Beispiel #1
0
def instructionLoop():
	global GAME_MODE
	print("Instructions Loop")

	bg = resources.getBackground('instructions')
	darkness = 100
	mode = 'fade in'
	goto = GAME_MENU
	tick = 0

	menuButton = sprites.Button(resources.getSprite('button-menu'))
	menuButton.rect.center = (GAME_WIDTH // 4, GAME_HEIGHT * 3 // 4)

	while GAME_MODE == GAME_INFO:

		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					goto = GAME_MENU
					mode = 'fade out'

		if mode == 'fade in':
			darkness -= fadeSpeed

			if darkness <= 0:
				mode = 'still'
		elif mode == 'fade out':
			darkness += fadeSpeed

			if darkness >= 100:
				tick = 60
				mode = 'wait'

		if tick > 0:
			tick -= 1

			if tick == 0:
				GAME_MODE = goto

		if mode == 'still':
			if menuButton.clicked():
				goto = GAME_MENU
				mode = 'fade out'

		gameDisplay.blit(bg, (0, 0))
		gameDisplay.blit(menuButton.image, menuButton.rect)
		dimDisplay(darkness)
		pygame.display.update()
		clock.tick(60)
Beispiel #2
0
def logoLoop():
	global GAME_MODE
	print("Logo Loop")

	bg = resources.getBackground('logo')

	tick = 0
	darkness = 100
	mode = 'fade in'

	while GAME_MODE == GAME_LOGO:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					GAME_MODE = GAME_QUIT

				if event.key == pygame.K_RETURN:
					mode = 'fade out'

		if tick > 0:
			tick -= 1

		if mode == 'fade in':
			darkness -= fadeSpeed
		elif mode == 'fade out':
			darkness += fadeSpeed
		elif tick <= 0 and mode == 'still':
			mode = 'fade out'
		elif tick <= 0 and mode == 'wait':
			GAME_MODE = GAME_MENU

		if darkness <= 0 and mode == 'fade in':
			mode = 'still'
			tick = 60
		elif darkness >= 100 and mode == 'fade out':
			mode = 'wait'
			tick = 60

		gameDisplay.blit(bg, (0, 0))
		dimDisplay(darkness)
		pygame.display.update()
		clock.tick(60)
Beispiel #3
0
def gameOverLoop():
	global GAME_MODE
	print("Game Over Loop")
	print("Game Over!\nScore:", str(score))

	darkness = 100
	tick = 0
	mode = 'fade in'
	bg = resources.getBackground('red').copy()

	drawText('Game Over!', GAME_WIDTH // 2, GAME_HEIGHT // 4, color=(0, 200, 0), text_align='center', surf=bg)
	drawText('Score:', GAME_WIDTH // 2, GAME_HEIGHT // 4 + 100, color=(0, 200, 0), text_align='center', surf=bg)
	drawText(str(score), GAME_WIDTH // 2, GAME_HEIGHT // 4 + 130, color=(0, 200, 0), text_align='center', surf=bg)

	playButton = sprites.Button(resources.getSprite('button-replay'))
	menuButton = sprites.Button(resources.getSprite('button-menu'))

	playButton.rect.topleft = (GAME_WIDTH, GAME_HEIGHT // 4)
	menuButton.rect.topleft = (GAME_WIDTH, GAME_HEIGHT // 4 + 100)

	goto = GAME_MENU

	while GAME_MODE == GAME_OVER:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					goto = GAME_MENU
					mode = 'fade out'

				if event.key == pygame.K_RETURN:
					goto = GAME_MENU
					mode = 'fade out'

		if mode == 'fade in':
			darkness -= fadeSpeed
		elif mode == 'fade out':
			darkness += fadeSpeed

		if darkness <= 0 and mode == 'fade in':
			mode = 'still'
		elif darkness >= 100 and mode == 'fade out':
			mode = 'wait'
			tick = 60

		if mode == 'fade in':
			darkness -= fadeSpeed

			if GAME_WIDTH - playButton.rect.left < 160:
				playButton.rect.left -= 2
				menuButton.rect.left -= 2

			if darkness <= 0:
				mode = 'still'

		elif mode == 'fade out':
			darkness += fadeSpeed

			if GAME_WIDTH - playButton.rect.left > 0:
				playButton.rect.left += 2
				menuButton.rect.left += 2

			if darkness >= 100:
				tick = 60

		if tick > 0:
			tick -= 1

			if tick == 0:
				GAME_MODE = goto

		if mode == 'still':

			if playButton.hovering():
				playButton.rect.left = GAME_WIDTH - 165

				if playButton.clicked():
					mode = 'fade out'
					goto = GAME_PLAY
			else:
				playButton.rect.left = GAME_WIDTH - 160

			if menuButton.hovering():
				menuButton.rect.left = GAME_WIDTH - 165

				if menuButton.clicked():
					mode = 'fade out'
					goto = GAME_MENU

			else:
				menuButton.rect.left = GAME_WIDTH - 160

		gameDisplay.blit(bg, (0, 0))

		gameDisplay.blit(playButton.image, playButton.rect)
		gameDisplay.blit(menuButton.image, menuButton.rect)

		dimDisplay(darkness)

		pygame.display.update()
		clock.tick(60)
Beispiel #4
0
def menuLoop():
	print("Menu Loop")
	global GAME_MODE

	mode = 'fade in'
	goto = GAME_LOGO
	tick = 0
	darkness = 100
	bg = resources.getBackground('menu')

	buttons = pygame.sprite.RenderPlain()

	playButton = sprites.Button(resources.getSprite('button-play'))
	ruleButton = sprites.Button(resources.getSprite('button-rules'))

	buttons.add(playButton, ruleButton)
	playButton.rect.right, ruleButton.rect.right = 0, 0
	playButton.rect.y = GAME_HEIGHT / 2
	ruleButton.rect.y = GAME_HEIGHT / 2 + 100

	while GAME_MODE == GAME_MENU:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					GAME_MODE = GAME_QUIT

				if event.key == pygame.K_RETURN:
					goto = GAME_PLAY
					mode = 'fade out'

		if tick > 0:
			tick -= 1

		if mode == 'fade in':
			darkness -= fadeSpeed
		elif mode == 'fade out':
			darkness += fadeSpeed
			if playButton.rect.right > 0:
				playButton.rect.right -= 3
				ruleButton.rect.right -= 3
		elif tick == 0 and mode == 'wait':
			GAME_MODE = goto
		elif mode == 'buttons':
			playButton.rect.right += 3
			ruleButton.rect.right += 3

			if playButton.rect.right >= 100:
				mode = 'still'

		if darkness <= 0 and mode == 'fade in':
			mode = 'buttons'
		elif darkness >= 100 and mode == 'fade out':
			mode = 'wait'
			tick = 60

		if mode == 'still':
			if playButton.hovering():
				playButton.rect.right = 110
			else:
				playButton.rect.right = 100

			if ruleButton.hovering():
				ruleButton.rect.right = 110
			else:
				ruleButton.rect.right = 100

			if playButton.clicked():
				goto = GAME_PLAY
				mode = 'fade out'

			if ruleButton.clicked():
				goto = GAME_INFO
				mode = 'fade out'

		gameDisplay.blit(bg, (0, 0))
		buttons.draw(gameDisplay)
		dimDisplay(darkness)
		clock.tick(60)
		pygame.display.update()
Beispiel #5
0
def gameLoop():
	global blocks, playerGroup, enemies, newLife, obstacles
	global hud, score
	print("Game Loop")
	global GAME_MODE

	blocks = pygame.sprite.RenderPlain()
	playerGroup = pygame.sprite.GroupSingle()
	enemies = pygame.sprite.Group()
	newLife = pygame.sprite.GroupSingle()
	obstacles = pygame.sprite.Group()

	bg = resources.getBackground('game')
	hud = sprites.HUD(GAME_HEIGHT)

	player = sprites.PlayerBlock(enemies, newLife, lives=5)

	player.rect.x = GAME_WIDTH // 2
	player.rect.y = GAME_HEIGHT // 2

	playerGroup.add(player)
	blocks.add(player)

	waveNum, untilNext, enemiesLeft = getNextWave(0)
	enemyTick = 60
	tick = 0

	score = 0

	mode = 'fade in'
	darkness = 100

	nextObstacle = 720

	goto = GAME_MENU

	while GAME_MODE == GAME_PLAY:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					goto = GAME_OVER
					mode = 'fade out'

		if mode == 'play':
			keys = pygame.key.get_pressed()
			if keys[pygame.K_LEFT] or keys[pygame.K_a]:
				player.x_speed -= player.speed
			if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
				player.x_speed += player.speed
			if keys[pygame.K_UP] or keys[pygame.K_w]:
				player.y_speed -= player.speed
			if keys[pygame.K_DOWN] or keys[pygame.K_s]:
				player.y_speed += player.speed

		for block in blocks:
			block.check_boundaries(GAME_WIDTH, hud.rect.top)

		if mode == 'play':

			tick += 1

			untilNext -= 1
			if untilNext <= 0:
				waveNum, untilNext, enemiesLeft = getNextWave(waveNum)
			if untilNext % 10 == 0:
				score += len(enemies.sprites()) * 5

			if enemiesLeft > 0:
				enemyTick -= 1
				if enemyTick <= 0:
					enemiesLeft -= 1
					spawnEnemy()
					enemyTick = 60

			if player.lives <= 0:
				goto = GAME_OVER
				mode = 'fade out'

			if tick % 3600 == 0:
				spawnNewLife()

			if tick == nextObstacle:
				spawnObstacle()
				nextObstacle = random.randint(3600, 7200) + tick

		blocks.update()

		if mode == 'fade in':
			darkness -= fadeSpeed
		elif mode == 'fade out':
			darkness += fadeSpeed

		if darkness <= 0:
			mode = 'play'
		elif darkness >= 100:
			GAME_MODE = goto

		if pygame.sprite.spritecollide(player, obstacles, False):
			if player.x_speed > player.y_speed:
				player.bounce(True, False)
			else:
				player.bounce(False, True)

		gameDisplay.blit(bg, (0, 0))
		blocks.draw(gameDisplay)

		hud.clear()
		drawHUD()

		dimDisplay(darkness)

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