Beispiel #1
0
    def gameloop(self):
        self.setupBoard()
        playing = True
        while playing:
            self.clock.tick(self.fps)

            text1 = Text(str(self.move_count), size=int(35), color=black)
            text1.rect.center = (600, 450)
            text2 = Text(_("(h)elp"), size=50)
            text2.rect.topleft = (10, 10)
            self.text = Group((text1, text2))

            if (len(self.escArea.prisoners.sprites()) == self.cell_count
                    and self.guard.moving == False):
                pygame.time.wait(3000)
                playing = False

            while Gtk.events_pending():
                Gtk.main_iteration()

            # Handle Input Events
            for event in pygame.event.get():
                # this one is for the box in the top right marked X
                if event.type == pygame.QUIT:
                    playing, self.running = False, False
                # and this one is for the "ESC" key
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.move_count = 0
                        playing = False
                        self.makeMenu()
                        self.cell_count = 1
                    if event.key == pygame.K_r:
                        self.resetGame()
                    elif event.key == pygame.K_h:
                        self.help()

            # update sprites
            self.guards.update()
            self.escArea.prisoners.update()
            for i in range(0, self.cell_count):
                self.cells[i].prisoners.update()
                self.cells[i].getAdjHS().prisoners.update()
                self.cells[i].text.update()

            # draw everything
            self.screen.blit(self.background, (0, 0))
            self.escArea.prisoners.draw(self.screen)
            for i in range(0, self.cell_count):
                a = self.cells[i]
                a.text.draw(self.screen)
                a.getAdjHS().text.draw(self.screen)
                a.prisoners.draw(self.screen)
                a.getAdjHS().prisoners.draw(self.screen)
            self.guards.draw(self.screen)
            self.text.draw(self.screen)

            # finally, refresh the screen
            pygame.display.flip()
Beispiel #2
0
def play():
    global bombs_number
    global score
    global level
    global timer

    score = bombs_number - len(bombs)

    level_text = Text('Level:' + str(level), 30, BLACK, (0, 0))
    score_text = Text('Score:' + str(score), 30, BLACK, (0, 0))
    level_text.rect.x = score_text.rect.x = 10
    level_text.rect.y = 20
    score_text.rect.y = 50

    land = pygame.Surface((SCREEN_LENGTH, LAND_WIDTH))
    land.fill(GRAY)
    land.blit(level_text.image, level_text.rect)
    land.blit(score_text.image, score_text.rect)

    display.fill(LIGHT_BLUE)
    display.blit(land, (0, FLOOR))
    display.blit(car.image, car.rect)

    bombs.draw(display)
    bombs.update(pygame.sprite.spritecollideany(car, bombs))
    pygame.display.update()

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

        elif event.type == pygame.USEREVENT:
            timer += 1
            for i in range(1, level + 1):
                bombs.add(
                    Bomb(randint(0, SCREEN_LENGTH - BOMB_SIZE),
                         -randint(BOMB_SIZE, BOMB_SIZE * level)))
                bombs_number += 1

    if timer == 40:
        level += 1
        timer = 0

    keys = pygame.key.get_pressed()

    if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
        car.rect.x += CAR_SPEED

    if keys[pygame.K_LEFT] or keys[pygame.K_a]:
        car.rect.x -= CAR_SPEED

    if car.rect.x > SCREEN_LENGTH - CAR_LENGTH:
        car.rect.x = SCREEN_LENGTH - CAR_LENGTH

    if car.rect.x < 0:
        car.rect.x = 0

    clock.tick(FPS)
Beispiel #3
0
    def makeMenu(self):
        self.new_game = False
        self.background = pygame.Surface(self.screen.get_size()).convert()
        self.background.fill(yellow)
        cell_text = Text(_("Cells"), size=int(160))
        cell_text.rect.center = ((600, 450))
        self.text = Group((cell_text))

        prompt_text = Text(_("press any key to begin"), size=int(35))
        prompt_text.rect.center = (600, 530)
        self.flashing_text = Group((prompt_text))
Beispiel #4
0
def menu():
    record = max(results)
    results.clear()
    results.append(record)
    record_text = Text('Record:' + str(record), 80, RED,
                       (SCREEN_LENGTH / 2, 300))

    display.fill(WHITE)
    display.blit(play_button.image, play_button.rect)
    display.blit(record_text.image, record_text.rect)

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

        elif event.type == pygame.MOUSEBUTTONDOWN:
            if play_button.rect.x <= event.pos[0] <= play_button.rect.x + BUTTON_SIZE[0] and \
                    play_button.rect.y <= event.pos[1] <= play_button.rect.y + BUTTON_SIZE[1]:
                play_button.button_down()

        elif event.type == pygame.MOUSEBUTTONUP:
            if play_button.down:
                play_button.button_up()

                while not pygame.sprite.spritecollideany(car, bombs):
                    play()

                while True:
                    game_over()

    clock.tick(FPS)
    pygame.display.update()
Beispiel #5
0
    def mainloop(self):
        self.load_all()
        self.makeMenu()
        self.running = True
        count = 0
        while self.running:
            self.clock.tick(self.fps)

            self.screen.blit(self.background, (0, 0))

            while Gtk.events_pending():
                Gtk.main_iteration()

            for event in pygame.event.get():
                # this one is for the box in the top right marked X
                if event.type == pygame.QUIT:
                    self.running = False
                # and this one is for the "ESC" key
                if event.type == pygame.KEYDOWN:
                    if self.cell_count == 2 and not self.new_game:
                        self.new_game = True

            if self.new_game == True:
                if self.cell_count == 9:
                    self.new_game = False
                self.gameloop()
                self.cell_count += 1

            if self.cell_count == 9:
                self.background.fill(black)
                text1 = Text(_("Congratulations"), color=white, size=120)
                text2 = Text(_("You finished in %s moves.") %
                             str(self.move_count),
                             color=white,
                             size=60)
                text2.rect.top = text1.rect.bottom + 10
                self.text = Group((text1, text2))

            self.text.draw(self.background)

            if self.cell_count == 2:
                count += 1
                if (count / (self.fps / 2)) % 2 == 1:
                    self.flashing_text.draw(self.screen)

            pygame.display.flip()
Beispiel #6
0
    def setPos(self, x, y):
        self.x = x
        self.y = y

        pygame.draw.circle(self.game.background, black, (x, y), 54)
        pygame.draw.circle(self.game.background, white, (x, y), 50)

        text = Text(str(self.species + 1), size=20)
        text.rect.center = (self.x, self.y - 20)
        self.text = Group((text))
Beispiel #7
0
    def help(self):
        t = 40
        a = Text(_("Try and get 1 of species in the yellow escape area."),
                 size=t)
        b = Text(_("Click a cell to send the guard there."), size=t)
        b.rect.top = a.rect.bottom + 1
        c = Text(_("Prisoners can escape iff the adjacent hiding space is"),
                 size=t)
        c.rect.top = b.rect.bottom + 1
        d = Text('    ' + _("red and empty or green and occupied."), size=t)
        d.rect.top = c.rect.bottom + 1
        e = Text(_("Hit 'Esc' to return to the menu."), size=t)
        e.rect.top = d.rect.bottom + 1
        f = Text(_("Press 'r' to reset the current game"), size=t)
        f.rect.top = e.rect.bottom + 1
        text = Group((a, b, c, d, e, f))

        helping = True
        while helping:
            self.screen.fill(white)
            text.draw(self.screen)

            while Gtk.events_pending():
                Gtk.main_iteration()

            for event in pygame.event.get():
                # this one is for the box in the top right marked X
                if event.type == pygame.QUIT:
                    self.running = False
                # and this one is for the "ESC" key
                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                    helping = False

            pygame.display.flip()
Beispiel #8
0
 def next_turn(self):
     self.process_deselect()
     announce = Text("Arial", 42, "NEXT TURN!", self.plan.map_surface)
     self.all_sprites.add(announce)
     self.draw()
     self.update()
     pygame.time.wait(1000)
     self.all_sprites.remove(announce)
     print("/**********************************************/")
     print("Next Turn!")
     self.next_char()
     for char in self.list_char:
         print(char)
         print(char.states)
     self.current_char.manage_states()
Beispiel #9
0
    def setPos(self, x, y):
        self.x = x
        self.y = y
        self.prisoners.set_pos(self.x, self.y)

        # since we're at it, let's use our crayon to color on the board
        # this is so we can tell if a space is 'hostile' or 'friendly'
        color = red
        if self.HorF == "f":
            color = green
        pygame.draw.circle(self.game.background, black, (x, y), 54)
        pygame.draw.circle(self.game.background, color, (x, y), 50)

        text = Text(str(self.species + 1), size=20, color=white)
        text.rect.center = (self.x, self.y - 20)
        self.text = Group((text))
Beispiel #10
0
 def death(self):
     for char in self.list_char:
         if char.hp[0] == 0:
             print('{} is dead.'.format(char.name))
             self.all_sprites.remove(char.sprite)
             if char == self.current_char:
                 self.next_turn()
             self.list_char.remove(char)
         if len(self.list_char) < 2:
             print('END OF THE GAME!')
             announce = Text("Arial", 42, "END OF THE GAME!",
                             self.plan.map_surface)
             self.all_sprites.add(announce)
             self.draw()
             self.update()
             pygame.time.wait(3000)
             self.running = False
Beispiel #11
0
def game_over():
    global level
    global bombs_number
    global timer

    timer = 0
    level = 1
    bombs_number = 0
    results.append(score)
    score_text = Text('Score:' + str(score), 80, RED, (SCREEN_LENGTH / 2, 150))

    display.fill(WHITE)
    display.blit(menu_button.image, menu_button.rect)
    display.blit(score_text.image, score_text.rect)
    display.blit(game_over_text.image, game_over_text.rect)

    for bomb in bombs:
        bomb.kill()

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

        elif event.type == pygame.MOUSEBUTTONDOWN:
            if menu_button.rect.x <= event.pos[0] <= menu_button.rect.x + BUTTON_SIZE[0] and \
                    menu_button.rect.y <= event.pos[1] <= menu_button.rect.y + BUTTON_SIZE[1]:
                menu_button.button_down()

        elif event.type == pygame.MOUSEBUTTONUP:
            if menu_button.down:
                menu_button.button_up()

                while True:
                    menu()

    pygame.display.update()
    clock.tick(FPS)
Beispiel #12
0
clock = pygame.time.Clock()
FPS = 60

car = Car()

bombs = pygame.sprite.Group()
bombs_number = 0

score = bombs_number - len(bombs)
results = [0]

level = 1
timer = 0

play_text = Text('PLAY', 80, RED, (BUTTON_SIZE[0] / 2, BUTTON_SIZE[1] / 2))
play_button = Button(GREEN, play_text, BUTTON_SIZE, (SCREEN_LENGTH / 2, 150))

menu_text = Text('MENU', 80, RED, (BUTTON_SIZE[0] / 2, BUTTON_SIZE[1] / 2))
menu_button = Button(GREEN, menu_text, BUTTON_SIZE, (SCREEN_LENGTH / 2, 300))

game_over_text = Text('GAME OVER', 100, RED, (SCREEN_LENGTH / 2, 50))


def menu():
    record = max(results)
    results.clear()
    results.append(record)
    record_text = Text('Record:' + str(record), 80, RED,
                       (SCREEN_LENGTH / 2, 300))
Beispiel #13
0
def main():
    global polygon, polygon_line, coord_textfield, title_textfield, instructions_textfield, all, state, offset_y
    screen, background = init_window()
    offset_y = 0.2*screen.get_height()
    separation_line_width = 4
    last_state = state

    # The text rendered on the screen
    coord_textfield = Text("x = 0  y = 0", font_size = 14)
    coord_textfield.set_position(5, offset_y)
    title_textfield = Text("Draw the polygon", font_size = 30)
    title_textfield.set_anchor((screen.get_width()/2, 0.25*offset_y))
    instructions_textfield = Text("Click to begin drawing the polygon, press escape/backspace to cancel", font_size = 20)
    instructions_textfield.set_anchor((screen.get_width()/2, 0.6*offset_y))

    # The newly added line to the polygon and the group with the other lines
    separating_line = Line((0, offset_y - separation_line_width), (screen.get_width(), offset_y - separation_line_width), pygame.color.Color('black'), separation_line_width)
    # separating_line = Line((15, 15), (15, 155), (0, 0, 0))
    polygon_line = None
    polygon = pygame.sprite.OrderedUpdates();

    # A group with all sprites for a more efficient rendering
    all = pygame.sprite.RenderUpdates(separating_line, title_textfield, instructions_textfield, coord_textfield)

    all.update()
    all.draw(screen)

    pygame.display.update()

    done = False
    clock = pygame.time.Clock()
    # Loop to run the game into
    while not done:
        # Fps lock
        clock.tick(60)
        # Flags to catch the input
        clicked = False
        canceled = False
        skip = False
        restart = False

        # Now check for events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
            elif event.type == pygame.MOUSEBUTTONDOWN:
                clicked = True
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE or event.key == pygame.K_BACKSPACE:
                    canceled = True
                elif event.key == pygame.K_SPACE:
                    skip = True
                elif event.key == pygame.K_r and state == "finished":
                    restart = True

        # Act accordingly to the current step
        if state == "draw polygon":
            draw_polygon(clicked, canceled)
        elif state == "pick point":
            pick_point(clicked, canceled)
        elif state == "animate":
            animate_polygon(skip)
        elif state == "finished":
            if restart:
                state = "draw polygon"

        if(state != last_state):
            on_state_changed()
            last_state = state

        # Clear the screen where necessary
        all.clear(screen, background)
        # Update the sprites
        all.update()
        # Draw onto the screen
        dirty = all.draw(screen)
        pygame.display.update(dirty)


    pygame.quit()