Beispiel #1
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 def reinit(self):
     self.macgyver = Macgyver(40, 520, "m")
     # create Macgyver object
     self.murdock = Murdock(520, 560, "murdock")
     # create Murdock object
     self.win = False
     self.end = False
Beispiel #2
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    def run(self):
        map = Map("level.txt")
        map.load_maze()
        map.pos_items()
        map.pos_guardian()
        map.display(0, 0)
        macg = Macgyver(map)

        continued = True
        while continued:
            for event in pygame.event.get():
                '''Seeking every events happening while the game is running'''
                if event.type == pygame.QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                    '''If any of these events is QUIT type'''
                    continued = False
                    '''Loop is stopped and the game windows is closed'''
                if event.type == pygame.KEYDOWN:
                    '''Keyboard touch used to moove MacGyver'''
                    if event.key == pygame.K_DOWN:
                        '''If ARROW DOWN pressed'''
                        macg.move_down()
                    if event.key == pygame.K_UP:
                        macg.move_up()
                    if event.key == pygame.K_RIGHT:
                        macg.move_right()
                    if event.key == pygame.K_LEFT:
                        macg.move_left()

                map.display(macg.x, macg.y)
                '''Re-pasting after the events'''
                macg.check_win()
                '''Check the victory conditions'''
Beispiel #3
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 def set_grid(self):
     """set_grid defined the maze."""
     with open('maze.txt') as maze:
         datas = maze.read()
     # je parcours toutes mes lettres
     # le retour a la ligne est le caractère "\n"
     count_x = 0
     count_y = 0
     for letter in datas:
         print(count_x, count_y)
         if letter == "M":
             self.grid[(count_x, count_y)] = "wall"
             self.wall.append((count_x, count_y))
             count_x = count_x + 1
         if letter == "A":
             self.grid[(count_x, count_y)] = "macgyver"
             self.macgyver = Macgyver(count_x, count_y)
             count_x = count_x + 1
         if letter == "B":
             self.grid[(count_x, count_y)] = "guardian"
             self.guardian = Guardian(count_x, count_y)
             count_x = count_x + 1
         if letter == "C":
             self.grid[(count_x, count_y)] = "floor"
             self.floor.append((count_x, count_y))
             count_x = count_x + 1
         if letter == "S":
             self.grid[(count_x, count_y)] = "exit"
             count_x = count_x + 1
         if letter == "\n":
             print("line break")
             count_x = 0
             count_y = count_y + 1
Beispiel #4
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def game():

    level = Labyrinth()
    level.open_csv(constants.CSV_LEVEL, constants.NSPRITE)

    hero = Macgyver()
    hero.create(level.structure)

    guard = Guard() 
    guard.create(level.structure)
   
    ether = Item()
    ether.create(level.ground_list, level.structure, 'E')

    thumb = Item()
    thumb.create(level.ground_list, level.structure, 'T')

    needle = Item()
    needle.create(level.ground_list, level.structure, 'N')

    screen = View()
    screen.load()
    screen.create(level.structure)

    return level, hero, guard, ether, thumb, needle, screen
Beispiel #5
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def main(labychoice, surface):
    score = 0
    level = Level(labychoice)
    # Display the labyrinth
    level.display(surface, score)
    # initialise Macgyver's position in the labyrinth
    mcgyver = Macgyver(level.pos_mcgyver[0], level.pos_mcgyver[1], level)

    while True:

        pygame.time.Clock().tick(30)
        # Initialise the personage
        for event in pygame.event.get():
            # Display mcgyver position after every movement

            if event.type == QUIT:
                quit()
            elif event.type == KEYDOWN:

                if event.key == K_ESCAPE:
                    quit()
                # if mcgyver move to the right
                elif event.key == K_RIGHT:
                    mcgyver.move("d", level.structure)
                # if mcgyver goes left in the laby
                elif event.key == K_LEFT:
                    mcgyver.move("q", level.structure)
                # if mcgyver move up in the laby
                elif event.key == K_UP:
                    mcgyver.move("z", level.structure)
                # if mcgyver move down in the laby
                elif event.key == K_DOWN:
                    mcgyver.move("s", level.structure)

        # display the score of mcgyver on the screen
        level.display(surface, mcgyver.score)
        level.read_coordinates()
        # print("Position x: ", mcgyver.x, "Position y: ", mcgyver.y)

        pygame.display.flip()
        # if macgyver end the game the user can choose
        # to replay or quit the game
        if mcgyver.finish:
            mcgyver.check_victory_or_defeat()
            while True:
                for event in pygame.event.get():
                    if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                        # to leave the game after reaching the guardian
                        quit()
                    elif event.type == KEYDOWN:
                        # if the user tap space the game restart with laby1
                        if event.key == K_SPACE:
                            return True
                        # if the user tap the return button he restart laby2
                        elif event.key == K_RETURN:
                            return True
Beispiel #6
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 def __init__(self):
     self.sprite = Sprite()
     self.macgyver = Macgyver(40, 520, "m")  # create Macgyver object
     self.murdock = Murdock(520, 560, "murdock")  # create Murdock object
     self.win = False
     self.end = False
     self.objects = random.sample(self.way(), 3)
     # 3 random positions in list from way function
     self.needle = self.objects[0]
     # needle correspond to first object in random list
     self.tube = self.objects[1]
     # tube correspond to second object in random list
     self.ether = self.objects[2]
     # ether correspond to third object in random list
     self.pos_needle = Loot(self.needle.x * 40, self.needle.y * 40,
                            "needle")  # create needle as Loot object
     self.pos_tube = Loot(self.tube.x * 40, self.tube.y * 40,
                          "tube")  # create tube as Loot object
     self.pos_ether = Loot(self.ether.x * 40, self.ether.y * 40,
                           "ether")  # create ether as Loot object
Beispiel #7
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    def run(self):
        """ -tc- Ajouter une docstring."""

        # -tc- les 6 lignes ci-dessous sont d'excellentes
        # -tc- candidates pour une méthode __init__
        map = Map("level.txt")
        map.load_maze()
        map.pos_items()
        map.pos_guardian()
        map.display(0, 0)
        macg = Macgyver(map)

        continued = True
        while continued:
            for event in pygame.event.get():
                # -tc- Attention: un commentaire en python s'exprime avec un #, pas avec
                # -tc- guillemets ou des apostrophes
                '''Seeking every events happening while the game is running'''
                if event.type == pygame.QUIT or \
                        event.type == KEYDOWN and event.key == K_ESCAPE:
                    '''If any of these events is QUIT type'''
                    continued = False
                    '''Loop is stopped and the game windows is closed'''
                if event.type == pygame.KEYDOWN:
                    '''Keyboard touch used to moove MacGyver'''
                    if event.key == pygame.K_DOWN:
                        '''If ARROW DOWN pressed'''
                        macg.move_down()
                    if event.key == pygame.K_UP:
                        macg.move_up()
                    if event.key == pygame.K_RIGHT:
                        macg.move_right()
                    if event.key == pygame.K_LEFT:
                        macg.move_left()

                map.display(macg.x, macg.y)
                '''Re-pasting after the events'''
                macg.check_win()
                '''Check the victory conditions'''
Beispiel #8
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    def __init__(self):
        """Constructor of the class"""
        pygame.init()
        # inivible cursor
        pygame.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0),
                                (0, 0, 0, 0, 0, 0, 0, 0))
        # set size of window
        WINDOW = pygame.display.set_mode((450, 450))
        # set icon of window
        ICO = pygame.image.load(IMG_ICO)
        # load the level
        LEVEL = Maze(MAZE)
        # generate the level
        LEVEL.generate()
        # load BACKGROUND
        BACKGROUND = pygame.image.load(IMG_BACKGROUND).convert()
        # load BAG and IN_BAG
        BAG = pygame.image.load(IMG_BAG).convert_alpha()
        IN_BAG = pygame.image.load(IMG_IN_BAG).convert_alpha()
        # display BACKGROUND
        WINDOW.blit(BACKGROUND, (0, 0))
        # display maze
        LEVEL.display(WINDOW)
        # display BAG and IN_BAG
        WINDOW.blit(BAG, (0, 418))
        WINDOW.blit(IN_BAG, (37, 418))
        # load MAZE_SONG
        MAZE_SONG = pygame.mixer.Sound("maze_song.ogg")
        # play song
        MAZE_SONG.play(loops=-1, maxtime=0, fade_ms=0)
        # load Macgyver sprites according to the axis
        MG = Macgyver("images/macgyver_right.png", "images/macgyver_left.png",
                      "images/macgyver_up.png", "images/macgyver_down.png",
                      LEVEL)
        # Load loot
        TUBE_IMG = pygame.image.load(C_TUBE).convert_alpha()
        NEEDLE_IMG = pygame.image.load(C_NEEDLE).convert_alpha()
        ETHER_IMG = pygame.image.load(C_ETHER).convert_alpha()

        # Sprite of loot
        TUBE = Loot(TUBE_IMG, LEVEL)
        TUBE.display(TUBE_IMG, WINDOW)
        NEEDLE = Loot(NEEDLE_IMG, LEVEL)
        NEEDLE.display(NEEDLE_IMG, WINDOW)
        ETHER = Loot(ETHER_IMG, LEVEL)
        ETHER.display(ETHER_IMG, WINDOW)
        # Var
        game = True
        Tube_Picked = False
        Ether_Picked = False
        Needle_Picked = False
        YOU_WIN = False
        YOU_LOSE = False
        # Load win and lose img
        WIN = pygame.image.load(IMG_WIN).convert()
        LOSE = pygame.image.load(IMG_LOSE).convert()
        THREE = pygame.image.load(IMG_3).convert_alpha()
        TWO = pygame.image.load(IMG_2).convert_alpha()
        ONE = pygame.image.load(IMG_1).convert_alpha()
        END = pygame.image.load(IMG_END).convert_alpha()

        while game:

            pygame.time.Clock().tick(30)
            pygame.display.set_icon(ICO)
            pygame.display.set_caption(TITLE_WINDOW)

            for event in pygame.event.get():
                if event.type == KEYDOWN:
                    # display BACKGROUND
                    WINDOW.blit(BACKGROUND, (0, 0))
                    # display maze
                    LEVEL.display(WINDOW)
                    # display BAG and IN_BAG
                    WINDOW.blit(BAG, (0, 418))
                    WINDOW.blit(IN_BAG, (37, 418))
                    if Tube_Picked is False:
                        TUBE.display(TUBE_IMG, WINDOW)
                    if Tube_Picked is True:
                        WINDOW.blit(TUBE_IMG, (40, 418))
                    if Ether_Picked is False:
                        ETHER.display(ETHER_IMG, WINDOW)
                    if Ether_Picked is True:
                        WINDOW.blit(ETHER_IMG, (75, 418))
                    if Needle_Picked is False:
                        NEEDLE.display(NEEDLE_IMG, WINDOW)
                    if Needle_Picked is True:
                        WINDOW.blit(NEEDLE_IMG, (110, 418))
                    if event.key == K_RIGHT:
                        MG.move('right')
                    elif event.key == K_LEFT:
                        MG.move('left')
                    elif event.key == K_UP:
                        MG.move('up')
                    elif event.key == K_DOWN:
                        MG.move('down')
            # Display MacGyver
            WINDOW.blit(MG.axe, (MG.var_x, MG.var_y))
            # Refresh the display
            pygame.display.flip()
            # take the TUBE if Macgyver is on the TUBE
            if (MG.var_x, MG.var_y) == (TUBE.var_x, TUBE.var_y):
                Tube_Picked = True
            # take ETHER if Macgyver is on the ETHER
            if (MG.var_x, MG.var_y) == (ETHER.var_x, ETHER.var_y):
                Ether_Picked = True
            # take NEEDLE if Macgyver is on the NEEDLE
            if (MG.var_x, MG.var_y) == (NEEDLE.var_x, NEEDLE.var_y):
                Needle_Picked = True

            if (event.type == QUIT
                    or event.type == KEYDOWN and event.key == K_ESCAPE):
                game = False

            # EndGame Victory or lose
            # if macgyver arrives in front of the guard
            if LEVEL.is_end(MG.square_y, MG.square_x):
                # loot check
                if (Tube_Picked is True and Needle_Picked is True
                        and Ether_Picked is True):
                    YOU_WIN = True
                else:
                    YOU_LOSE = True

                if YOU_WIN is True:
                    WINDOW.blit(WIN, (0, 0))
                    WINDOW.blit(THREE, (200, 280))
                    pygame.display.flip()
                    time.sleep(1)
                    WINDOW.blit(WIN, (0, 0))
                    pygame.display.flip()
                    WINDOW.blit(TWO, (200, 280))
                    pygame.display.flip()
                    time.sleep(1)
                    WINDOW.blit(WIN, (0, 0))
                    pygame.display.flip()
                    WINDOW.blit(ONE, (200, 280))
                    pygame.display.flip()
                    time.sleep(1)
                    WINDOW.blit(WIN, (0, 0))
                    pygame.display.flip()
                    WINDOW.blit(END, (10, 300))
                    pygame.display.flip()
                    game = False

                if YOU_LOSE is True:
                    WINDOW.blit(LOSE, (0, 0))
                    WINDOW.blit(THREE, (200, 280))
                    pygame.display.flip()
                    time.sleep(1)
                    WINDOW.blit(LOSE, (0, 0))
                    pygame.display.flip()
                    WINDOW.blit(TWO, (200, 280))
                    pygame.display.flip()
                    time.sleep(1)
                    WINDOW.blit(LOSE, (0, 0))
                    pygame.display.flip()
                    WINDOW.blit(ONE, (200, 280))
                    pygame.display.flip()
                    time.sleep(1)
                    WINDOW.blit(LOSE, (0, 0))
                    pygame.display.flip()
                    WINDOW.blit(END, (10, 300))
                    pygame.display.flip()
                    game = False
Beispiel #9
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screen.blit(image_font, (0, 0))

# Win image
image_win = pygame.image.load(constants.IMAGE_WIN)

# Death image
image_death = pygame.image.load(constants.IMAGE_DEATH)

# Main loop
run = True
print('Game start')

# Instances of classes
labyrinth = Labyrinth(screen)
items = Items(labyrinth)
macgyver = Macgyver(labyrinth)
macgyver.collect(items)

while run:

    # Player action that allows interaction with the game
    for e in pygame.event.get():
        # Quit the game
        if e.type == pygame.QUIT or e.type == KEYDOWN and e.key == K_SPACE:
            run = False
            print('you quit the game')
        # Move the hero
        if e.type == pygame.KEYDOWN:
            if e.key == pygame.K_RIGHT:
                macgyver.move_right()
            if e.key == pygame.K_LEFT: