDLK_ESCAPE):
            framework.quit()
        elif tpush > 1.2:
            if (event.type, event.key) == (SDL_KEYDOWN, ord('x')):
                framework.change_state(game)
                killcount_clear()
示例#9
0
def update():
    global timer
    timer -= framework.frame_time

    for gameobj in gameworld.all_objects():
        gameobj.update()

    if timer < 0:
        if ui.get_stage_num() == 5:
            framework.change_state(state_StageEnd)
            return
        framework.change_state(state_StageEnter)
示例#10
0
def update():
    for gameobj in gameworld.all_objects():
        gameobj.update()

    line.update()

    for bullet in starship_bullets:
        for enemy in enemies:
            if intersect_bb(bullet, enemy):
                if enemy.is_attack_state():
                    ui.add_event((SCORE, 250))
                else:
                    ui.add_event((SCORE, 200))

                enemy.hit()
                starship_bullets.remove(bullet)
                gameworld.remove_object(bullet)
                break

    for bullet in enemy_bullets:
        if intersect_bb(starship, bullet):
            enemy_bullets.remove(bullet)
            gameworld.remove_object(bullet)
            hit_starship()
            break

    for enemy in enemies:
        if intersect_bb(starship, enemy):
            enemy.hit()
            hit_starship()
            break

    # 총알이 클라이언트 밖에 나갔나 검사
    for bullet in starship_bullets:
        if bullet.out_client():
            starship_bullets.remove(bullet)
            gameworld.remove_object(bullet)
            break

    for bullet in enemy_bullets:
        if bullet.out_client():
            enemy_bullets.remove(bullet)
            gameworld.remove_object(bullet)
            break

    if len(enemies) == 0:
        framework.change_state(state_StageClear)
示例#11
0
 def die(self):
     io.clear()
     audio_play("sndDie")
     framework.change_state(game_over)