示例#1
0
def draw():
    clear_canvas()

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

    update_canvas()
示例#2
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def resume():
    global starship
    for gameobj in gameworld.all_objects():
        if isinstance(gameobj, StarShip):
            starship = gameobj
            break

    starship.set_velocity_zero()
示例#3
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def update():
    global timer
    timer -= framework.frame_time

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

    if timer < 0:
        framework.pop_state()
示例#4
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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#5
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def enter():
    global ui
    ui = gameworld.get_ui()

    global starship
    for gameobj in gameworld.all_objects():
        if isinstance(gameobj, StarShip):
            starship = gameobj
            break
示例#6
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def draw():
    clear_canvas()

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

    font.draw(250, 400, 'Start', (251, 100, 0))

    update_canvas()
示例#7
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def draw():
    clear_canvas()

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

    # font.draw(250, 400, 'perfect!', (255, 0, 0))

    update_canvas()
示例#8
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def draw():
    clear_canvas()

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

    if timer < 2:
        font.draw(250, 400, 'Ready', (251, 100, 0))

    update_canvas()
示例#9
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def draw():
    clear_canvas()

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

    ui.draw()

    pause_button_image.draw(300, 400, 50, 50)

    update_canvas()
示例#10
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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#11
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def enter():
    global ui
    ui = gameworld.get_ui()

    global starship
    for gameobj in gameworld.all_objects():
        if isinstance(gameobj, StarShip):
            starship = gameobj
            break

    global font
    font = load_font('Font/LCD_Solid.ttf', 24)
示例#12
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def draw():
    clear_canvas()

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

    if timer > 3:
        font.draw(250, 400, 'Stage %d' % stage_num, (251, 100, 0))
    elif timer > 2:
        pass
    else:
        font.draw(250, 400, 'Ready', (251, 100, 0))

    update_canvas()
示例#13
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def enter():
    global ui
    ui = gameworld.get_ui()

    global starship
    for gameobj in gameworld.all_objects():
        if isinstance(gameobj, StarShip):
            starship = gameobj
            break

    global line
    line = Line()
    line.generate_enemy(ui.get_stage_num())

    global enemies
    enemies = line.get_enemies_list()
示例#14
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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)