def redraw_window(self, win, gracz, p1, p2, mobs, projectiles1, projectiles2): for m in mobs: mob = Mob(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8]) mob.draw(win) if gracz == 1: p1.draw(win) for p in projectiles1: p.draw(win) if gracz == 2: p2.draw(win) for p in projectiles2: p.draw(win)
class Gamepage(object): def __init__(self, mode, category): ''' Desc: initializes the game screen and its respective features Args: self, mode, category Return: N/A ''' self.bg = pygame.image.load('assets/images/background2.jpg') self.bg = pygame.transform.scale(self.bg, (1920, 1080)) self.mob = Mob() self.hanged = Hanged() self.game = GameInteraction(mode, category) def click(self, win, mouse_pos): ''' Desc: Responds to click location and reacts accordingly Args: self, win, mouse_pos Return: response ''' response = self.game.click(win, mouse_pos) if(response == "wrong"): self.mob.negative() elif(response == "right"): self.mob.positive() if(response == "pass"): return self.hanged.click(mouse_pos) return response def draw(self, win): ''' Desc: Draws the on-screen features Args: self, win Return: N/A ''' win.blit(self.bg, (0, 0)) self.mob.draw(win) self.hanged.draw(win) self.game.draw(win)
# Y-AXIS MOVEMENT if event.key == pygame.K_UP: yMove = -10 elif event.key == pygame.K_DOWN: yMove = 10 if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: xMove = 0 if event.key == pygame.K_UP or event.key == pygame.K_DOWN: yMove = 0 mousepos = pygame.mouse.get_pos() mob.faceTarget((mousepos)) npc.activate(world) # mob.rotate(rotation) # mob.faceTarget() mob.move(xMove, yMove) gameDisplay.fill(black) npc.draw() mob.draw() for i in walls: i.draw() pygame.display.update() clock.tick(60) pygame.quit() # Create world # create player #create mob # create walls