def open(): global isOpen; if isActive and (usedInterface != None): if isOpen: # close it Global.setInterfaceOpen(False); usedInterface.delete(); isOpen = False; playerBehaviour.setControlsEnabled(True); GlobalVars.getVar("sounds")['thunder'].stop(); GlobalVars.getVar("sounds")['creepy'].stop(); else: # open it if not Global.isInterfaceOpen(): usedInterface.create(); isOpen = True; Global.setInterfaceOpen(True); playerBehaviour.setControlsEnabled(False);
def moveSelectionDown2(state): if state == "down": if isActive and isOpen and (usedInterface != None): GlobalVars.getVar("sounds")['bop'].play(); if not isGameMenu: maxItems = usedInterface.getEntry("numberOfItems"); currentLine = usedInterface.getEntry("currentLine"); if((currentLine + 1) <= maxItems): usedInterface.setEntry("currentLine", currentLine+1); else: usedInterface.setEntry("currentLine", 1); else: maxItems = 2; currentLine = usedInterface.getEntry("currentGameLine"); if((currentLine + 1) <= maxItems): usedInterface.setEntry("currentGameLine", currentLine+1); else: usedInterface.setEntry("currentGameLine", 1);
def selectionItem(state): if state == "down": if isActive and isOpen and (usedInterface != None): GlobalVars.getVar("sounds")['bop'].play(); if not isGameMenu: currentLine = usedInterface.getEntry("currentLine"); currentButton = buttons[currentLine-1]; callAssignedFunction(currentButton); else: currentLine = usedInterface.getEntry("currentGameLine"); currentButton = gameButtons[currentLine-1]; if(currentButton == "continue"): if(usedInterface.getEntry("canContinue")): callAssignedFunction("continue"); else: print("can't continue"); else: callAssignedFunction(currentButton);
def startMenu(): # global vars GlobalVars.setActive(); # world world = World(); # camera cam = Camera(world); Render.setCamera(cam); cameraBehaviour.setCamera(cam); Global.isApplicationRunning = True; # sounds GlobalVars.getVar("sounds")['thunder'].play(); GlobalVars.getVar("sounds")['creepy'].play(); # menu behaviour menuBehaviour.setActive(True); menuBehaviour.open(); menuBehaviour.assign("play", menuBehaviour.playMenu); menuBehaviour.assign("settings", startSettings); menuBehaviour.assign("credits", startCredits); menuBehaviour.assign("quit", doQuit); menuBehaviour.assign("continue", continueGame); menuBehaviour.assign("new", startNewGame); newGame = Data.getData("isNewGame"); menuBehaviour.setNewGame(newGame);
def setActive(value): global isActive global usedInterface isActive = value if value: keyboardInput = Keyboard("escape") keyboardInput.on(keyboardOpenPause) usedInterface = GlobalVars.getVar("pauseInterface") selectItem = Keyboard("action") selectItem.on(selectionItem) arrowUp = Keyboard("up") arrowUp.on(moveSelectionUp) arrowDown = Keyboard("down") arrowDown.on(moveSelectionDown)
def setActive(value): global isActive; global usedInterface; isActive = value; if value: keyboardInput = Keyboard("escape"); keyboardInput.on(keyboardOpenPause); usedInterface = GlobalVars.getVar("pauseInterface"); selectItem = Keyboard("action"); selectItem.on(selectionItem); arrowUp = Keyboard("up"); arrowUp.on(moveSelectionUp); arrowDown = Keyboard("down"); arrowDown.on(moveSelectionDown);
def setActive(value): global isActive; global isOpen; global usedInterface; isActive = value; usedInterface = GlobalVars.getVar("menuInterface"); usedInterface.setOutside(outsider); if value: selectItem = Keyboard("action"); selectItem.on(selectionItem); arrowUp = Keyboard("up"); arrowUp.on(moveSelectionUp2); arrowDown = Keyboard("down"); arrowDown.on(moveSelectionDown2); arrowLeft = Keyboard("left"); arrowLeft.on(closeGameMenu);
def outsider(): GlobalVars.getVar("sounds")['thunder'].play();
def setActive(): global transition transition = GlobalVars.getVar("transitionInterface")
def __init__(self, sceneToLoad): super().__init__(); self.setType("scene"); self.assignedElements = []; self.actions = []; self.sceneData = None; self.spawnPoint = None; self.name = ""; self.file = sceneToLoad; # load a scene if sceneToLoad: f = open("assets/scenes/" + sceneToLoad + ".json", "r", encoding='utf-8'); if f: self.sceneData = json.load(f); f.close(); # getting scene size self.setSize(0, 400); # set the position and size of the ground self.groundElement = Ground(); self.groundElement.setSize(self.size[0], self.size[0]); self.groundElement.setPosition(0, self.size[1]); mapSize = 0; self.name = self.sceneData['name']; # generate the map for e in self.sceneData['data']: if e: _type = e[0]; data = e[1] position = [e[2], e[3]]; element = None; if _type == "wall": element = Wall(data, position[0], position[1]); mapSize += 1; elif _type == "pickup": element = Pickup(data, position[0], position[1]); elif _type == "door": element = Door(data, position[0], position[1], e[4]); mapSize += 1; if len(e) == 6: self.actions.append(Teleport(position, e[5], [125, 0])); elif _type == "action": self.actions.append(ActionDispatcher(data, position[0], position[1])); elif _type == "spawn": self.spawnPoint = position; elif _type == "character": element = Character(e[5], e[6], e[1]); position = [e[2], self.getGroundPosition(element)]; if(e[4] != None): dialog = Dialog(e[4]); dialog.assignInterface(GlobalVars.getVar("dialogInterface")); element.assignDialog(dialog); elif _type == "teleport": targetScene = data; targetPosition = [e[4], e[5]]; self.actions.append(Teleport(position, targetScene, targetPosition)); if element: self.append(element, position[0], position[1]); self.setSize(250 * mapSize, 400); # check if the scene have a background if 'background' in self.sceneData: element = Background(self.sceneData['background'], 250 * mapSize); self.append(element, 250 * mapSize,0); backgroundBehaviour.setBackground(element); self.assignedPlayer = None; Global.setTimeout(self.appendToRender, 500);
def __init__(self, sceneToLoad): super().__init__() self.setType("scene") self.assignedElements = [] self.actions = [] self.sceneData = None self.spawnPoint = None self.name = "" self.file = sceneToLoad # load a scene if sceneToLoad: f = open("assets/scenes/" + sceneToLoad + ".json", "r", encoding="utf-8") if f: self.sceneData = json.load(f) f.close() # getting scene size self.setSize(0, 400) # set the position and size of the ground self.groundElement = Ground() self.groundElement.setSize(self.size[0], self.size[0]) self.groundElement.setPosition(0, self.size[1]) mapSize = 0 self.name = self.sceneData["name"] # generate the map for e in self.sceneData["data"]: if e: _type = e[0] data = e[1] position = [e[2], e[3]] element = None if _type == "wall": element = Wall(data, position[0], position[1]) mapSize += 1 elif _type == "pickup": element = Pickup(data, position[0], position[1]) elif _type == "door": element = Door(data, position[0], position[1], e[4]) mapSize += 1 if len(e) == 6: self.actions.append(Teleport(position, e[5], [125, 0])) elif _type == "action": self.actions.append(ActionDispatcher(data, position[0], position[1])) elif _type == "spawn": self.spawnPoint = position elif _type == "character": element = Character(e[5], e[6], e[1]) position = [e[2], self.getGroundPosition(element)] if e[4] != None: dialog = Dialog(e[4]) dialog.assignInterface(GlobalVars.getVar("dialogInterface")) element.assignDialog(dialog) elif _type == "teleport": targetScene = data targetPosition = [e[4], e[5]] self.actions.append(Teleport(position, targetScene, targetPosition)) if element: self.append(element, position[0], position[1]) self.setSize(250 * mapSize, 400) # check if the scene have a background if "background" in self.sceneData: element = Background(self.sceneData["background"], 250 * mapSize) self.append(element, 250 * mapSize, 0) backgroundBehaviour.setBackground(element) self.assignedPlayer = None Global.setTimeout(self.appendToRender, 500)
def setActive(): global transition; transition = GlobalVars.getVar("transitionInterface");