def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos #clickpoint = (camera.window.left+clickpoint[0],camera.window.top+clickpoint[1]) if self.volume_button.get_rect().collidepoint(clickpoint): self.vol = not self.vol if self.vol: sound.set_bgm_vol(self.bgm_vol) sound.set_sfx_vol(self.sfx_vol) else: #update the volume before muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() sound.set_bgm_vol(0) sound.set_sfx_vol(0) # else # self.playing = True if self.plot_skip_button.get_rect().collidepoint(clickpoint): self.plotOver = True elif self.plot_next_button.get_rect().collidepoint(clickpoint) and self.currentPlot < self.maxPlot: self.currentPlot = self.currentPlot + 1 elif self.plot_back_button.get_rect().collidepoint(clickpoint) and self.currentPlot > 1: self.currentPlot = self.currentPlot - 1 elif self.plot_back_button.get_rect().collidepoint(clickpoint) and self.currentPlot == 1: pass elif self.plot_next_button.get_rect().collidepoint(clickpoint) and self.currentPlot == self.maxPlot: self.plotOver = True
def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos if self.volume_button.get_rect().collidepoint(clickpoint): self.vol = not self.vol if self.vol: sound.set_bgm_vol(self.bgm_vol) sound.set_sfx_vol(self.sfx_vol) else: #update the volume before muting self.bgm_vol = sound.get_bgm_vol() self.sfx_vol = sound.get_sfx_vol() sound.set_bgm_vol(0) sound.set_sfx_vol(0)
def __init__(self): #center screen os.environ['SDL_VIDEO_CENTERED'] = '1' #initialize pygame lib pygame.init() #creates window self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('The Avengers - Six Guys') logger.get().setScreen(self.screen) #Make a camera (this might need to go inside the level object, but that's ok) self.camera = camera.Camera(self.screen) logger.get().setCamera(self.camera) #number of the current level self.levelNumber = 0 #default 1, change for debugging self.currLevel = self.getCurrentLevel() logger.get().setLevel(self.levelNumber) #player starts with 3 lives self.player_lives = constants.PLAYER_LIVES self.invincible = False #menus self.startMenu = startmenu.StartMenu() self.pauseMenu = pausemenu.PauseMenu() logger.get().setMenu(self.startMenu) logger.get().setAvengersObj(self) #the hud self.hud = hud.HUD() #I wanna listen to my music while I develop dammit! if "-m" in sys.argv: sound.set_bgm_vol(0) sound.set_sfx_vol(0) self.hud.vol = False #Skip all that clicking, ain't nobody got time for that if "-p" in sys.argv: self.startMenu.playing = True
def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos #StartMenu if not self.show_instructions and not self.show_options and not self.show_level: #new game if self.newgame_button.get_rect().collidepoint(clickpoint): #self.currentLevel = 0 self.show_level = True #load game elif self.loadgame_button.get_rect().collidepoint(clickpoint): if os.path.isfile('save'): self.loadLevel = True #options elif self.options_button.get_rect().collidepoint(clickpoint): self.show_instructions = False self.show_options = True #exit elif self.quit_button.get_rect().collidepoint(clickpoint): print("Exiting....") sys.exit(0) #isntructions elif self.instructions_button.get_rect().collidepoint(clickpoint): self.show_options = False self.show_instructions = True #Options Menu elif self.show_options: if self.volup_button.get_rect().collidepoint(clickpoint): #clicked bgm vol up sound.set_bgm_vol(sound.get_bgm_vol() + 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.voldown_button.get_rect().collidepoint(clickpoint): #clicked bgm vol down sound.set_bgm_vol(sound.get_bgm_vol() - 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.volupFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol up sound.set_sfx_vol(sound.get_sfx_vol() + 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.voldownFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol down sound.set_sfx_vol(sound.get_sfx_vol() - 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.gammaUp_button.get_rect().collidepoint(clickpoint): #clicked gamma up if self.gamma < 2.5: self.gamma = self.gamma + .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.gammaDown_button.get_rect().collidepoint(clickpoint): #clicked gamma down if self.gamma > 0.2: self.gamma = self.gamma - .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.options_back_button.get_rect().collidepoint(clickpoint): #clicked back self.show_options = False #Options Menu elif self.show_level: if self.lvltut.get_rect().collidepoint(clickpoint): self.setLevel(0) elif self.lvl1.get_rect().collidepoint(clickpoint): self.setLevel(1) elif self.lvl2.get_rect().collidepoint(clickpoint): self.setLevel(2) elif self.lvl3.get_rect().collidepoint(clickpoint): self.setLevel(3) elif self.lvl4.get_rect().collidepoint(clickpoint): self.setLevel(4) elif self.lvl5.get_rect().collidepoint(clickpoint): self.setLevel(5) #if on instructions go back to StartMenu else: if self.back_button.get_rect().collidepoint(clickpoint): if self.show_instructions: self.show_instructions = False elif self.show_options: self.show_options = False
def update(self): evman = eventmanager.get() if evman.MOUSE1CLICK != False: event = evman.MOUSE1CLICK clickpoint = event.pos #StartMenu if not self.show_instructions and not self.show_options and not self.show_level: #new game if self.newgame_button.get_rect().collidepoint(clickpoint): #self.currentLevel = 0 self.show_level = True #load game elif self.loadgame_button.get_rect().collidepoint(clickpoint): if os.path.isfile('save'): self.loadLevel = True #options elif self.options_button.get_rect().collidepoint(clickpoint): self.show_instructions = False self.show_options = True #exit elif self.quit_button.get_rect().collidepoint(clickpoint): print("Exiting....") sys.exit(0) #isntructions elif self.instructions_button.get_rect().collidepoint( clickpoint): self.show_options = False self.show_instructions = True #Options Menu elif self.show_options: if self.volup_button.get_rect().collidepoint(clickpoint): #clicked bgm vol up sound.set_bgm_vol(sound.get_bgm_vol() + 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.voldown_button.get_rect().collidepoint(clickpoint): #clicked bgm vol down sound.set_bgm_vol(sound.get_bgm_vol() - 10) sys.stdout.write('BGM vol: %s\n' % (sound.get_bgm_vol())) elif self.volupFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol up sound.set_sfx_vol(sound.get_sfx_vol() + 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.voldownFX_button.get_rect().collidepoint(clickpoint): #clicked sfx vol down sound.set_sfx_vol(sound.get_sfx_vol() - 10) sound.play_sfx('sounds/sfx/punch.wav') sys.stdout.write('SFX vol: %s\n' % (sound.get_sfx_vol())) elif self.gammaUp_button.get_rect().collidepoint(clickpoint): #clicked gamma up if self.gamma < 2.5: self.gamma = self.gamma + .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.gammaDown_button.get_rect().collidepoint(clickpoint): #clicked gamma down if self.gamma > 0.2: self.gamma = self.gamma - .1 pygame.display.set_gamma(self.gamma) sys.stdout.write('Gamma: %s\n' % (self.gamma)) elif self.options_back_button.get_rect().collidepoint( clickpoint): #clicked back self.show_options = False #Options Menu elif self.show_level: if self.lvltut.get_rect().collidepoint(clickpoint): self.setLevel(0) elif self.lvl1.get_rect().collidepoint(clickpoint): self.setLevel(1) elif self.lvl2.get_rect().collidepoint(clickpoint): self.setLevel(2) elif self.lvl3.get_rect().collidepoint(clickpoint): self.setLevel(3) elif self.lvl4.get_rect().collidepoint(clickpoint): self.setLevel(4) elif self.lvl5.get_rect().collidepoint(clickpoint): self.setLevel(5) #if on instructions go back to StartMenu else: if self.back_button.get_rect().collidepoint(clickpoint): if self.show_instructions: self.show_instructions = False elif self.show_options: self.show_options = False