Ejemplo n.º 1
0
def show_controls():
    #Sets the title text for this UI page
    help_text = "Help"
    help_text_render = c.menu_font.render(help_text, 1, c.red, 150)
    #Sets the help text
    controls_text = "Controls:\nMenus:\nEsc --- Return\n1/2/3/4 --- Menu Buttons\nEnter --- Submit Name\n\nIn-Game:\nClassic:\nEsc --- Pause\nR --- Restart\nW/Up --- Charge Jump\nA/Left --- Move Left\nS/Down --- Move Down Faster\nD/Right --- Move Right\n\nPractice:\nPage Up --- Increase Score\nPage Down --- Decrease Score\n\nVersus:\nWASD --- BLUE player\nArrow Keys --- RED player"
    gamemodes_text = "Gamemodes:\n\nClassic: As per the title, the original experience of Skybound, charge your jumps and aim for that top spot on the leaderboard.\n\nPractice: The testing grounds for Skybound, feel free to set your score to whatever you want to see how well you can do with a fast camera.\n\nVersus: The local multiplayer gamemode to go head to head against your friends, see who can survive the longest."
    global on_controls
    while on_controls:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    c.screen.fill(c.black)
                    on_controls = False
            if event.type == pygame.display.quit:
                main_menu.quit_game()
                
        c.screen.fill(c.black)

        help_text_rect = help_text_render.get_rect()
        help_text_rect.center = (c.screen_width/2, 50)
        c.screen.blit(help_text_render, help_text_rect)
        
        c.blit_multiline_text(c.screen, controls_text, (30, 50), c.all_help_font)
        c.blit_multiline_text(c.screen, gamemodes_text, (400, c.screen_height/6), c.all_help_font)
        

        
        main_menu.button("Return", 0, c.screen_height-75, 200, 80, c.blue, c.darker_blue, "return")
        pygame.display.update()
    c.screen.fill(c.black)
Ejemplo n.º 2
0
def paused_vs():
    paused_text = "Paused"
    paused_text_render = c.menu_font.render(paused_text, 1, c.white, 150)
    pygame.display.set_caption("Skybound")
    global is_paused
    while is_paused:
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    is_paused = False
                if event.key == pygame.K_1:
                    is_paused = False
                elif event.key == pygame.K_2:
                    is_paused = False
                    c.screen.fill(c.black)
                    time.sleep(0.05)
                    main_menu.menu()
                    
        paused_text_rect = paused_text_render.get_rect()
        paused_text_rect.center = ((c.screen_width/2, (c.screen_height/3)/2))
        c.screen.blit(paused_text_render, paused_text_rect)

        main_menu.button("Resume", c.screen_width/2-155, c.screen_height/2.6, 310, 100, c.blue, c.darker_blue, "resume")
        main_menu.button("Exit to Main Menu", c.screen_width/2-155, c.screen_height/1.625, 310, 100, c.blue, c.darker_blue, "return_from_game")

        pygame.display.update()
    c.screen.fill(c.black)
Ejemplo n.º 3
0
def leaderboard():
    global show_leaderboard
    leaderboard = open("..\\res\\leaderboard.txt", "r+")
    while show_leaderboard:
        pygame.display.set_caption("Skybound")
        c.screen.fill(c.black)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                main_menu.quit_game()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    c.screen.fill(c.black)
                    show_leaderboard = False
                    
        leaderboard_text = "Leaderboard"
        leaderboard_text_render = c.menu_font.render(leaderboard_text, 1, c.red, 150)
        leaderboard_text_rect = leaderboard_text_render.get_rect()
        leaderboard_text_rect.center = (c.screen_width/2, 50)
        c.screen.blit(leaderboard_text_render, leaderboard_text_rect)

        lines = [line.rstrip('\n') for line in open('..\\res\\leaderboard.txt')]
        
        lines.sort(key=lambda x: int(x.split("-----")[-1]), reverse=True)
                        
        score_y = 0
        scores = 0
        for name_and_score in lines:
            if scores < 10:
                name = name_and_score.split(" ----- ")
                name = name[0]
                score = name_and_score.split("----- ")
                score = score[1]
                
                name_text_render = c.leaderboard_font.render(name, 1, c.white, 150)
                name_text_rect = name_text_render.get_rect()
                name_text_width = name_text_render.get_width()
                name_text_height = name_text_render.get_height()
                name_text_rect.x = c.screen_width/2-150-name_text_width
                name_text_rect.y = 97.5 + score_y
                c.screen.blit(name_text_render, name_text_rect)

                score_text_render = c.score_font.render(score, 1, c.white, 150)
                score_text_rect = score_text_render.get_rect()
                score_text_rect.center = (c.screen_width/2+200, (120 + score_y))
                c.screen.blit(score_text_render, score_text_rect)

                pygame.draw.line(c.screen, c.white, [c.screen_width/2-125, 122 + score_y], [c.screen_width/2+125, 122 + score_y], 5)
                
                score_y += 50
                scores += 1
            
        main_menu.button("Return", 0, c.screen_height-75, 200, 80, c.blue, c.darker_blue, "return")
        pygame.display.update()
Ejemplo n.º 4
0
def gamemode():
    gamemode_text = "Gamemode"
    gamemode_text_render = c.menu_font.render(gamemode_text, 1, c.red, 150)
    global show_gamemode
    show_gamemode = True
    pygame.display.set_caption("Skybound")
    while show_gamemode:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                main_menu.quit_game()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    main_menu.show_menu = True
                    main_menu.menu()
                if event.key == pygame.K_1:
                    main_menu.start_solo()
                elif event.key == pygame.K_2:
                    main_menu.start_practice()
                elif event.key == pygame.K_3:
                    main_menu.start_vs()

        c.screen.fill(c.black)
        c.clock.tick(c.fps)

        gamemode_text_rect = gamemode_text_render.get_rect()
        gamemode_text_rect.center = (c.screen_width / 2, 50)
        c.screen.blit(gamemode_text_render, gamemode_text_rect)

        main_menu.button("Classic", (c.screen_width / 2) - 125,
                         c.screen_height / 4.33, main_menu.box_w,
                         main_menu.box_h, c.blue, c.darker_blue, "solo")
        main_menu.button("Practice", (c.screen_width / 2) - 125,
                         c.screen_height / 2.36, main_menu.box_w,
                         main_menu.box_h, c.blue, c.darker_blue, "practice")
        main_menu.button("Versus", (c.screen_width / 2) - 125,
                         c.screen_height / 1.625, main_menu.box_w,
                         main_menu.box_h, c.blue, c.darker_blue, "vs")

        main_menu.button("Return", 0, c.screen_height - 75, 200, 80, c.blue,
                         c.darker_blue, "return")

        pygame.display.update()
    c.screen.fill(c.black)
Ejemplo n.º 5
0
def solo():
    all_platforms = [l.platforms_1, l.platforms_2]
    c.playing_solo = True
    #Main program loop to display framerate and handle exiting
    while c.playing_solo:
        #Sets frames per second for the game
        milliseconds = c.clock.tick(c.fps)

        #Screen reset to avoid multiple blits overlaying
        c.screen.fill(c.black)

        #When first ran, the player object is set using the Player class
        if c.second_timer == 0:
            main_menu.player_obj = player.Player()

        #If the player is below the bottom of the screen, they lose and the game over function is ran
        if main_menu.player_obj.rect.top - c.cameraY > c.screen_height:
            gamemode.show_gamemode = False
            game_over.over = True
            c.playing_solo = False
            game_over.game_over(False)

        #Applies gravity to the player by adding a set value to their y velocity each frame
        main_menu.player_obj.movey += c.gravity

        #Draws and updates the player
        main_menu.player_obj.draw(c.red)
        main_menu.player_obj.update()

        #Draws the floor for the player to start on (Player can only land and jump on platforms)
        l.floor.draw()

        #Generates sets of platforms from the all_platforms list with increasing offset to allow the player to jump up/higher
        if c.level_timer % c.max_level_timer == 0 and c.generate_platforms == True:
            c.levels.append(
                l.Level(random.choice(all_platforms),
                        650 * c.level_timer / c.max_level_timer, "y"))

        #Only allows generation of platforms within a set window of the player so that the game does not generate infinite platforms and slow down
        if len(c.levels) > 0:
            if (main_menu.player_obj.y) + 1000 < c.levels[0].offset:
                c.levels.pop(0)
            elif (main_menu.player_obj.y) - 1000 > c.levels[-1].offset:
                c.generate_platforms = False
            else:
                c.generate_platforms = True
                c.level_timer += 1

        #Draws the generated platforms from the levels list onto the screen
        for level in c.levels:
            level.draw()

        #Continually moves the camera upwards after the player moves off the ground
        c.cameraY -= c.camera_movement
        c.camera_movement = c.score / 500

        if main_menu.player_obj.y - 150 < c.cameraY:
            c.cameraY = main_menu.player_obj.y - 150
        """Calculate and display the score for the player,
        the score is calculated by using the player's y co-ordinate
        and turning it into relative magnitude number"""

        if c.score < ((-main_menu.player_obj.y) + 570) / 10:
            c.score = ((-main_menu.player_obj.y) + 570) / 10
        score_text = "Score:{0:.0f}".format(c.score)
        scoretext = c.score_font.render(score_text, 1, c.white, 150)
        c.screen.blit(scoretext, (5, 0))

        #Increases how fast the player charges their jump to make the game possible once the camera movement becomes faster
        main_menu.player_obj.jump_charge_increase = c.score / 1000

        #Primary loop for input handling.
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            #Handles the pressing of a key
            if event.type == pygame.KEYDOWN:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.player_speed = 3
                        main_menu.player_obj.charging = True
                        main_menu.player_obj.draw(c.red)
                        main_menu.player_obj.update()
                if event.key == pygame.K_ESCAPE:
                    pause.is_paused = True
                    pause.paused("solo")
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(-1)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(1)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(10)
                if event.key == ord("r"):
                    main_menu.start_solo()

            #Handles the releasing of a key
            if event.type == pygame.KEYUP:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.update()
                        main_menu.player_obj.control_y(
                            -15 * main_menu.player_obj.jump_charge -
                            main_menu.player_obj.jump_charge_increase * 8)
                        main_menu.player_obj.player_speed = 10
                        main_menu.player_obj.jump_charge = 0
                        main_menu.player_obj.charging = False
                        main_menu.player_obj.on_platform = False
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(0)

        #Sets screen boundaries and whether the player is on the floor or on a wall
        if main_menu.player_obj.x >= c.screen_width - main_menu.player_obj.player_width:
            main_menu.player_obj.x = c.screen_width - main_menu.player_obj.player_width
        if main_menu.player_obj.x <= 0:
            main_menu.player_obj.x = 0

        #Print framerate in the window caption
        pygame.display.set_caption("Skybound     FPS: {0:.0f}".format(
            c.clock.get_fps()))

        #Updates the display and increments the timers accordingly
        pygame.display.update()
        c.second_timer += 1

    pygame.display.quit()
Ejemplo n.º 6
0
def practice():
    practice_timer = 1
    all_platforms = [l.platforms_1, l.platforms_2]
    c.playing_practice = True
    adding_score = False
    removing_score = False
    #Main program loop to display framerate and handle exiting
    while c.playing_practice:
        if c.second_timer == 0:
            main_menu.player_obj = player.Player()
            
        #Screen reset to avoid multiple blits overlaying
        c.screen.fill(c.black)
        
        #Applies gravity to the player
        main_menu.player_obj.movey += c.gravity
        
        #Draws and updates the player
        main_menu.player_obj.draw(c.red)
        main_menu.player_obj.update()
        
        l.floor.draw()
        
        #Generates sets of platforms from the all_platforms list with increasing c.offset to allow the player to jump up/higher
        if c.level_timer % practice_timer == 0 and c.generate_platforms == True:
            c.levels.append(l.Level(random.choice(all_platforms), 650 * c.level_timer/practice_timer, "y"))

        #Only allows generation of platforms within a set window of the player so that the game does not generate infinite platforms and slow down
        if len(c.levels) > 0:
            #if (main_menu.player_obj.y)+15000 < c.levels[0].offset:
                #c.levels.pop(0)
            if (main_menu.player_obj.y)-20000 > c.levels[-1].offset:
                c.generate_platforms = False
            else:
                c.generate_platforms = True
                c.level_timer += 1
        
        #Draws the generated platforms from the levels list onto the screen
        for level in c.levels:
            level.draw()

        #Continually moves the camera upwards after the player moves off the ground
        c.cameraY -= c.camera_movement
        c.camera_movement = c.score/500

        if main_menu.player_obj.y-150 < c.cameraY:
            c.cameraY = main_menu.player_obj.y-150
        if main_menu.player_obj.y-400 > c.cameraY:
            c.cameraY = main_menu.player_obj.y-400
            
        """Calculate and display the score for the player,
        the score is calculated by using the player's y co-ordinate and turning it into relative magnitude number"""
        if c.score < ((-main_menu.player_obj.y)+570)/10:
            c.score = ((-main_menu.player_obj.y)+570)/10
        score_text = "Score:{0:.0f}".format(c.score)
        scoretext = c.score_font.render(score_text, 1, c.white, 150)
        c.screen.blit(scoretext, (5, 0))

        main_menu.player_obj.jump_charge_increase = c.score/1000

        #Sets frames per second for the game
        milliseconds = c.clock.tick(c.fps)
        
        #Primary loop for input handling
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            #Handles the pressing of a key
            if event.type == pygame.KEYDOWN:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.player_speed = 3
                        main_menu.player_obj.charging = True
                        main_menu.player_obj.draw(c.red)
                        main_menu.player_obj.update()
                if event.key == pygame.K_ESCAPE:
                    pause.is_paused = True
                    pause.paused("practice")
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(-1)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(1)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(10)
                if event.key == ord("r"):
                    main_menu.start_practice()
                if event.key == pygame.K_PAGEUP:
                    adding_score = True
                    c.score += 1
                if event.key == pygame.K_PAGEDOWN:
                    removing_score = True
                    
            #Handles the releasing of a key
            if event.type == pygame.KEYUP:
                if event.key == c.space or event.key == c.up or event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.update()
                        main_menu.player_obj.control_y(-15*main_menu.player_obj.jump_charge - main_menu.player_obj.jump_charge_increase*8)
                        main_menu.player_obj.player_speed = 10
                        main_menu.player_obj.jump_charge = 0
                        main_menu.player_obj.charging = False
                        main_menu.player_obj.on_platform = False
                if event.key == c.left or event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.right or event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(0)
                if event.key == c.down or event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(0)
                if event.key == pygame.K_PAGEUP:
                    adding_score = False
                if event.key == pygame.K_PAGEDOWN:
                    removing_score = False
                    
        if adding_score == True:
            c.score += 5
        if removing_score == True:
            if c.score >= 5:
                c.score -= 5
        
        #Sets screen boundaries and whether the player is on the floor or on a wall
        if main_menu.player_obj.x >= c.screen_width-main_menu.player_obj.player_width:
            main_menu.player_obj.x = c.screen_width - main_menu.player_obj.player_width
        if main_menu.player_obj.x <= 0:
            main_menu.player_obj.x = 0
                    
        #Print framerate in window caption
        pygame.display.set_caption("Skybound     FPS: {0:.0f}".format(c.clock.get_fps()))
        
        #Updates the display and increments the timers accordingly
        pygame.display.update()
        c.second_timer += 1
        
    pygame.display.quit()
Ejemplo n.º 7
0
def game_over(submitted):
    pygame.display.set_caption("Skybound")
    global over
    removing_timer = 1
    removing_timer_max = 60
    removing = False
    while over:
        c.clock.tick(60)
        c.screen.fill(c.black)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                main_menu.quit_game()
            if event.type == pygame.KEYDOWN:
                #If the user presses enter and hasn't submitted their name to the leaderboard yet, that happens
                if event.key == pygame.K_RETURN and submitted == False:
                    main_menu.submit_to_leaderboard(c.score)
                    game_over(True)
                #Backspace to remove characters from the name
                if event.key == pygame.K_BACKSPACE:
                    removing_timer = removing_timer_max
                    removing = True
                if len(c.name) < 15 and submitted == False:
                    c.name += event.unicode
                if event.key == pygame.K_ESCAPE:
                    over = False
                    c.screen.fill(c.black)
                    time.sleep(0.1)
                    main_menu.menu()
                if event.key == pygame.K_2:
                    if submitted:
                        over = False
                        c.screen.fill(c.black)
                        time.sleep(0.1)
                        main_menu.menu()
                if event.key == pygame.K_1 or event.key == pygame.K_r:
                    if submitted:
                        main_menu.start_solo()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_BACKSPACE:
                    removing = False

        if removing and removing_timer % removing_timer_max == 0:
            c.name = c.name[:-1]

        over_text = "Game Over"
        over_text_render = c.menu_font.render(over_text, 1, c.red, 150)
        over_text_rect = over_text_render.get_rect()
        over_text_rect.center = ((c.screen_width / 2, 50))
        c.screen.blit(over_text_render, over_text_rect)

        score_text = "Final Score:{0:.0f}".format(c.score)
        scoretext_render = c.final_score_font.render(score_text, 1, c.white,
                                                     150)
        scoretext_rect = scoretext_render.get_rect()
        scoretext_rect.center = c.screen_width / 2, c.screen_height / 2 - 200
        c.screen.blit(scoretext_render, scoretext_rect)

        name_text = ("Name: " + c.name)
        name_text_render = c.controls_font.render(name_text, 1, c.white, 150)
        name_text_rect = name_text_render.get_rect()
        name_text_rect.center = ((c.screen_width / 2,
                                  c.screen_height / 2 - 100))
        c.screen.blit(name_text_render, name_text_rect)

        if submitted:
            submitted_text_render = c.boxfont.render(
                "Name and Score Submitted to Leaderboard", 1, c.white, 150)
            submitted_text_rect = submitted_text_render.get_rect()
            submitted_text_rect.center = (c.screen_width / 2,
                                          (c.screen_height / 2) - 25)
            c.screen.blit(submitted_text_render, submitted_text_rect)
        else:
            main_menu.button("Submit", c.screen_width / 2 - 90,
                             c.screen_height / 2 - 50, 180, 100, c.blue,
                             c.darker_blue, "submit_name")

        main_menu.button("Play Again", c.screen_width / 2 - 150,
                         c.screen_height / 2 + 80, 300, 100, c.blue,
                         c.darker_blue, "restart")
        main_menu.button("Exit to Main Menu", c.screen_width / 2 - 150,
                         c.screen_height / 2 + 200, 300, 100, c.blue,
                         c.darker_blue, "return_from_over")

        pygame.display.update()

        removing_timer += 1
Ejemplo n.º 8
0
def vs_over(colour_of_winner, submitted):
    pygame.display.set_caption("Skybound")
    over = True
    removing_timer = 1
    removing_timer_max = 60
    removing = False
    while over:
        c.clock.tick(60)
        c.screen.fill(c.black)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                main_menu.quit_game()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN and submitted == False:
                    main_menu.submit_to_leaderboard(c.winner_score)
                    vs_over(c.colour_of_winner, True)
                if event.key == pygame.K_BACKSPACE:
                    removing_timer = removing_timer_max
                    removing = True
                if len(c.name) < 15 and submitted == False:
                    c.name += event.unicode
                if event.key == pygame.K_ESCAPE or event.key == pygame.K_2:
                    game_over.over = False
                    c.screen.fill(c.black)
                    time.sleep(0.1)
                    main_menu.menu()
                if event.key == pygame.K_1 or event.key == pygame.K_r:
                    if submitted:
                        main_menu.start_vs()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_BACKSPACE:
                    removing = False

        if removing and removing_timer % removing_timer_max == 0:
            c.name = c.name[:-1]

        c.colour_of_winner = colour_of_winner

        if colour_of_winner == "Red":
            winner_text_colour = c.red
            loser_text_colour = c.blue
            c.winner_score = c.score
            loser_score = c.score2
            colour_of_loser = "Blue"
        elif colour_of_winner == "Blue":
            winner_text_colour = c.blue
            loser_text_colour = c.red
            c.winner_score = c.score2
            loser_score = c.score
            colour_of_loser = "Red"
        else:
            winner_text_colour = c.red
            c.winner_score = 10
            loser_score = 5
            colour_of_loser = "Green"

        score_text = "{}'s Score:{}".format(colour_of_winner,
                                            round(c.winner_score))
        scoretext_render = c.score_font.render(score_text, 1,
                                               winner_text_colour, 150)
        scoretext_rect = scoretext_render.get_rect()
        scoretext_rect.center = 625, c.screen_height / 2 - 220
        c.screen.blit(scoretext_render, scoretext_rect)

        score_text2 = "{}'s Score:{}".format(colour_of_loser,
                                             round(loser_score))
        scoretext_render2 = c.score_font.render(score_text2, 1,
                                                loser_text_colour, 150)
        scoretext_rect2 = scoretext_render2.get_rect()
        scoretext_rect2.center = 625, c.screen_height / 2 - 170
        c.screen.blit(scoretext_render2, scoretext_rect2)

        over_text = "{} Player Wins".format(colour_of_winner)
        over_text_render = c.menu_font.render(over_text, 1, winner_text_colour,
                                              150)
        over_text_rect = over_text_render.get_rect()
        over_text_rect.center = ((c.screen_width / 2,
                                  (c.screen_height / 3) - 180))
        c.screen.blit(over_text_render, over_text_rect)

        name_text = ("Name: " + c.name)
        name_text_render = c.controls_font.render(name_text, 1, c.white, 150)
        name_text_rect = name_text_render.get_rect()
        name_text_rect.center = ((c.screen_width / 2,
                                  c.screen_height / 2 - 100))
        c.screen.blit(name_text_render, name_text_rect)

        if submitted:
            submitted_text_render = c.boxfont.render(
                "Name and Score Submitted to Leaderboard", 1, c.white, 150)
            submitted_text_rect = submitted_text_render.get_rect()
            submitted_text_rect.center = (c.screen_width / 2,
                                          (c.screen_height / 2))
            c.screen.blit(submitted_text_render, submitted_text_rect)
        else:
            main_menu.button("Submit", c.screen_width / 2 - 90,
                             c.screen_height / 2 - 50, 180, 100, c.blue,
                             c.darker_blue, "submit_name_vs")

        main_menu.button("Play Again", c.screen_width / 2 - 150, 400, 300, 100,
                         c.blue, c.darker_blue, "restart_vs")
        main_menu.button("Exit to Main Menu", c.screen_width / 2 - 150, 525,
                         300, 100, c.blue, c.darker_blue, "return_from_over")

        pygame.display.update()
        removing_timer += 1
Ejemplo n.º 9
0
def vs():
    c.playing_vs = True
    all_platforms = [l.platforms_1, l.platforms_2]
    c.score2 = 0
    #Main program loop to display framerate and handle exiting
    while c.playing_vs:
        if c.second_timer == 0:
            main_menu.player_obj = player.Player()
            main_menu.player_obj2 = player.Player()
            main_menu.player_obj.x = c.screen_width-main_menu.player_obj.player_width
            
        #Screen reset to avoid multiple blits overlaying
        c.screen.fill(c.black)

        if main_menu.player_obj.rect.top - c.cameraY > c.screen_height:
            game_over.vs_over("Blue", False)
        elif main_menu.player_obj2.rect.top - c.cameraY > c.screen_height:
            game_over.vs_over("Red", False)

        if c.score < ((-main_menu.player_obj.y)+570)/10:
            c.score = ((-main_menu.player_obj.y)+570)/10
        if c.score2 < ((-main_menu.player_obj2.y)+570)/10:
            c.score2 = ((-main_menu.player_obj2.y)+570)/10
            
        score_text = "Score:{0:.0f}".format(c.score)
        scoretext = c.score_font.render(score_text, 1, c.red, 150)
        c.screen.blit(scoretext, (5, 0))

        score_text2 = "Score:{0:.0f}".format(c.score2)
        scoretext = c.score_font.render(score_text2, 1, c.blue, 150)
        c.screen.blit(scoretext, (5, 40))
        
        #Applies gravity to the players
        main_menu.player_obj.movey += c.gravity
        main_menu.player_obj2.movey += c.gravity
        
        #Draws and updates the players
        main_menu.player_obj.draw(c.red)
        main_menu.player_obj.update()
        
        main_menu.player_obj2.draw(c.blue)
        main_menu.player_obj2.update()
        
        l.floor.draw()
        
        #Generates sets of platforms from the all_platforms list with increasing c.offset to allow the players to jump up/higher
        if c.level_timer % c.max_level_timer == 0 and c.generate_platforms == True:
            c.levels.append(l.Level(random.choice(all_platforms), 650 * c.level_timer/c.max_level_timer, "y"))
            
        #Only allows generation of platforms within a set window of the players so that the game does not generate infinite platforms and slow down
        if len(c.levels) > 0:
            if (main_menu.player_obj2.y)+1000 < c.levels[0].offset:
                c.levels.pop(0)
            elif (main_menu.player_obj.y)+1000 < c.levels[0].offset:
                c.levels.pop(0)
            elif (main_menu.player_obj2.y)-1000 > c.levels[-1].offset:
                c.generate_platforms = False
            elif (main_menu.player_obj.y)-1000 > c.levels[-1].offset:
                c.generate_platforms = False
            else:
                c.generate_platforms = True
                c.level_timer += 1
        
        #Draws the generated platforms from the levels list onto the screen
        for level in c.levels:
            level.draw()

        #Continually moves the camera upwards once a set amount of time has passed
        c.cameraY -= c.camera_movement
        c.camera_movement = max(c.score/500, c.score2/500)

        if main_menu.player_obj.y-80 < c.cameraY:
            c.cameraY = main_menu.player_obj.y-80
        if main_menu.player_obj2.y-80 < c.cameraY:
            c.cameraY = main_menu.player_obj2.y-80

        main_menu.player_obj.jump_charge_increase = min(1, c.score/1000)
        main_menu.player_obj2.jump_charge_increase = min(1, c.score/1000)

        #Sets frames per second for the game
        milliseconds = c.clock.tick(c.fps)
        
        #Primary loop for input handling
        for event in pygame.event.get():
            if event.type == pygame.display.quit:
                main_menu.quit_game()
            #Handles the pressing of a key
            if event.type == pygame.KEYDOWN:
                #PLAYER 2 CONTROLS
                if event.key == c.up:
                    if main_menu.player_obj2.on_platform == True:
                        main_menu.player_obj2.player_speed = 3
                        main_menu.player_obj2.charging = True
                        main_menu.player_obj2.draw(c.blue)
                        main_menu.player_obj2.update()
                if event.key == pygame.K_ESCAPE:
                    pause.is_paused = True
                    pause.paused_vs()
                if event.key == c.left:
                    main_menu.player_obj2.control_x(-1)
                if event.key == c.right:
                    main_menu.player_obj2.control_x(1)
                if event.key == c.down:
                    main_menu.player_obj2.control_y(10)

                #PLAYER 1 CONTROLS
                if event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.player_speed = 3
                        main_menu.player_obj.charging = True
                        main_menu.player_obj.draw(c.red)
                        main_menu.player_obj.update()
                if event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(-1)
                if event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(1)
                if event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(10)
                    
            #Handles the releasing of a key
            if event.type == pygame.KEYUP:
                if event.key == c.up:
                    if main_menu.player_obj2.on_platform == True:
                        main_menu.player_obj2.update()
                        main_menu.player_obj2.control_y(-15*main_menu.player_obj2.jump_charge - main_menu.player_obj2.jump_charge_increase*8)
                        main_menu.player_obj2.player_speed = 10
                        main_menu.player_obj2.jump_charge = 0
                        main_menu.player_obj2.charging = False
                        main_menu.player_obj2.on_platform = False
                if event.key == c.left:
                    main_menu.player_obj2.control_x(0)
                if event.key == c.right:
                    main_menu.player_obj2.control_x(0)
                if event.key == c.down:
                    main_menu.player_obj2.control_y(0)

                if event.key == c.up2:
                    if main_menu.player_obj.on_platform == True:
                        main_menu.player_obj.update()
                        main_menu.player_obj.control_y(-15*main_menu.player_obj.jump_charge - main_menu.player_obj.jump_charge_increase*8)
                        main_menu.player_obj.player_speed = 10
                        main_menu.player_obj.jump_charge = 0
                        main_menu.player_obj.charging = False
                        main_menu.player_obj.on_platform = False
                if event.key == pygame.K_LEFT:
                    main_menu.player_obj.control_x(0)
                if event.key == pygame.K_RIGHT:
                    main_menu.player_obj.control_x(0)
                if event.key == pygame.K_DOWN:
                    main_menu.player_obj.control_y(0)
                    
        #Sets screen boundaries and whether either player is on the floor or on a wall
        if main_menu.player_obj.x >= c.screen_width-main_menu.player_obj.player_width:
            main_menu.player_obj.x = c.screen_width - main_menu.player_obj.player_width
        if main_menu.player_obj.x <= 0:
            main_menu.player_obj.x = 0
            
        if main_menu.player_obj2.x >= c.screen_width-main_menu.player_obj2.player_width:
            main_menu.player_obj2.x = c.screen_width - main_menu.player_obj2.player_width
        if main_menu.player_obj2.x <= 0:
            main_menu.player_obj2.x = 0
                    
        #Print framerate in window caption
        pygame.display.set_caption("Skybound     FPS: {0:.0f}".format(c.clock.get_fps()))
        
        #Updates the display and increments the timers accordingly
        pygame.display.update()
        c.second_timer += 1
    pygame.display.quit()