Ejemplo n.º 1
0
def end(score , board):
	level = board.getLevel()#gets level of player instance created in "board.py"
	life = board.player.life#gets life's of player instance created in "board.py"
	pygame.init()#Initialized Pygame
	clock = pygame.time.Clock()#Initialize pygame clock which is used to control frames per second and bunch of different time realted things
	music = musicloader("game_over.ogg")#loads the music and is basically a call to the class musicloader in loader.py 
	music.play()#starts the music
	screen = pygame.display.set_mode((SCREENWIDTH , SCREENHEIGHT))#sets up the pygame screen , all the constant with capital letter are defined inside of constant.py
	running = True#Loop runner
	background = pygame.Surface(screen.get_size())#gets size of the pygame surface
	background = background.convert()#converts background ,  which is faster for blitting sprites onto it
	background.fill(BLACK)#fills the background with BLACK COLOR and is defined inside of constant.py
	while running :
		for event in pygame.event.get():#checks for the interrupts raised by I/O devices 
			if event.type == pygame.QUIT :#checks if the cross button on the top of the window is hitted
				sys.exit()#exits everything
			elif event.type == pygame.KEYDOWN :#checks if the any key is pressed down
				if event.key == pygame.K_ESCAPE :#checks if escape button is pressed down
					sys.exit()
		font = pygame.font.Font(None, 48)#sets font size with None effect (Means just Normal Text)
		font2 = pygame.font.Font(None, 96)
		if level == 3 and life >0 :
			text2 = font2.render( "YOU WON ! " , 1, GREEN)#basically renders the word with GREEN color
		else :
			text2 = font2.render( "YOU LOST ! " , 1, RED)
		text = font.render( "You score: %s" %str(score), 1, BLUE )
		#in both the textpos we have overriden the centerx and centery to make the text position beautiful and have exctracted background's width and height
		textpos = text.get_rect(centerx=background.get_width()/2 -50 , centery=background.get_height()/2+50)
		textpos2 = text.get_rect(centerx=background.get_width()/2 -100 , centery=background.get_height()/2-50)
		screen.blit(text, textpos)#kind of attach/render it to screen
		screen.blit(text2 , textpos2)
		pygame.display.update()#Keep on updating the screen because it will be rendered everytime it will be run
		clock.tick(FPSLOW)#set's the frame per second to the variable FPSLOW  (look constant.py)
	music.stop()#stops the music (defined in musicloader class in loader.py file)
Ejemplo n.º 2
0
	def __init__(self , width , height ,level , life ,coins):
            pygame.init()#initialises pygame
            self.height = height	
            self.width = width
            self.screen = pygame.display.set_mode((self.width,self.height))#sets up display for pygame
            self.clock = pygame.time.Clock()#Initialize pygame clock which is used to control frames per second and bunch of different time realted things
            self.firelist = []#Contain all the sprites of fire
            self.running = 1 #loop running variable
            self.__level = level # private variable and sets it to current level 
            self.score = 0 #score of player
            self.theme_music = musicloader("main_theme.ogg")#loads in the music  from musicloader class of "loader.py"
            self.coin_sound = soundloader("coin.ogg")#loads in the coin taking sound from soundloader class of "loader.py"
            #difference between music and sound is that music is like game song and sound is like sound effects , only one music can be loaded and 
            #hence played at a time and at max eight sounds can be played together 
            self.theme_music.play()#playes in the music
            self.play(life , coins)#calls play function
            if self.__level <=2 and self.player.life:#if life is > 0 and level is less or equal to 2
                start(self.__level , self.player.life , self.player.coins)
            self.theme_music.stop()#stops the music
            end(self.score , self)#calls in end function from "end.py"
Ejemplo n.º 3
0
def intro():
	pygame.init() #Initialized Pygame
	clock = pygame.time.Clock() #Initialize pygame clock which is used to control frames per second and bunch of different time realted things
	music = musicloader("invincible.ogg")#loads the music and is basically a call to the class musicloader in loader.py 
	music.play()#starts the music
	screen = pygame.display.set_mode((SCREENWIDTH , SCREENHEIGHT))#sets up the pygame screen , all the constant with capital letter are defined inside of constant.py
	running = True#Loop runner
	flag = 0
	background = pygame.Surface(screen.get_size())#gets size of the pygame surface
	background = background.convert()#converts background ,  which is faster for blitting sprites onto it
	background.fill(BLACK)#fills the background with BLACK COLOR and is defined inside of constant.py
	while running :
		for event in pygame.event.get():#checks for the interrupts raised by I/O devices 
			if event.type == pygame.QUIT :#checks if the cross button on the top of the window is hitted
				sys.exit()#exits everything
			elif event.type == pygame.KEYDOWN :#checks if the any key is pressed down
				if event.key == pygame.K_RETURN :#checks if enter button is hit
					running = False#stops the loop si that the program terminates and the game starts (look main.py)
				elif event.key == pygame.K_ESCAPE :#checks if escape button is hitted down
					sys.exit()
		font = pygame.font.Font(None, 96)#sets font size with None effect (Means just Normal Text)
		font2 = pygame.font.Font(None, 24)
		flag ^=1
		if flag :
			text = font.render("DONKEY-KONG" , 1, BLUE)#basically renders the word with BLUE color
		else:
			text = font.render("DONKEY-KONG" , 1, GREEN)
		text2 =  font2.render("PRESS ENTER TO START THE GAME" , 1, WHITE)
		#in both the textpos we have overriden the centerx and centery to make the text position beautiful and have exctracted background's width and height
		textpos2 = text.get_rect(centerx=background.get_width()/2 + 100, centery=background.get_height()/2 + 100)
		textpos = text.get_rect(centerx=background.get_width()/2 , centery=background.get_height()/2  - 50)
		screen.blit(text, textpos)#kind of attach/render it to screen
		screen.blit(text2,  textpos2)
		pygame.display.update()#Keep on updating the screen because it will be rendered everytime it will be run
		clock.tick(FPSLOW)#set's the frame per second to the variable FPSLOW  (look constant.py)
	music.stop()#stops the music (defined in musicloader class in loader.py file)