Beispiel #1
0
def intro():

    gameExit = False
    frame_counter = 0

    phase = 0
    summoning = 0
    summoned = False

    chest = 'closed'
    show_key = False
    show_bear = False
    show_cake = False
    done_hoot = False
    did_fade = False
    cake_x = 290
    cake_y = 5
    key_pressed = False

    hoot_sound = pygame.mixer.Sound("sound/hoot.wav")
    ufo_sound = pygame.mixer.Sound("sound/ufo.wav")
    pop_sound = pygame.mixer.Sound("sound/pop.wav")
    open_sound = pygame.mixer.Sound("sound/unlock.wav")
    happy_birthday = pygame.mixer.Sound("sound/happybirthday.wav")
    pygame.mixer.init()
    pygame.mixer.music.load('sound/music.wav')
    pygame.mixer.music.set_volume(0.3)

    scan = pygame.image.load('pictures/scan.jpg')
    spritesheet = SpriteSheet('tiles/sheet.png')
    pumpkin = spritesheet.image_at((ts * 6, ts * 20, ts, ts), -1)
    seedling = spritesheet.image_at((ts * 7, ts * 19, ts, ts), -1)
    stone1 = spritesheet.image_at((ts * 1, ts * 57, ts, ts))
    stone2 = spritesheet.image_at((ts * 2, ts * 57, ts, ts))
    stone3 = spritesheet.image_at((0, ts * 57, ts, ts))
    ground1 = spritesheet.image_at((0, 0, ts, ts))
    ground2 = spritesheet.image_at((ts, 0, ts, ts))
    ground3 = spritesheet.image_at((ts * 2, 0, ts, ts))
    fence = spritesheet.image_at((0, ts * 22, ts, ts), -1)
    path1 = spritesheet.image_at((ts * 5, 0, ts, ts))
    tree2 = spritesheet.image_at((ts * 2, ts, ts * 2, ts * 2), -1)
    log = spritesheet.image_at((ts * 6, ts * 5, ts * 2, ts), -1)
    skull = spritesheet.image_at((ts * 6, ts * 131, ts, ts), -1)
    fountain = spritesheet.image_at((0, ts * 116, ts * 3, ts * 3), -1)
    statue = spritesheet.image_at((ts * 4, ts * 113, ts, ts * 2), -1)
    statue2 = spritesheet.image_at((ts * 3, ts * 115, ts, ts * 2), -1)
    statue3 = spritesheet.image_at((ts * 4, ts * 115, ts, ts * 2), -1)
    grave = spritesheet.image_at((ts * 3, ts * 8, ts, ts), -1)
    key = spritesheet.image_at((ts * 7, ts * 131, ts, ts), -1)
    bear = spritesheet.image_at((ts * 3, ts * 128, ts, ts), -1)
    heart = pygame.image.load('tiles/heart.png')

    cake_hover = pygame.image.load('tiles/cake.png')
    cake_hover.set_colorkey(cake_hover.get_at((0, 0)), pygame.RLEACCEL)
    cake_hover = pygame.transform.scale(cake_hover,
                                        (scalesize * 4, scalesize * 4))

    cat1 = Character('cat2', -100, 20)
    cat2 = Character('cat2', 900, 40)
    cat3 = Character('cat3', -100, 60)
    morgan = Character('morgan', -64, 50)
    zander = Character('zander', -64, 70)
    ghost = Character('ghost', -120, 70)
    ace = Character('alex', 575, 188)
    geoff = Character('geoff', 450, -80)
    martin = Character('martin', 800 + 64 + 20, 50)

    chest_closed = spritesheet.image_at((ts * 6, ts * 107, ts, ts), -1)
    chest_open = spritesheet.image_at((ts * 6, ts * 108, ts, ts), -1)

    # scale things..
    chest_closed = pygame.transform.scale(chest_closed, (scalesize, scalesize))
    chest_open = pygame.transform.scale(chest_open, (scalesize, scalesize))
    pumpkin = pygame.transform.scale(pumpkin, (scalesize, scalesize))
    seedling = pygame.transform.scale(seedling, (scalesize, scalesize))
    ground1 = pygame.transform.scale(ground1, (scalesize, scalesize))
    ground2 = pygame.transform.scale(ground2, (scalesize, scalesize))
    ground3 = pygame.transform.scale(ground3, (scalesize, scalesize))
    grave = pygame.transform.scale(grave, (scalesize, scalesize))
    key = pygame.transform.scale(key, (scalesize, scalesize))
    bear = pygame.transform.scale(bear, (scalesize * 2, scalesize * 2))
    stone1 = pygame.transform.scale(stone1, (scalesize, scalesize))
    stone2 = pygame.transform.scale(stone2, (scalesize, scalesize))
    stone3 = pygame.transform.scale(stone3, (scalesize, scalesize))
    path1 = pygame.transform.scale(path1, (scalesize, scalesize))
    tree2 = pygame.transform.scale(tree2, (scalesize * 2, scalesize * 2))
    fence = pygame.transform.scale(fence, (scalesize, scalesize))
    log = pygame.transform.scale(log, (scalesize * 2, scalesize))
    skull = pygame.transform.scale(skull, (scalesize, scalesize))
    statue = pygame.transform.scale(statue, (scalesize, scalesize * 2))
    fountain = pygame.transform.scale(fountain, (scalesize * 3, scalesize * 3))
    statue2 = pygame.transform.scale(statue2, (scalesize, scalesize * 2))
    statue3 = pygame.transform.scale(statue3, (scalesize, scalesize * 2))

    background = (
        ("S1", "S1", "S1", "S1", "S2", "P1", "P1", "P1", "S3", "S1", "S1",
         "S1", "S1"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "P1", "P1", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "P1", "P1", "P1", "P1", "P1", "P1", "P1", "G2",
         "G2", "G2"),
    )

    foreground = (
        ("  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "PD", "PD", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "PD",
         "  ", "  "),
        ("F1", "  ", "T2", "  ", "  ", "  ", "  ", "  ", "  ", "A1", "  ",
         "A2", "  "),
        ("F1", "GR", "  ", "T2", "  ", "  ", "  ", "  ", "  ", "  ", "PD",
         "T2", "  "),
        ("F1", "SK", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "PU",
         "  ", "  "),
        ("F1", "T2", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("F1", "  ", "A3", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "L1",
         "  ", "  "),
        ("F1", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "T2", "  "),
        ("T2", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
    )

    drawn = 0

    is_shaking = 0

    while not gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        # For the sake of video capture, this will require
        # a hit of the space bar to start the whole thing..
        key_input = pygame.key.get_pressed()
        if key_pressed != True:
            if key_input[pygame.K_SPACE]:
                key_pressed = True
            font_heading = 'EightBitDragon-anqx.ttf'
            font_heading = pygame.font.Font(font_heading, 30)
            gameDisplay.blit(
                font_heading.render('INSERT COIN', 1, (255, 255, 255)),
                (325, 280))
            pygame.display.update()
            continue

            #debug
            #print(event)

        loc_x = 0
        loc_y = 0
        if did_fade == False:
            for map_y in background:
                for map_x in map_y:
                    if map_x == 'S1':
                        gameDisplay.blit(stone1, (loc_x, loc_y))
                    if map_x == 'S2':
                        gameDisplay.blit(stone2, (loc_x, loc_y))
                    if map_x == 'S3':
                        gameDisplay.blit(stone3, (loc_x, loc_y))
                    if map_x == 'G1':
                        gameDisplay.blit(ground1, (loc_x, loc_y))
                    if map_x == 'G2':
                        gameDisplay.blit(ground2, (loc_x, loc_y))
                    if map_x == 'G3':
                        gameDisplay.blit(ground3, (loc_x, loc_y))
                    if map_x == 'P1':
                        gameDisplay.blit(path1, (loc_x, loc_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0

        loc_x = 0
        loc_y = 0
        if did_fade == False:
            for map_y in foreground:
                for map_x in map_y:
                    if map_x == 'GR':
                        gameDisplay.blit(grave, (loc_x, loc_y))
                    if map_x == 'SK':
                        gameDisplay.blit(skull, (loc_x, loc_y))
                    if map_x == 'PD':
                        gameDisplay.blit(seedling, (loc_x, loc_y))
                    if map_x == 'PU':
                        gameDisplay.blit(pumpkin, (loc_x, loc_y))
                    if map_x == 'T2':
                        gameDisplay.blit(tree2, (loc_x, loc_y))
                    if map_x == 'F1':
                        gameDisplay.blit(fence, (loc_x, loc_y))
                    if map_x == 'L1':
                        gameDisplay.blit(log, (loc_x, loc_y))
                    if map_x == 'A2':
                        gameDisplay.blit(statue2, (loc_x, loc_y))
                    if map_x == 'A3':
                        gameDisplay.blit(statue3, (loc_x, loc_y))
                    if map_x == 'A1':
                        if not summoned:
                            statue_x = loc_x
                            statue_y = loc_y
                            if summoning > 0:
                                if summoning == 1:
                                    pygame.mixer.Sound.play(ufo_sound)
                                summoning = summoning + 1
                                statue_x = statue_x + random.randint(-5, 5)
                                statue_y = statue_y + random.randint(-5, 5)
                                if summoning > 80:
                                    # ugh python - ??
                                    dim = statue.get_size()
                                    lst = list(dim)
                                    lst[0] = lst[0] + 100
                                    lst[1] = lst[1] + 100
                                    dim = tuple(lst)
                                    statue_x = statue_x - 50 * (summoning - 80)
                                    statue_y = statue_y - 50 * (summoning - 80)
                                    statue = pygame.transform.scale(
                                        statue, dim)
                                    if summoning == 117:
                                        pygame.mixer.Sound.play(pop_sound)
                                if summoning > 120:
                                    summoned = True
                            gameDisplay.blit(statue, (statue_x, statue_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0

        # Foreground tiles that don't fit into my tile engine
        if chest != 'hidden':
            if chest == 'open':
                gameDisplay.blit(chest_open, (390, 380))
            else:
                gameDisplay.blit(chest_closed, (390, 380))
        if show_key:
            gameDisplay.blit(key, (390, 350))
        if show_bear:
            gameDisplay.blit(bear, (358, 353))
        if show_cake:
            gameDisplay.blit(cake_hover, (cake_x, cake_y))

        if did_fade != True:
            gameDisplay.blit(fountain, (327, 490))

        gameDisplay.blit(morgan.get_image(), morgan.get_location())
        gameDisplay.blit(martin.get_image(), martin.get_location())
        gameDisplay.blit(zander.get_image(), zander.get_location())
        gameDisplay.blit(ghost.get_image(), ghost.get_location())
        gameDisplay.blit(geoff.get_image(), geoff.get_location())
        if summoned:
            gameDisplay.blit(ace.get_image(), ace.get_location())
        gameDisplay.blit(cat1.get_image(), cat1.get_location())
        gameDisplay.blit(cat2.get_image(), cat2.get_location())
        gameDisplay.blit(cat3.get_image(), cat3.get_location())

        # This is the non-interactive .. thing. Each phase is an 'act' of the animation.
        # I'm sure there are better ways of doing this.. this is what I came up with,
        # while drinking a cup of tea.

        # Morgan walks in to the right
        if phase == 0:
            if done_hoot != True:
                pygame.mixer.Sound.play(hoot_sound)
                done_hoot = True
            t1 = cat1.move_right(900)
            t2 = cat2.move_left(-100)
            t3 = cat3.move_right(900)
            font = 'EightBitDragon-anqx.ttf'
            font = pygame.font.Font(font, 30)
            gameDisplay.blit(font.render('England', 1, (255, 255, 255)),
                             (350, 140))
            gameDisplay.blit(font.render('2020', 1, (255, 255, 255)),
                             (378, 185))
            if t1 and t2 and t3:
                frame_counter = frame_counter + 1
                if frame_counter > 50:
                    frame_counter = 0
                    phase = 1
                    pygame.mixer.music.play(1)

        if phase == 1:
            if morgan.move_right(360):
                phase = 2

        # Martin walks in from the left
        if phase == 2:
            if martin.move_left(420):
                phase = 3

        # A heart appears above us for a few frames
        if phase == 3:
            frame_counter = frame_counter + 1
            if frame_counter < 50:
                gameDisplay.blit(heart, (406, 30))
            else:
                frame_counter = 0
                phase = 4

        # We walk down together
        if phase == 4:
            t1 = morgan.move_down(300)
            t2 = martin.move_down(300)
            if t1 and t2:
                phase = 5

        # A speech bubble of some sort
        if phase == 5:
            dialogue(morgan, 'Hello everybody!')
            phase = 6

        if phase == 6:
            dialogue(martin, 'We have brought you here today for some news...')
            phase = 7

        if phase == 7:
            dialogue(martin, 'But first...')
            phase = 8

        if phase == 8:
            dialogue(morgan, 'ZANDER!!!')
            phase = 9

        if phase == 9:
            t1 = zander.move_right(900)
            t2 = ghost.move_right(890)
            if t1 and t2:
                phase = 10

        if phase == 10:
            dialogue(martin, 'ZANDER!!!!!!')
            phase = 11

        if phase == 11:
            if zander.move_left(340):
                phase = 12

        if phase == 12:
            if zander.move_down(220):
                phase = 13

        # Add some frames between z arriving and speaking.
        if phase == 13:
            frame_counter = frame_counter + 1
            if frame_counter > 10:
                frame_counter = 0
                phase = 14

        if phase == 14:
            dialogue(zander, '???')
            phase = 15

        if phase == 15:
            dialogue(martin, 'GEOFFFFFF!!!!!!')
            phase = 16

        if phase == 16:
            if geoff.move_down(220):
                phase = 17

        if phase == 17:
            frame_counter = frame_counter + 1
            if frame_counter > 10:
                frame_counter = 0
                phase = 18

        if phase == 18:
            dialogue(geoff, 'Want to see my new Beano?')
            phase = 19

        if phase == 19:
            dialogue(martin, 'We\'re missing one...')
            phase = 20

        if phase == 20:
            dialogue(morgan, '>> SUMMON ALEX <<')
            phase = 21

        if phase == 21:
            if summoning == 0:
                summoning = 1
            if summoned:
                phase = 22

        if phase == 22:
            frame_counter = frame_counter + 1
            if frame_counter > 10:
                frame_counter = 0
                phase = 23

        if phase == 23:
            dialogue(ace, 'HERE!')
            phase = 24

        if phase == 24:
            t1 = ace.move_up(120)
            t2 = ace.move_left(390)
            if t1 and t2:
                phase = 25

        if phase == 25:
            if ace.move_down(215):
                phase = 26

        if phase == 26:
            dialogue(martin,
                     'Now that everybody is here, we just want to say..')
            phase = 27

        if phase == 27:
            show_cake = True
            frame_counter = frame_counter + 1
            if frame_counter > 50:
                pygame.mixer.Sound.play(happy_birthday)
                frame_counter = 0
                cake = pygame.image.load('tiles/cake.png')
                cake.set_colorkey(cake.get_at((0, 0)), pygame.RLEACCEL)
                cake = pygame.transform.scale(cake,
                                              (scalesize * 2, scalesize * 2))
                dialogue_all('everybody', cake, 'HAPPY BIRTHDAY GRANDPA!')
                phase = 28

        if phase == 28:
            dialogue(morgan, 'We hope you have an amazing day!')
            phase = 29

        if phase == 29:
            frame_counter = frame_counter + 1
            if frame_counter > 100:
                frame_counter = 0
                phase = 30

        if phase == 30:
            show_cake = False
            dialogue(zander, 'Wait, what\'s in the chest?')
            phase = 31

        if phase == 31:
            dialogue(ace, 'Yeh, I was in the middle of a game!')
            phase = 32

        if phase == 32:
            dialogue(morgan, 'Well let\'s open it and find out!')
            show_key = True
            phase = 33

        if phase == 33:
            frame_counter = frame_counter + 1
            if frame_counter == 90:
                pygame.mixer.Sound.play(open_sound)
            if frame_counter > 100:
                frame_counter = 0
                phase = 34

        if phase == 34:
            show_key = False
            chest = 'open'
            frame_counter = frame_counter + 1
            if frame_counter > 100:
                frame_counter = 0
                phase = 35
                pygame.mixer.init()
                pygame.mixer.music.load('sound/lullaby.wav')
                pygame.mixer.music.set_volume(1)
                pygame.mixer.music.play(1)

        if phase == 35:
            chest = 'hidden'
            show_bear = True
            frame_counter = frame_counter + 1
            if frame_counter == 1:
                pygame.mixer.music.play(1)
            if frame_counter > 100:
                frame_counter = 0
                phase = 36

        if phase == 36:
            dialogue(martin, 'That\'s interesting...')
            phase = 37

        if phase == 37:
            dialogue(morgan, 'That means...')
            phase = 38

        if phase == 38:
            dialogue(geoff, 'What does it mean?')
            phase = 39

        if phase == 39:
            dialogue(zander, 'Oh no...')
            phase = 40

        if phase == 40:
            dialogue(ace, 'Not again...')
            phase = 41

        if phase == 41:
            dialogue(morgan, 'Yes, again.')
            phase = 42

        if phase == 42:
            dialogue(morgan, 'Arriving April 2021! A new player!')
            phase = 43

        if phase == 43:
            dialogue(geoff, 'I\'m not sharing my Lego.')
            phase = 44

        if phase == 44:
            dialogue(morgan, 'Hush all of you!')
            phase = 45

        if phase == 45:
            dialogue(morgan, 'Thank you for listening to our news!')
            phase = 46

        if phase == 46:
            dialogue(martin, 'We hope you are excited as we are!')
            phase = 47

        if phase == 47:
            frame_counter = frame_counter + 1
            if frame_counter > 100:
                frame_counter = 0
                phase = 48

        if phase == 48:
            did_fade = True
            fadeout()
            phase = 49

        if phase == 49:
            pygame.draw.rect(gameDisplay, (0, 0, 0), (30, 30, 740, 540))
            font_heading = 'EightBitDragon-anqx.ttf'
            font_heading = pygame.font.Font(font_heading, 20)
            font_body = 'EightBitDragon-anqx.ttf'
            font_body = pygame.font.Font(font_body, 15)
            gameDisplay.blit(
                font_heading.render('Sound Credits', 1, (255, 255, 255)),
                (320, 60))
            gameDisplay.blit(
                font_body.render(
                    'https://freesound.org/people/BeezleFM (unlock)', 1,
                    (193, 193, 193)), (140, 100))
            gameDisplay.blit(
                font_body.render(
                    'https://freesound.org/people/erkanozan/ (ufo)', 1,
                    (193, 193, 193)), (140, 120))
            gameDisplay.blit(
                font_body.render(
                    'https://freesound.org/people/Breviceps/ (owl)', 1,
                    (193, 193, 193)), (140, 140))
            gameDisplay.blit(font_heading.render('Music', 1, (255, 255, 255)),
                             (370, 180))
            gameDisplay.blit(
                font_body.render('David Vitas @davidvitas (Lullaby Music)', 1,
                                 (193, 193, 193)), (230, 240))
            gameDisplay.blit(
                font_body.render('sawsquarenoise (Towel Defence Ending)', 1,
                                 (193, 193, 193)), (230, 220))
            gameDisplay.blit(scan, (150, 280))
            frame_counter = frame_counter + 1
            if frame_counter > 300:
                frame_counter = 0
                fadeout()
                phase = 50

        if phase == 50:
            pygame.draw.rect(gameDisplay, (0, 0, 0), (30, 30, 740, 540))
            font_heading = 'EightBitDragon-anqx.ttf'
            font_heading = pygame.font.Font(font_heading, 20)
            font_body = 'EightBitDragon-anqx.ttf'
            font_body = pygame.font.Font(font_body, 15)
            gameDisplay.blit(
                font_heading.render('Graphics', 1, (255, 255, 255)), (355, 60))
            gameDisplay.blit(
                font_body.render(
                    'https://pipoya.itch.io/pipoya-rpg-tileset-32x32 (tiles)',
                    1, (193, 193, 193)), (140, 100))
            gameDisplay.blit(
                font_body.render(
                    'https://pipoya.itch.io/pipoya-free-rpg-character-sprites-32x32',
                    1, (193, 193, 193)), (90, 120))
            gameDisplay.blit(
                font_body.render('(character sprites)', 1, (193, 193, 193)),
                (320, 140))
            gameDisplay.blit(
                font_heading.render('Thanks to all content creators!', 1,
                                    (255, 255, 255)), (220, 180))
            gameDisplay.blit(
                font_body.render('starfighter.dev', 1, (193, 193, 193)),
                (330, 250))
            gameDisplay.blit(scan, (150, 280))

            frame_counter = frame_counter + 1
            if frame_counter > 300:
                fadeout()
                frame_counter = 0
                phase = 51

        if phase == 51:
            pygame.draw.rect(gameDisplay, (0, 0, 0), (30, 30, 740, 540))
            pygame.mixer.music.fadeout(5000)

        #cat1 = Character('cat1', -100, 20)
        #cat2 = Character('cat2', 900, 40)
        #cat3 = Character('cat3', -100, 60)

        pygame.display.update()
        clock.tick(60)
Beispiel #2
0
def intro():

    gameExit = False

    spritesheet = SpriteSheet('tiles/sheet.png')
    ground1 = spritesheet.image_at((0, 0, ts, ts))
    ground2 = spritesheet.image_at((ts, 0, ts, ts))
    ground3 = spritesheet.image_at((ts * 2, 0, ts, ts))
    fence = spritesheet.image_at((0, ts * 22, ts, ts), -1)
    path1 = spritesheet.image_at((ts * 5, 0, ts, ts))
    tree2 = spritesheet.image_at((ts * 2, ts, ts * 2, ts * 2), -1)
    log = spritesheet.image_at((ts * 6, ts * 5, ts * 2, ts), -1)
    skull = spritesheet.image_at((ts * 6, ts * 131, ts, ts), -1)

    morgan = Character('morgan', 20, 20)

    # scale things..
    ground1 = pygame.transform.scale(ground1, (scalesize, scalesize))
    ground2 = pygame.transform.scale(ground2, (scalesize, scalesize))
    ground3 = pygame.transform.scale(ground3, (scalesize, scalesize))
    path1 = pygame.transform.scale(path1, (scalesize, scalesize))
    tree2 = pygame.transform.scale(tree2, (scalesize * 2, scalesize * 2))
    fence = pygame.transform.scale(fence, (scalesize, scalesize))
    log = pygame.transform.scale(log, (scalesize * 2, scalesize))
    skull = pygame.transform.scale(skull, (scalesize, scalesize))

    background = (
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
        ("G2", "G2", "G2", "G2", "G2", "P1", "P1", "P1", "G2", "G2", "G2",
         "G2", "G2"),
    )

    foreground = (
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "T2", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "T2", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "T2", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "L1", "  ",
         "  ", "  "),
        ("  ", "  ", "T2", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("T2", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
        ("  ", "  ", "  ", "  ", "F1", "  ", "  ", "  ", "  ", "  ", "  ",
         "  ", "  "),
    )

    drawn = 0

    is_shaking = 0

    while not gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            #debug
            #print(event)

        if not drawn:
            loc_x = 0
            loc_y = 0
            for map_y in background:
                for map_x in map_y:
                    if map_x == 'G1':
                        gameDisplay.blit(ground1, (loc_x, loc_y))
                    if map_x == 'G2':
                        gameDisplay.blit(ground2, (loc_x, loc_y))
                    if map_x == 'G3':
                        gameDisplay.blit(ground3, (loc_x, loc_y))
                    if map_x == 'P1':
                        gameDisplay.blit(path1, (loc_x, loc_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0

            loc_x = 0
            loc_y = 0
            for map_y in foreground:
                for map_x in map_y:
                    if map_x == 'T2':
                        gameDisplay.blit(tree2, (loc_x, loc_y))
                    if map_x == 'F1':
                        gameDisplay.blit(fence, (loc_x, loc_y))
                    if map_x == 'L1':
                        gameDisplay.blit(log, (loc_x, loc_y))
                    loc_x = loc_x + scalesize
                loc_y = loc_y + scalesize
                loc_x = 0
        drawn = 0  #force redraw, or not

        key_input = pygame.key.get_pressed()
        if not is_shaking:
            if key_input[pygame.K_LEFT]:
                morgan.move_left()
            if key_input[pygame.K_UP]:
                morgan.move_up()
            if key_input[pygame.K_RIGHT]:
                morgan.move_right()
            if key_input[pygame.K_DOWN]:
                morgan.move_down()

        gameDisplay.blit(morgan.get_image(), morgan.get_location())

        pygame.display.update()
        clock.tick(60)