def recognize_slide(word, size=100): screen.fill(background_color) p = screen.get_rect().center draw_text(word, p, size=size) draw_text("1=unknown", (200, SCREEN_HEIGHT-100), size=50) draw_text("4=recognized", (SCREEN_WIDTH-250, SCREEN_HEIGHT-100), size=50) pygame.display.flip()
def text_slide(text, size=30): screen.fill(background_color) lines = text.split('\n') rect = draw_text('test', (SCREEN_WIDTH/2, SCREEN_HEIGHT/2), size=size, color=background_color) height = rect.height + 6 y = SCREEN_HEIGHT/2 - (len(lines)-1)*(height/2) for line in lines: draw_text(line.strip(), (SCREEN_WIDTH/2, y), size=size) y += height pygame.display.flip()
def simple_slide(text, size=100): screen.fill(background_color) p = screen.get_rect().center draw_text(text, p, size=size) pygame.display.flip()
def image_slide(img): screen.fill(background_color) rect = draw_image(img, (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2)) pygame.display.update(rect)
def focus_slide(): screen.fill(background_color) draw_focus_screen() pygame.display.flip()
# if round(j, 5) == 0: # new_point.set_color((50, 255, 0)) # if i > -input_range: # new_point.add_friend(points[-1]) # if j > -input_range: # index = -math.ceil(input_range * 2 / dt + 1) # new_point.add_friend(points[index]) # points.append(new_point) running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False screen.fill((0, 0, 0)) for point in points: point.show(scale) for point in points: point.update() pygame.display.flip() pygame.quit()
dx = 0 elif event.type == KEYUP and event.key == K_RIGHT: dx = 0 elif event.type == KEYDOWN and event.key == K_r: run = True elif event.type == KEYUP and event.key == K_r: run = False elif event.type == KEYDOWN and event.key == K_t: dash = True elif event.type == KEYUP and event.key == K_t: dash = False elif event.type == KEYDOWN and event.key == K_s: pygame.image.save(real.img, \Desktop\world"+str(frame)+".png" ) screen.fill(Color('black')) real.update(dx, dy, run, dash) screen.blit(real.img, real.pos) # screen.blit(sams_health.img, sams_health.position) pygame.display.update()
elif event.type == KEYDOWN and event.key == K_LEFT: dx = -1 elif event.type == KEYDOWN and event.key == K_RIGHT: dx = 1 elif event.type == KEYUP and event.key == K_UP: dy = 0 elif event.type == KEYUP and event.key == K_DOWN: dy = 0 elif event.type == KEYUP and event.key == K_LEFT: dx = 0 elif event.type == KEYUP and event.key == K_RIGHT: dx = 0 elif event.type == KEYDOWN and event.key == K_r: run = True elif event.type == KEYUP and event.key == K_r: run = False elif event.type == KEYDOWN and event.key == K_t: dash = True elif event.type == KEYUP and event.key == K_t: dash = False dx = dx dy = dy screen.fill(black) real.update(dx, dy, run, dash) screen.blit(real.img, real.p_pos) # screen.blit(sams_health.img, sams_health.position) pygame.display.update()
def game(walls, floor, wall_1, wall_2, wall_3, wall_4, chest, gg_right, gg_left, gg_sprite, gg_stop_r, gg_stop_l, lvl, el=None, gerl=None, npc=None, npc_boss=None): move_right = False move_left = False move_up = False move_down = False text1 = False text4 = False text11 = False text21 = False direction = 2 enter_press = False f_press = False n_press = False running = True while running: screen.fill(pygame.Color("black")) gg_stop_l.rect = gg_sprite.rect for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN and (event.key == pygame.K_LEFT or event.key == pygame.K_a): move_left = True direction = 1 gg_sprite.frames = gg_left.frames if event.type == pygame.KEYUP and (event.key == pygame.K_LEFT or event.key == pygame.K_a): move_left = False if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_d): move_right = True direction = 2 gg_sprite.frames = gg_right.frames if event.type == pygame.KEYUP and (event.key == pygame.K_RIGHT or event.key == pygame.K_d): move_right = False if event.type == pygame.KEYDOWN and (event.key == pygame.K_UP or event.key == pygame.K_w): move_up = True if direction == 1: gg_sprite.frames = gg_left.frames elif direction == 2: gg_sprite.frames = gg_right.frames if event.type == pygame.KEYUP and (event.key == pygame.K_UP or event.key == pygame.K_w): move_up = False if event.type == pygame.KEYDOWN and (event.key == pygame.K_DOWN or event.key == pygame.K_s): move_down = True if direction == 1: gg_sprite.frames = gg_left.frames elif direction == 2: gg_sprite.frames = gg_right.frames if event.type == pygame.KEYUP and (event.key == pygame.K_DOWN or event.key == pygame.K_s): move_down = False if event.type == pygame.KEYUP and event.key == pygame.K_n: if n_press: if lvl == 'lvl1': if not text4: sprites_note.add(scroll_npc) text4 = True else: sprites_note.remove(scroll_npc) text4 = False return else: if not text21: sprites_note.add(scroll_npc2) text21 = True else: sprites_note.remove(scroll_npc2) text21 = False return if event.type == pygame.KEYUP and event.key == pygame.K_f: if f_press: if lvl == 'lvl1': if not text1: sprites_note.add(scroll) text1 = True else: sprites_note.remove(scroll) text1 = False else: if not text11: sprites_note.add(scroll2) text11 = True else: sprites_note.remove(scroll2) text11 = False if event.type == pygame.KEYUP and event.key == pygame.K_e: if enter_press: fighting() win() running = False if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: screen_start(lvl, floor, wall_1, wall_2, wall_3, wall_4, chest, gg_left, gg_sprite, el, gerl, npc, npc_boss) camera.update(gg_sprite, width, height) for sprite in all_sprites: camera.apply(sprite) if not text1 and not text11 and not text4 and not text21: if move_left: gg_sprite.rect.x -= s if move_right: gg_sprite.rect.x += s if move_down: gg_sprite.rect.y += s if move_up: gg_sprite.rect.y -= s if not move_right and not move_up and not move_left and not move_down: if direction == 1: gg_sprite.frames = gg_stop_l.frames elif direction == 2: gg_sprite.frames = gg_stop_r.frames for wall in walls: if pygame.sprite.collide_mask(gg_stop_l, wall): if move_up: gg_sprite.rect.y += s if move_down: gg_sprite.rect.y -= s if move_right: gg_sprite.rect.x -= s if move_left: gg_sprite.rect.x += s all_sprites.draw(screen) all_sprites.update() clock.tick(150) f_press = False if lvl != 'lvl3': if pygame.sprite.collide_rect(gg_stop_l, npc): screen.blit(text2, (350, 600)) n_press = True if lvl == 'lvl3': if pygame.sprite.collide_rect(gg_stop_l, npc_boss): screen.blit(text5, (350, 600)) enter_press = True if pygame.sprite.collide_rect(gg_stop_l, chest): screen.blit(text3, (350, 600)) f_press = True if text1: sprites_note.draw(screen) scroll.read() if text11: sprites_note.draw(screen) scroll2.read() if text21: sprites_note.draw(screen) scroll_npc2.read() if text4: sprites_note.draw(screen) scroll_npc.read() pygame.display.update() pygame.display.flip() save(lvl, floor, wall_1, wall_2, wall_3, wall_4, chest, gg_left, gg_sprite, el, gerl, npc, npc_boss) pygame.quit()