示例#1
0
def handle_events():
    global Cursor_x, Cursor_y
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_MOUSEMOTION:  # 마우스 움직일 때
            Cursor_x, Cursor_y = event.x, main_state.WindowHeight - 1 - event.y
        elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and main_state.O_Type == 1:
            if main_state.Cost >= 10:
                main_state.Cost -= 10
                main_state.Ally.append(
                    Object.Ally(main_state.O_Type, Cursor_x, Cursor_y))
        elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and main_state.O_Type == 2:
            if main_state.Cost >= 20:
                main_state.Cost -= 20
                main_state.Ally.append(
                    Object.Ally(main_state.O_Type, Cursor_x, Cursor_y))
        elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE and main_state.O_Type == 3:
            if main_state.Cost >= 10:
                main_state.Cost -= 10
                main_state.Ally.append(
                    Object.Ally(main_state.O_Type, Cursor_x, Cursor_y))
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:  # esc key 커서 복귀
            main_state.O_Type = 0
        elif event.type == SDL_KEYDOWN and event.key == SDLK_1:
            main_state.O_Type = 1
        elif event.type == SDL_KEYDOWN and event.key == SDLK_2:
            main_state.O_Type = 2
        elif event.type == SDL_KEYDOWN and event.key == SDLK_3:
            main_state.O_Type = 3
        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_RETURN):
            game_framework.pop_state()

    pass
示例#2
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.pop_state()
示例#3
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def update():
    if battle_ui.get_escape():
        battle_ui.set_escape(False)
        game_framework.pop_state()

    for game_object in game_world.all_objects():
        game_object.update()
示例#4
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.quit()
        elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_r):
            game_framework.pop_state()
示例#5
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def handle_events():
    global choose_menu_pivot_num
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.pop_state()

        elif event.type == SDL_MOUSEMOTION:
            if (event.x < 535 and event.x > 265):
                if (window_to_pico_coordinate_system(event.y) < 358
                        and window_to_pico_coordinate_system(event.y) > 264):
                    choose_menu_pivot_num = resume
                elif (window_to_pico_coordinate_system(event.y) < 124
                      and window_to_pico_coordinate_system(event.y) > 34):
                    choose_menu_pivot_num = exit
                else:
                    choose_menu_pivot_num = none_select
            else:
                choose_menu_pivot_num = none_select

        elif event.type == SDL_MOUSEBUTTONDOWN:
            if (choose_menu_pivot_num == resume):
                game_framework.pop_state()
            elif (choose_menu_pivot_num == exit):
                game_framework.quit()
示例#6
0
def handle_events():
    global x, y, Button_Motion
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.pop_state()

            if(event.type, event.key) == (SDL_MOUSEMOTION, None):
                x, y = event.x, 500 - event.y - 1

                if 405 - 81 <= x <= 405 + 81:
                    if 115 - 26 <= y <= 115 + 26:
                        Button_Motion = 1
                    else:
                        Button_Motion = 0
                else:
                    Button_Motion = 0

            if (event.type, event.button) == (SDL_MOUSEBUTTONDOWN, SDL_BUTTON_LEFT):
                if Button_Motion == 1:
                    game_world.clear()
                    game_framework.change_state(interface_state)
                else:
                    pass
示例#7
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def update():
    global confirm,expedition,start_time
    windcursor.update()
    birddraw.update()
    expedition_confirm.update()
    if main_state.mx >= 335 and main_state.mx <= 465 and main_state.my >=22  and main_state.my <= 104:
        game_framework.pop_state()
示例#8
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def handle_events():
    events = get_events()
    for key in events:
        if key.type == SDL_QUIT:
            gf.quit()
        elif (key.type, key.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            gf.pop_state()
示例#9
0
def handle_events():
    global road, player
    events = pico2d.get_events()
    for e in events:
        if e.type == pico2d.SDL_QUIT:
            game_framework.quit()
        elif e.type == pico2d.SDL_KEYDOWN:
            if e.key == pico2d.SDLK_ESCAPE:
                game_framework.pop_state()
            elif e.key == pico2d.SDLK_LEFT:
                player.car.dir -= 1
            elif e.key == pico2d.SDLK_RIGHT:
                player.car.dir += 1
            elif e.key == pico2d.SDLK_DOWN:
                player.car.accel -= DELAY*10*math.log2(player.car.level + 1)
            elif e.key == pico2d.SDLK_UP:
                player.car.accel += DELAY*10*math.log2(player.car.level + 1)
        elif e.type == pico2d.SDL_KEYUP:
            if e.key == pico2d.SDLK_LEFT:
                player.car.dir += 1
            elif e.key == pico2d.SDLK_RIGHT:
                player.car.dir -= 1
            elif e.key == pico2d.SDLK_UP:
                player.car.accel -= DELAY*10*math.log2(player.car.level + 1)
            elif e.key == pico2d.SDLK_DOWN:
                player.car.accel += DELAY*10*math.log2(player.car.level + 1)
示例#10
0
def handle_events():
    global boys
    global span
    events = get_events()
    for e in events:
        if e.type == SDL_QUIT:
            game_framework.quit()
        elif e.type == SDL_KEYDOWN:
            if e.key == SDLK_ESCAPE:
                game_framework.pop_state()
            elif e.key in range(SDLK_1, SDLK_9 + 1):
                span = 20 * (e.key - SDLK_0)

        elif e.type == SDL_MOUSEBUTTONDOWN:
            if e.button == SDL_BUTTON_LEFT:
                tx, ty = e.x, 600 - e.y
                for b in boys:
                    bx = tx + random.randint(-span, span)
                    by = ty + random.randint(-span, span)
                    b.waypoints += [(bx, by)]
                    b.determine_state()
            else:
                for b in boys:
                    b.waypoints = []
                    b.determine_state()
示例#11
0
 def fading(self):
     if self.game_state == START:
         self.start_image.draw(800, 450, 1600, 900)
         if self.timer >= 100:
             self.game_state = RUNNING
         elif self.timer >= 50:
             opacity = 1 - (self.timer - 50)/50
             self.start_image.opacify(opacity)
         else:
             self.big_font.draw(650, 450, 'stage %d' %main_state.Data.stage_num, (255, 255, 255))
     elif self.game_state == END:
         if self.timer >= 100:
             game_framework.pop_state()
             self.start_image.draw(800, 450, 1600, 900)
         elif self.timer >= 50:
             opacity = (self.timer - 50) / 50
             self.start_image.opacify(opacity)
             self.start_image.draw(800, 450, 1600, 900)
         else:
             self.biggest_font.draw(630, 450, '승리!', (0, 0, 0))
     elif self.game_state == FAIL:
         if self.timer >= 100:
             self.start_image.draw(800, 450, 1600, 900)
         elif self.timer >= 0:
             opacity = self.timer / 100
             self.start_image.opacify(opacity)
             self.start_image.draw(800, 450, 1600, 900)
示例#12
0
def handle_events(frame_time):
    global x, y

    events = get_events()

    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_b:
            main_state.room.bgm.resume()
            game_framework.pop_state()
        elif event.type == SDL_MOUSEMOTION:
            x, y = event.x, 600 - event.y
        elif event.type == SDL_MOUSEBUTTONDOWN:
            if main_state.collide(hp_max_up, x, y):
                if main_state.student.gold > hp_max_up.price:
                    main_state.buy_bgm.play()
                    hp_max_up.update(frame_time)
                else:
                    main_state.warning_bgm.play()
            elif main_state.collide(damage_up, x, y):
                if main_state.student.gold > damage_up.price:
                    main_state.buy_bgm.play()
                    damage_up.update(frame_time)
                else:
                    main_state.warning_bgm.play()
        pass
示例#13
0
def handle_events():
    global x, y, Resume_Motion, Esc_Motion
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.pop_state()

            if (event.type, event.key) == (SDL_MOUSEMOTION, None):
                x, y = event.x, 500 - event.y - 1
                if 400 - 148 <= x <= 400 + 148:
                    if 313 - 47 <= y <= 313 + 47:
                        Resume_Motion = 1
                    else:
                        Resume_Motion = 0
                    if 186 - 47 <= y <= 186 + 47:
                        Esc_Motion = 1
                    else:
                        Esc_Motion = 0
                else:
                    Resume_Motion = 0
                    Esc_Motion = 0
            if (event.type, event.button) == (SDL_MOUSEBUTTONDOWN,
                                              SDL_BUTTON_LEFT):
                if Resume_Motion == 1:
                    print('resume')
                    game_framework.pop_state()
                elif Esc_Motion == 1:
                    print('esc')
                    game_world.clear()
                    game_framework.change_state(interface_state)
                else:
                    pass
示例#14
0
def handle_events():
    global frame

    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.pop_state()
            elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_RETURN):
                if frame == 0:
                    title_state.choiceMusic()
                    game_framework.pop_state()
                elif frame == 1:
                    title_state.choiceMusic()
                    game_framework.change_state(main_game)
                else:
                    game_framework.quit()
            elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_UP):
                title_state.selectMusic()
                if frame > 0:
                    frame -= 1
            elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_DOWN):
                title_state.selectMusic()
                if frame < 2:
                    frame += 1
示例#15
0
def handle_events():
    global player,sword
    events = get_events()
    for e in events:
        if e.type == SDL_QUIT:
            game_framework.quit()
        if (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.pop_state()
        if (e.type) == (SDL_KEYDOWN):
            if e.key == SDLK_a:
                player.attacking = True
                player.dig()
        if (e.type) == (SDL_KEYDOWN):
            if e.key == SDLK_RIGHT or e.key == SDLK_LEFT or e.key == SDLK_UP or e.key == SDLK_DOWN :
                if e.key == SDLK_RIGHT and right_key_lock == False:     #False라는건 잠금이 해제되었다는뜻이므로 진입가능
                    player.set_dir(2)
                    box.dir = 1
                    player.moving = True
                elif e.key == SDLK_LEFT and left_key_lock == False:
                    player.set_dir(1)
                    box.dir = 2
                    player.moving = True
                elif e.key == SDLK_UP and up_key_lock == False:
                    box.dir = 3
                    player.moving = True
                elif e.key == SDLK_DOWN and down_key_lock == False:
                    box.dir = 4
                    player.moving = True
                if player.moving:
                    player.set_state(boy.RunState)

        else :
            player.set_state(boy.IdleState)
            player.moving =  False
            player.wall_touch = False
示例#16
0
def handle_events():
    global select_menu
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if ((event.type, event.button) == (SDL_MOUSEBUTTONDOWN,
                                               SDL_BUTTON_RIGHT)):
                if select_menu == 0:
                    game_framework.pop_state()
                else:
                    select_menu = 0
            elif ((event.type, event.button) == (SDL_MOUSEBUTTONDOWN,
                                                 SDL_BUTTON_LEFT)):
                if Function.PointInRect(event.x, event.y, 0, 113, 51, 149):
                    select_menu = 1
                elif Function.PointInRect(event.x, event.y, 0, 113, 151, 249):
                    select_menu = 2
                elif Function.PointInRect(event.x, event.y, 0, 113, 251, 349):
                    select_menu = 3

                if select_menu == 1:
                    if Function.PointInRect(event.x, event.y, 125, 260, 130,
                                            160):
                        game_framework.change_state(prepare_battle)
                        select_menu = 0
示例#17
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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)
示例#18
0
def handle_events(frame_time):
    global space, soldier, soldier_bullet_team, tower, ship_bullet_team, alien_team

    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()

        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.pop_state()

        else:
            soldier.handle_events(event)

        if event.type == SDL_MOUSEBUTTONDOWN:
            for bullet in soldier_bullet_team:
                if bullet.what_state():
                    bullet.shot(soldier, event.x, 1000 - event.y)
                    break

        if event.type == SDL_KEYDOWN:
            if event.key in (SDLK_LSHIFT, SDLK_RSHIFT):
                if soldier.in_go_defence():
                    soldier.game_defence()
                    for bullet in soldier_bullet_team:
                        bullet.game_defence()
                    for bullet in ship_bullet_team:
                        bullet.game_defence()
                    space.game_defence()
                    tower.game_defence()
            elif event.key == SDLK_RCTRL:
                for bullet in ship_bullet_team:
                    if bullet.what_state():
                        bullet.shot(soldier)
                        break
示例#19
0
def handle_events():
    global blink_time
    events = get_events()
    for event in events:
        if event.type == SDL_KEYDOWN and event.key == SDLK_p:
            blink_time = False
            game_framework.pop_state()
示例#20
0
def handle_events():
    events = get_events()
    for event in events:
        if (event.type, event.key) == (SDL_KEYDOWN, SDLK_p):
            game_framework.pop_state()
        elif event.type == SDL_QUIT:
            game_framework.quit()
示例#21
0
def handle_events():
    events = get_events()
    global running
    global move, reverse
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_MOUSEBUTTONDOWN and event.button == SDL_BUTTON_LEFT:
            if 450 < event.x < 490 and 750 < 800 - event.y < 790:
                if running == False:
                    resume()
                else:
                    pause()
            if 180 < event.x < 320 and 375 < 800 - event.y < 425:
                if running == False:
                    game_framework.change_state(main_state)
            if 210 < event.x < 290 and 320 < 800 - event.y < 360:
                if running == False:
                    resume()

        else:
            if event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
                game_framework.quit()
            elif event.type == SDL_KEYDOWN and event.key == SDLK_BACKSPACE:
                game_framework.pop_state()
            elif event.type == SDL_KEYDOWN and event.key == SDLK_a:
                move = True
                reverse = False
            elif event.type == SDL_KEYDOWN and event.key == SDLK_d:
                move = True
                reverse = True
            elif event.type == SDL_KEYUP:
                move = False

    pass
示例#22
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()

        elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.pop_state()

        if event.type == SDL_MOUSEMOTION:
            if tutorial.handle_event(event):
                tutorial.big_next()
            else:
                tutorial.small_next()

        if event.type == SDL_MOUSEBUTTONDOWN:
            if tutorial.bullet_tutorial():
                for bullet in soldier_bullet_team:
                    if bullet.what_state():
                        bullet.shot(soldier, event.x, 1000 - event.y)
                        break

        if event.type == SDL_MOUSEBUTTONDOWN:
            if tutorial.handle_event(event):
                tutorial.next_tutorial()

        else:
            soldier.handle_events(event)
示例#23
0
def handle_events():
    global player, gameState, ball
    events = get_events()
    for e in events:
        if e.type == SDL_QUIT:
            game_framework.quit()
        elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.pop_state()
        elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_SPACE):
            toggle_paused()
        elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_q):
            ball.speed *= 2
        elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_e):
            ball.speed /= 2
        elif e.type == SDL_MOUSEBUTTONDOWN:
            if player.mouse_control:
                toggle_paused()
                return

        handled = player.handle_event(e)
        if handled:
            if gameState == GAMESTATE_READY:
                start_game()
            elif gameState == GAMESTATE_PAUSED:
                gameState = GAMESTATE_INPLAY
        ui.handle_event(e)
示例#24
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def handle_events():
    events = get_events()
    for e in events:
        if e.type == SDL_QUIT:
            game_framework.quit()
        if e.type == SDL_KEYDOWN:
            if e.key == SDLK_ESCAPE:
                game_framework.pop_state()
示例#25
0
def handle_events():
    global player, barrel, test
    events = get_events()
    for key in events:
        if key.type == SDL_QUIT: gf.quit()
        elif (key.type, key.key) == (SDL_KEYDOWN, SDLK_ESCAPE): gf.pop_state()
        else:
            player.handle_event(key)
def update():
    if battle_state.player.get_player(
            battle_state.battle_ui.get_player_now()).get_turn() == 0:
        battle_state.battle_ui.set_is_main(True)
        game_framework.pop_state()

    for game_object in game_world.all_objects():
        game_object.update()
示例#27
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_h):
                game_framework.pop_state()
示例#28
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            # p key go to main_state
            game_framework.pop_state()
    pass
示例#29
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def handle_events():
    global boy
    events = get_events()
    for e in events:
        if e.type == SDL_QUIT:
            game_framework.quit()
        elif (e.type, e.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
            game_framework.pop_state()
        ui.handle_event(e)
示例#30
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
                game_framework.pop_state()
                game_framework.change_state(title_state)
示例#31
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def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_MOUSEBUTTONDOWN:
            if collision.point_in_rect(event.x, game_framework.height - event.y, \
                                    game_framework.width - pause_image.w // 2 - 10, game_framework.height - pause_image.h // 2 - 10,
                                    pause_image.w, pause_image.h):
                game_framework.pop_state()
                break
示例#32
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.change_state(title_state)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_l:
            game_framework.pop_state()
示例#33
0
def handle_events(frame_time):
    events=get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif(event.type == SDL_MOUSEMOTION):
            class_cursor.Cursor.x,class_cursor.Cursor.y=event.x,600-event.y
        else:
            if opacify_time <= 0.000 and event.type  == SDL_KEYDOWN:
                game_framework.pop_state()
示例#34
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def drawcard(num):
    global cardnumber
    global turntype,font
    road,wood=1,8
    if turntype==1 or turntype==10:
        card.image[(cardnumber+1)%7].clip_draw(0,0,200,300,150,350)#draw_rectangle(300,200,500,500)
        card.villege.clip_draw(0,0,200,300,400,350) #draw_rectangle(50,200,250,500)
        font.draw(340,380,"물건을 산다",color=(150,350,0))
        card.villege.clip_draw(0,0,200,300,650,350) #draw_rectangle(50,200,250,500)
        font.draw(590,380,"휴식한다",color=(150,350,0))

    elif turntype==2:
            if num>=0 and num<5:
                 card.villege.clip_draw(0,0,266,399,150,350)
                 font.draw(90,380,"음식을 잘못먹었다",color=(150,350,0))
                 font.draw(90,350,"최대체력이 감소한다",color=(150,350,0))
            elif num>=5 and num<15:
                 card.villege.clip_draw(0,0,266,399,150,350)
                 font.draw(90,380,"누군가가 돈을",color=(150,350,0))
                 font.draw(90,350,"훔쳐가버렸다!",color=(150,350,0))
            elif num>=15 and num<(map.chracter.luk*5+15):
                 card.villege.clip_draw(0,0,266,399,150,350)
                 font.draw(90,380,"상징적인 물건을",color=(150,350,0))
                 font.draw(90,350,"얻었다.",color=(150,350,0))
                 font.draw(90,320,"행운이 증가한다",color=(150,350,0))
                 font.draw(90,290,"(최대 5까지)",color=(150,350,0))
            else:
                 card.villege.clip_draw(0,0,266,399,150,350)
                 font.draw(90,380,"아무일도",color=(150,350,0))
                 font.draw(90,350,"일어나지 않았다",color=(150,350,0))

    elif turntype==3 or turntype==9:
        card.villege.clip_draw(0,0,200,300,150,350) #draw_rectangle(50,200,250,500)
        font.draw(90,380,"무기를 산다",color=(150,350,0))
        font.draw(90,350,"가격 : %d"%((map.chracter.str-2)*2),color=(150,350,0))
        font.draw(90,320,"데미지 +1",color=(150,350,0))
        card.villege.clip_draw(0,0,200,300,400,350) #draw_rectangle(50,200,250,500)
        font.draw(340,380,"방어구를 산다",color=(150,350,0))
        font.draw(340,350,"가격 : %d"%((map.chracter.df)*5),color=(150,350,0))
        font.draw(340,320,"방어력 +1",color=(150,350,0))
        font.draw(340,290,"(최대방어력 5",color=(150,350,0))
        font.draw(340,260,"를 넘지 못한다)",color=(150,350,0))
        card.villege.clip_draw(0,0,200,300,650,350) #draw_rectangle(50,200,250,500)
        font.draw(590,380,"회복한다.",color=(150,350,0))
        font.draw(590,350,"골드 1당 1회복",color=(150,350,0))
        font.draw(590,320,"%d 회복"%itemnumber,color=(150,350,0))
        card.villege.clip_draw(25,30,130,50,645,550) #draw_rectangle(50,200,250,500)
        font.draw(590,550,"+,-키로 수치조절",color=(255,0,0))


    if turntype==4:
         result(actionnumber)
         map.turnnumber+=1
         game_framework.pop_state()
示例#35
0
def handle_events():
    global my_character, enemy_character
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.pop_state()
        else:
            for my_character in character_number:
                my_character.handle_event(event)
示例#36
0
def handle_events():
    global x, y
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_MOUSEBUTTONUP and event.button == SDL_BUTTON_LEFT:
            if (432 < event.x and event.x < 468) and (9 < event.y and event.y < 43):
                game_framework.pop_state()
            if (17 < event.x and event.x < 90) and (123 < event.y and event.y < 195):
                if shop.upgrade_click_damage < 5:
                    shop.upgrade_click_damage += 1
        elif event.type == SDL_MOUSEBUTTONDOWN and event.button == SDL_BUTTON_LEFT:
            pass
示例#37
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if (event.type == SDL_QUIT):
            game_framework.quit()
        elif (event.type == SDL_KEYDOWN):
            if (event.key == SDLK_h):
                game_framework.pop_state()
            elif event.key == SDLK_x:           # 타임 리프 시작
                Change_time_back(True)
            elif (event.key == SDLK_ESCAPE):
                game_framework.stack[-2].exit()
                del(game_framework.stack[-2])
                game_framework.change_state(title_state)
        
        elif (event.type == SDL_KEYUP):
            if (event.key == SDLK_x):
                Change_time_back(False)
示例#38
0
def update():
   global title_logo_time
   if(game_framework.level != 0 and game_framework.heart != 0):
       bgm = load_music('BGM\\레벨업.ogg')
       bgm.set_volume(20)
       bgm.play()

       game_framework.level +=1
       print("레벨 업", game_framework.level)
       game_framework.push_state(main_state)

   elif ( game_framework.heart == 0 ):
       bgm = load_music('BGM\\레벨업.ogg')
       bgm.set_volume(20)
       bgm.play()
       game_framework.pop_state()
       print("들어옴")
       if( title_logo_time > 2.0):
           game_framework.heart = 3 #새생명주자..
           game_framework.level = 0
           title_logo_time = 0
       delay(0.01)
       title_logo_time +=0.01
示例#39
0
def handle_events():
    global running,xpos,ypos,actionnumber
    global map,move,tile,turnnumber,cardnumber
    global stat,mouse_x,mouse_y,statonoff,itemnumber
    global pausenum,dice_num,tiletype,turntype
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
             game_framework.quit()
        else:
            if(event.type,event.key)==(SDL_KEYDOWN,SDLK_ESCAPE):
                game_framework.quit()
            elif (event.type,event.key)==(SDL_KEYDOWN,SDLK_SPACE):
                if turntype==2 :
                    turntype=4
                elif turntype==10 or turntype==9:
                    map.turnnumber+=1
                    game_framework.pop_state()
            elif(event.type,event.key)==(SDL_KEYDOWN,SDLK_p):
                if pausenum==1: pausenum=0
                elif pausenum==0:pausenum=1
            elif(event.type,event.key)==(SDL_KEYDOWN,SDLK_o):
                 print(actionnumber)
            elif(event.type,event.key)==(SDL_KEYDOWN,SDLK_i):
                 stat.onoff= not stat.onoff
            elif(event.type,event.key)==(SDL_KEYDOWN,SDLK_q):
                 game_framework.pop_state()
            elif(event.type,event.key)==(SDL_KEYDOWN,SDLK_KP_MINUS):
                if turntype==3 and itemnumber>0:
                    itemnumber-=1
            elif(event.type,event.key)==(SDL_KEYDOWN,SDLK_KP_PLUS):
                if turntype==3 and itemnumber<map.chracter.gold:
                    itemnumber+=1
            if (event.type,event.button)==(SDL_MOUSEBUTTONDOWN,SDL_BUTTON_LEFT):
                     mouse_x,mouse_y=event.x,599-event.y
                     if turntype==1 or turntype==3:
                         actionnumber=click_card()
示例#40
0
文件: ruins.py 项目: kwhk94/kimwonho
def drawcard(num):
    global cardnumber
    global turntype
    road,wood=1,8
    if turntype==1:
        stat.onoff=1
        card.image[cardnumber%7].clip_draw(0,0,200,300,150,350) #draw_rectangle(50,200,250,500)
        card.image[(cardnumber+1)%7].clip_draw(0,0,200,300,400,350)#draw_rectangle(300,200,500,500)
        card.image[(cardnumber+2)%7].clip_draw(0,0,200,300,650,350)#draw_rectangle(550,200,750,500)
    elif turntype==3:
            if num>=0 and num<(map.chracter.luk*3)+2:
                card.ruins.clip_draw(0,0,266,399,150,350)
                font.draw(90,380,"새로운 무기를",color=(150,350,0))
                font.draw(90,350,"얻었다. (힘+1)",color=(150,350,0))
                font.draw(90,320,"(최대 12)",color=(150,350,0))
            elif num>=(map.chracter.luk*3)+2 and num<((map.chracter.luk*3)+2)*2:
                card.ruins.clip_draw(0,0,266,399,150,350)
                font.draw(90,380,"새로운 방어구를",color=(150,350,0))
                font.draw(90,350,"얻었다. (방어+1)",color=(150,350,0))
                font.draw(90,320,"(최대 5)",color=(150,350,0))
            elif num<((map.chracter.luk*3)+2)*2+5 and num<((map.chracter.luk*3)+2)*2+10:
                card.ruins.clip_draw(0,0,266,399,150,350)
                font.draw(90,380,"무기가 오래되어",color=(150,350,0))
                font.draw(90,350,"부식되었다. (방어-1)",color=(150,350,0))
                font.draw(90,320,"(최소 1)",color=(150,350,0))
            elif num<((map.chracter.luk*3)+2)*2+10 and num<((map.chracter.luk*3)+2)*2+15:
                card.ruins.clip_draw(0,0,266,399,150,350)
                font.draw(90,380,"떨어지는 바위에 ",color=(150,350,0))
                font.draw(90,350,"방어구가 망가졌다",color=(150,350,0))
                font.draw(90,320,"(방어 -1, 최소 1)",color=(150,350,0))
            else:
                card.ruins.clip_draw(0,0,266,399,150,350)
                font.draw(90,380,"발견된 것이",color=(150,350,0))
                font.draw(90,350,"없다",color=(150,350,0))
    if turntype==4:
         result(actionnumber)
         game_framework.pop_state()
示例#41
0
def handle_events(frame_time):
    global battle_step,cursor
    events=get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN:
            if event.key == SDLK_ESCAPE:
                game_framework.quit()
            elif event.key == SDLK_z:
                if battle_step == STEP_ENEMY_TURN:
                    battle_step +=1
                    rolling_sound.play()
                elif battle_step == STEP_USER_TURN:
                    battle_step+=1
                elif battle_step ==STEP_SELECT_TOOLS and int(Criminal_Tool.check_state / 10)!=0 and int(Criminal_Tool.check_state % 10)!=0:
                    battle_step +=1
                elif battle_step == STEP_CHECK_RESULT:
                    battle_step +=1
                elif battle_step == STEP_TURN_END:
                    if Player.hp == 0:
                        battle_lose()
                        battle_step +=1
                    elif enemy.hp == 0:
                        battle_win()
                        battle_step +=1
                    else:
                        initialize_turn()
                elif battle_step == STEP_BATTLE_END:
                    initialize_turn()
                    game_framework.pop_state()
        if(event.type == SDL_MOUSEMOTION):
            class_cursor.Cursor.x, class_cursor.Cursor.y=event.x,600-event.y
            for tool in tool_group:
                #손가락을 펼치는 조건들
                if battle_step == STEP_SELECT_TOOLS and collide(event.x,600-event.y,tool) and tool.state == tool.IDLE and ( int(Criminal_Tool.check_state / 10)==0 or int(Criminal_Tool.check_state % 10)==0):
                    cursor.state = cursor.PAPER
                    break
                else:
                    cursor.state = cursor.IDLE
            for tool in tool_group:
                if tool.state == tool.GRABBED:
                    cursor.state = cursor.ROCK
                    tool.x=event.x
                    tool.y=600-event.y
        if(event.type == SDL_MOUSEBUTTONDOWN):
            if (event.button == SDL_BUTTON_LEFT) and ( int(Criminal_Tool.check_state / 10)==0 or int(Criminal_Tool.check_state % 10)==0):
                for tool in tool_group:
                    if battle_step == STEP_SELECT_TOOLS and collide(event.x,600-event.y,tool) and tool.state == tool.IDLE:
                        click_sound.play()
                        cursor.state=cursor.ROCK
                        tool.x=event.x
                        tool.y= 600-event.y
                        tool.state = tool.GRABBED
                        if tool.type == tool.HAMMER:
                            textbox.wait = 1
                            textbox.string1 = " [망치]                            "
                            textbox.string2 = "     왼쪽 숫자 + 오른쪽 숫자               "
                            textbox.string3 = "     연산우선순위 4번째                    "
                            textbox.string4 = "                                         "
                        elif tool.type ==tool.CHAIN:
                            textbox.wait = 1
                            textbox.string1 = " [쇠사슬]                                "
                            textbox.string2 = "     왼쪽 숫자 - 오른쪽 숫자               "
                            textbox.string3 = "     연산우선순위 3번째                       "
                            textbox.string4 = "                                       "
                        elif tool.type ==tool.SPANNER:
                            textbox.wait = 1
                            textbox.string1 = " [스패너]                               "
                            textbox.string2 = "     왼쪽 숫자 x 오른쪽 숫자                   "
                            textbox.string3 = "     연산우선순위 2번째                          "
                            textbox.string4 = "스패너는 한 턴에 한번만 사용할 수 있습니다."
                        elif tool.type ==tool.KNIFE:
                            textbox.wait = 1
                            textbox.string1 = " [칼]                              "
                            textbox.string2 = "     '작은수~큰수' 사이 모든 수의 합            "
                            textbox.string3 = "     연산우선순위 1번째                     "
                            textbox.string4 = "칼은 한 턴에 한번만 사용할 수 있습니다."
            if (event.button == SDL_BUTTON_RIGHT):
                 for tool in tool_group:
                    if battle_step == STEP_SELECT_TOOLS and collide(event.x,600-event.y,tool):
                        click_sound.play()
                        if tool.state == tool.FIRST_SELECTED:
                            Criminal_Tool.check_state -=10*tool.type
                            tool_group.remove(tool)
                        elif tool.state == tool.SECOND_SELECTED:
                            Criminal_Tool.check_state -=tool.type
                            tool_group.remove(tool)
        elif(event.type == SDL_MOUSEBUTTONUP and event.button ==SDL_BUTTON_LEFT and event.button !=SDL_BUTTON_RIGHT):
            cursor.state=cursor.IDLE
            for tool in tool_group:
                if tool.state ==tool.GRABBED:
                    toolbox=collide_toolbox(tool)
                    first_box_type = int(Criminal_Tool.check_state / 10) # 첫번째 연산기호 (십의 자리)
                    second_box_type = int(Criminal_Tool.check_state % 10) # 두번째 연산기호 (일의 자리)
                    textbox.wait=0
                    if first_box_type == 0 and toolbox == 1 and (tool.type < tool.SPANNER or tool.type !=second_box_type): # 첫번째칸이 비었고, 첫번째 안에서 마우스버튼을 떼었을 때
                        finish_sound.play()
                        tool.state = tool.FIRST_SELECTED #첫번째 칸
                        tool.x, tool.y = tool.First_x,tool.First_y
                        Criminal_Tool.check_state +=10*tool.type
                        tool_group.append(Criminal_Tool(tool.type))
                    elif second_box_type == 0 and toolbox == 2 and (tool.type < tool.SPANNER or tool.type !=first_box_type):
                        finish_sound.play()
                        tool.state = tool.SECOND_SELECTED #두번째 칸
                        tool.x, tool.y = tool.Second_x,tool.Second_y
                        Criminal_Tool.check_state +=tool.type
                        tool_group.append(Criminal_Tool(tool.type))
                    else:
                        tool.__init__(tool.type) #원래 자리로 초기화
示例#42
0
def exit():
    global boy
    del(boy)
    close_canvas()
    game_framework.pop_state()