def update(self):
     GameObject.update(self)
     collide_list = collide_with(self.box_collider, Player)
     for game_object in collide_list:
         if game_object.win == True:
             game_object.deactivate()
             winning_scene = WinningScene()
             global_scene_manager.change_scene(winning_scene)
Beispiel #2
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    def update(self):
        GameObject.update(self)
        self.update_animator()
        self.frame_counter.run()
        if self.frame_counter.expired:
            self.black_screen = True
            self.counter.run()
            if self.counter.expired:
                self.black_screen = False
                self.counter.reset()
                self.frame_counter.reset()
        if not self.black_screen:
            self.move()
        else:
            pass

        collide_list = collide_with(self.box_collider, Player)
        for game_object in collide_list:
            game_object.deactivate()
            game_over = GameOverScene()
            global_scene_manager.change_scene(game_over)
Beispiel #3
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 def update(self):
     if global_input_manager.enter_pressed:
         gameplay_scene = GameplayScene()
         global_scene_manager.change_scene(gameplay_scene)
Beispiel #4
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# 1. Init pygame
pygame.init()

# 2. Set screen
SIZE = (800, 620)
canvas = pygame.display.set_mode(SIZE)

# 3. Clock
clock = pygame.time.Clock()

loop = True

generate_map("image/map/map.json")

menu_scene = MenuScene()
global_scene_manager.change_scene(menu_scene)

# guide_scene = GuideScene()
# global_scene_manager.change_scene(guide_scene)
# player = Player(32, 320, input_manager)
# enemy = Enemy(368, 608)
# enemy1 = Enemy(640, 300)
#
# black_slave = BlackSlave(768, 240)
# black_screen = BlackScreen(0, 0)
# main_door = MainDoor(16, 320)
#
# game_objects.add(enemy)
# game_objects.add(black_slave)
# game_objects.add(main_door)
# game_objects.add(enemy1)
Beispiel #5
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 def deactivate(self):
     GameObject.deactivate(self)
     death = PlayerDies(self.x, self.y)
     add_game_object(death)
     over = GameoverScene()
     global_scene_manager.change_scene(over)
Beispiel #6
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 def lose(self):
     global_scene_manager.change_scene(GameOverScene())
     gamelevel.clear()
Beispiel #7
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from scenes.scene_manager import global_scene_manager
from scenes.menu_scene import MenuScene
from scenes.game_over_scene import EndScene
from tower_defense.boss_spawner import *

pygame.init()
myfont = pygame.font.SysFont("monospace", 30)
clock = pygame.time.Clock()

SCREEN_SIZE = (600, 800)
canvas = pygame.display.set_mode(SCREEN_SIZE)
background_image = pygame.image.load("images/background/background.png")
pygame.display.set_caption("Tower Defense")

menu_scene = MenuScene()
global_scene_manager.change_scene(menu_scene)

# if tower_defense.game_object.hp_castle == 0:

#     end = End(300,400)
#     global_scene_manager.change_scene(end)

loop = True
new_wave = False
while loop:
    for game_object in game_objects:
        if type(game_object) == EndScene and game_object.is_active:
            if global_input_manager.enter_pressed:
                menu_scene = MenuScene()
                global_scene_manager.change_scene(menu_scene)
                tower_defense.game_object.coin = 35