def main(): global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT pygame.init() print "in main" FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) DISPLAYSURF.fill((255,255,255)) BASICFONT = pygame.font.Font('freesansbold.ttf', 18) BIGFONT = pygame.font.Font('freesansbold.ttf', 100) pygame.display.set_caption('Cotton Candy') initBoardArr() renderScreen() while True: # game loop runGame() showTextScreen('Game Over')
def __init__(self): self.controls = { "up": False, "down": False, "left": False, "right": False } Game.game = self pygame.init() pygame.mixer.music.load("assets/music/420.wav") pygame.mixer.music.play(loops=-1, start=0.0) self.clock = pygame.time.Clock() self.display = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) self.font = pygame.font.Font("assets/fonts/unifont-10.0.06.ttf", TEXT_HEIGHT) self.world = World() self.player = Player() self.generate_asteroids() self.connect_to_server()
def setup(): pygame.init() screen = pygame.display.set_mode((500, 500)) pygame.display.set_caption('Blocky') pygame.mouse.set_visible(1) #Create The Backgound bg_col= (0,99,0) #colour of background see https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Colors/Color_picker_tool background = pygame.Surface(screen.get_size()) background = background.convert() background.fill(bg_col) #set up machinery for writing to background font = pygame.font.Font(None, 24) text = font.render('Take Blocky on an adventure with wasd', 1, (10, 10, 10)) textpos = text.get_rect(centerx=background.get_width()/2) background.blit(text, textpos) #create surface for block block_size=50 block_col=(247,243,7) global x_pos global y_pos x_pos=background.get_width()/2 -0.5*block_size y_pos=background.get_height()/2 -0.5*block_size blocksurface = pygame.Surface((block_size,block_size)) pygame.draw.rect(blocksurface, (block_col), (0,0,block_size,block_size)) # rect: (x1, y1, width, height) #paint background and block on screen screen.blit(background, (0,0)) # blit background on screen (overwriting all) screen.blit(blocksurface, (x_pos,y_pos)) return screen, background, blocksurface
import pyjsdl as pygame from Grid import Grid from Solver import Solver pygame.init() res = 20 size = width, height = 500, 500 speed = [2, 2] black = 0, 0, 0 screen = pygame.display.set_mode(size) clock = pygame.time.Clock() grid = Grid(width, res, screen) solver = Solver(grid) crashed = False def run(): global grid, solver, crashed screen.fill((0, 0, 0)) grid.update() if grid.finished(): solver.update() solver.show_visited_nodes() if solver.finished: solver.show_trail()
#buttons throwball=pygame.image.load('throwballbutton.png') THROWBALL=pygame.transform.scale(throwball, (300, 50)) nextround=pygame.image.load('nextroundbutton.png') NEXTROUND=pygame.transform.scale(nextround, (300, 50)) throwball_clicked=pygame.image.load('throwballbutton_clicked.png') THROWBALL_CLICKED=pygame.transform.scale(throwball_clicked, (300, 50)) nextround_clicked=pygame.image.load('nextroundbutton_clicked.png') NEXTROUND_CLICKED=pygame.transform.scale(nextround_clicked, (300, 50)) randnums=random.sample(xrange(0,10),10) #initialize game pygame.init() #fonts and text myfont=pygame.font.Font(None,30) ballsleft_label="Balls left" round_label=myfont.render("Round",1,WHITE) points_label=myfont.render("Points",1,WHITE) endfont=pygame.font.Font(None, 70) GAMEOVER=endfont.render("Game Over", True, WHITE) def createButton(button,x,y,width, height, mousePos): clicked=False DISPLAYSURF.blit(button,(x,y)) click=pygame.mouse.get_pressed() if click[0]==1: if x+width>mousePos[0]>x and y+height>mousePos[1]>y:
rowsRect = (199, 48, 18, 19) colsRect = (199, 83, 18, 19) # the number displayed in the Mines box can be 1-4 digits long, while the others have to be 2, so it gets special treatment minesRect = minesText.get_rect() minesRect.__setattr__('right', 217) minesRect.__setattr__('top', 118) screen.blit(rowsText, rowsRect) screen.blit(colsText, colsRect) screen.blit(minesText, minesRect) pg.display.flip() pg.init() clock = None timer = None bottomBarFont = None screen = None Game = None menu = None def run(): global timer, Game, screen, gameOver, menu ms = clock.tick_busy_loop(30) # milliseconds since last tick for event in pg.event.get(): if event.type == pg.MOUSEBUTTONUP: x, y = pg.mouse.get_pos() row, col = y // Game.TILESIZE, x // Game.TILESIZE
# import pygame; import pyjsdl as pygame from settings import Settings; from background import Background; import game_functions as gf; from pygame.sprite import Group, groupcollide from zombie import Zombie; from square import Square; from plant_icon import Plant_Icon; import time; pyjsdl.display.setup(run, images) pygame.init(); game_settings = Settings(); screen = pygame.display.set_mode(game_settings.screen_size); pygame.display.set_caption("DC PvZ clone"); background = Background(game_settings); peashooter_icon = Plant_Icon(game_settings,'peashooter-icon.png',1); gatling_icon = Plant_Icon(game_settings,'gatling-icon.png',2); sunflower_icon = Plant_Icon(game_settings,'sunflower.png',3); icons = [peashooter_icon,gatling_icon,sunflower_icon]; # All our groups zombies = Group(); plants = Group(); squares = Group(); bullets = Group() # Load up squares with our vars for i in range(0,5): for j in range(0,9):