示例#1
0
    def __init__(self):
        self.game = Game()

        self.level = None
        self.pac = None
        self.ghosts = []
        self.status_box = None

        self.create_level()
        self.create_pac()
        self.create_ghosts()
        self.create_status_box()
        frame = Frame(self.game.screen, Rect(660, 220, 200, 200))
        self.lives = BarDisplay(frame, self.game, 3, 'p')

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame
示例#2
0
    def __init__(self):
        self.game = Game()

        self.level = None
        self.pac = None
        self.ghosts = []
        self.status_box = None

        self.create_level()
        self.create_pac()
        self.create_ghosts()
        self.create_status_box()
        frame = Frame(self.game.screen, Rect(660, 220, 200, 200))
        self.lives = BarDisplay(frame, self.game, 3, 'p')

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame
示例#3
0
    def __init__(self, screen):
        self.screen = screen
        self.frame = Frame(self.screen, Rect(10, 10, 640, 512))
        self.tile_factory = TileFactory('data/tiles.conf')

        self.level = None
        self.pac = None
        self.ghosts = []
        self.status_box = None
        self.events = None

        self.create_level()
        self.create_pac()
        self.create_ghosts()
        self.create_status_box()
        frame = Frame(self.screen, Rect(660, 220, 200, 200))
        self.lives = BarDisplay(frame, self.tile_factory, 3, 'p')

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame
示例#4
0
class PacGame:
    def __init__(self):
        self.game = Game()

        self.level = None
        self.pac = None
        self.ghosts = []
        self.status_box = None

        self.create_level()
        self.create_pac()
        self.create_ghosts()
        self.create_status_box()
        frame = Frame(self.game.screen, Rect(660, 220, 200, 200))
        self.lives = BarDisplay(frame, self.game, 3, 'p')

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame

    def create_level(self):
        tmap = TiledMap(self.game)
        level = create_maze(*RANDOM_LEVEL_SIZE)
        self.level = PacLevel(level, tmap)

    def create_pac(self):
        self.pac = Pac(self.game, PAC_START, self.level)
        self.pac.set_direction(RIGHT)

    def create_ghosts(self):
        self.ghosts = []
        for pos in GHOST_POSITIONS:
            self.ghosts.append(Ghost(self.game, pos, self.level))

    def reset_level(self):
        self.pac.sprite.pos = Vector(PAC_START)
        self.create_ghosts()

    def create_status_box(self):
        frame = Frame(self.game.screen, Rect(660, 20, 200, 200))
        data = {
            'score': 0,
            'level': 1,
        }
        self.status_box = DictBox(frame, data)

    def check_collision(self):
        if self.pac.collision(self.ghosts):
            self.update_mode = self.update_die
            self.pac.die()
            self.collided = True

    def update_die(self):
        """finish movements"""
        if self.pac.sprite.finished:
            time.sleep(1)
            self.lives.decrease()
            if self.lives.value == 0:
                self.game.exit()
            else:
                self.reset_level()
                self.game.events.empty_event_queue()
                self.update_mode = self.update_ingame

    def update_level_complete(self):
        """finish movement"""
        if self.pac.sprite.finished:
            time.sleep(1)
            self.game.exit()

    def update_ingame(self):
        self.check_collision()
        if self.pac.eaten:
            self.status_box.data['score'] = self.pac.score
            self.pac.eaten = None
            self.score = self.pac.score
        if self.level.dots_left == 0:
            self.update_mode = self.update_level_complete

    def draw(self):
        self.update_mode()
        self.level.draw()
        self.pac.update()
        self.pac.draw()
        for g in self.ghosts:
            g.update()
            g.draw()
        self.status_box.draw()
        self.check_collision()

    def run(self):
        self.mode = self.update_ingame
        self.game.event_loop(figure_moves=self.pac.set_direction,
                             draw_func=self.draw)
示例#5
0
class PacGame:

    def __init__(self):
        self.game = Game()

        self.level = None
        self.pac = None
        self.ghosts = []
        self.status_box = None

        self.create_level()
        self.create_pac()
        self.create_ghosts()
        self.create_status_box()
        frame = Frame(self.game.screen, Rect(660, 220, 200, 200))
        self.lives = BarDisplay(frame, self.game, 3, 'p')

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame

    def create_level(self):
        tmap = TiledMap(self.game)
        level = create_maze(*RANDOM_LEVEL_SIZE)
        self.level = PacLevel(level, tmap)

    def create_pac(self):
        self.pac = Pac(self.game, PAC_START, self.level)
        self.pac.set_direction(RIGHT)

    def create_ghosts(self):
        self.ghosts = []
        for pos in GHOST_POSITIONS:
            self.ghosts.append(Ghost(self.game, pos, self.level))

    def reset_level(self):
        self.pac.sprite.pos = Vector(PAC_START)
        self.create_ghosts()

    def create_status_box(self):
        frame = Frame(self.game.screen, Rect(660, 20, 200, 200))
        data = {
            'score': 0,
            'level': 1,
        }
        self.status_box = DictBox(frame, data)

    def check_collision(self):
        if self.pac.collision(self.ghosts):
            self.update_mode = self.update_die
            self.pac.die()
            self.collided = True

    def update_die(self):
        """finish movements"""
        if self.pac.sprite.finished:
            time.sleep(1)
            self.lives.decrease()
            if self.lives.value == 0:
                self.game.exit()
            else:
                self.reset_level()
                self.game.events.empty_event_queue()
                self.update_mode = self.update_ingame

    def update_level_complete(self):
        """finish movement"""
        if self.pac.sprite.finished:
            time.sleep(1)
            self.game.exit()

    def update_ingame(self):
        self.check_collision()
        if self.pac.eaten:
            self.status_box.data['score'] = self.pac.score
            self.pac.eaten = None
            self.score = self.pac.score
        if self.level.dots_left == 0:
            self.update_mode = self.update_level_complete

    def draw(self):
        self.update_mode()
        self.level.draw()
        self.pac.update()
        self.pac.draw()
        for g in self.ghosts:
            g.update()
            g.draw()
        self.status_box.draw()
        self.check_collision()

    def run(self):
        self.mode = self.update_ingame
        self.game.event_loop(figure_moves=self.pac.set_direction,
            draw_func=self.draw)
示例#6
0
class PacGame:

    def __init__(self, screen):
        self.screen = screen
        self.frame = Frame(self.screen, Rect(10, 10, 640, 512))
        self.tile_factory = TileFactory('data/tiles.conf')

        self.level = None
        self.pac = None
        self.ghosts = []
        self.status_box = None
        self.events = None

        self.create_level()
        self.create_pac()
        self.create_ghosts()
        self.create_status_box()
        frame = Frame(self.screen, Rect(660, 220, 200, 200))
        self.lives = BarDisplay(frame, self.tile_factory, 3, 'p')

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame

    def create_level(self):
        tmap = TiledMap(self.frame, self.tile_factory)
        self.level = PacLevel(LEVEL, tmap)

    def create_pac(self):
        start_pos = Vector(5, 5)
        self.pac = Pac(self.frame, self.tile_factory, PAC_START, self.level)
        self.pac.set_direction(RIGHT)

    def create_ghosts(self):
        self.ghosts = []
        for pos in GHOST_POSITIONS:
            self.ghosts.append(Ghost(self.frame, self.tile_factory, pos, self.level))

    def reset_level(self):
        self.pac.sprite.pos = PAC_START
        self.create_ghosts()

    def create_status_box(self):
        frame = Frame(self.screen, Rect(660, 20, 200, 200))
        data = {
            'score': 0,
            'level':1,
            }
        self.status_box = DictBox(frame, data)

    def check_collision(self):
        if self.pac.collision(self.ghosts):
            self.update_mode = self.update_die
            self.pac.die()
            self.collided = True

    def update_die(self):
        """finish movements"""
        if self.pac.sprite.finished:
            time.sleep(1)
            self.lives.decrease()
            if self.lives.value == 0:
                self.events.exit_signalled()
            else:
                self.reset_level()
                self.events.empty_event_queue()
                self.update_mode = self.update_ingame

    def update_level_complete(self):
        """finish movement"""
        if self.pac.sprite.finished:
            time.sleep(1)
            self.events.exit_signalled()

    def update_ingame(self):
        self.check_collision()
        if self.pac.eaten:
            self.status_box.data['score'] = self.pac.score
            self.pac.eaten = None
            self.score = self.pac.score
        if self.level.dots_left == 0:
            self.update_mode = self.update_level_complete

    def draw(self):
        self.update_mode()
        self.level.draw()
        self.pac.update()
        self.pac.draw()
        for g in self.ghosts:
            g.update()
            g.draw()
        self.status_box.draw()
        pygame.display.update()
        self.check_collision()
        time.sleep(0.005)

    def run(self):
        self.mode = self.update_ingame
        self.events = EventGenerator()
        self.events.add_listener(FigureMoveListener(self.pac.move))
        self.events.add_listener(ExitListener(self.events.exit_signalled))
        with draw_timer(self, self.events):
            self.events.event_loop()