Ejemplo n.º 1
0
	def __init__(self, enemyGroup, lifeGroup, lives=3):

		player_img = resources.getSprite('player')
		self.player_img = pygame.transform.smoothscale(player_img,
				(player_img.get_width() // 2, player_img.get_height() // 2))
		self.player_hurt_img = pygame.transform.smoothscale(resources.getSprite('player-hurt'),
				(player_img.get_width() // 2, player_img.get_height() // 2))
		self.player_newlife_img = pygame.transform.smoothscale(resources.getSprite('player-newlife'),
				(player_img.get_width() // 2, player_img.get_height() // 2))

		Block.__init__(self, self.player_img)
		self.enemies = enemyGroup
		self.newLife = lifeGroup
		self.lives = lives

		self.imgTick = 0
		self.hitTick = 0
Ejemplo n.º 2
0
	def __init__(self):

		life_img = resources.getSprite('newlife')
		self.life_img = pygame.transform.smoothscale(life_img, (life_img.get_width() // 4, life_img.get_height() // 4))

		Block.__init__(self, self.life_img.copy())

		self.tick = 300
		self.mode = 'growing'
		self.size = 10
Ejemplo n.º 3
0
	def __init__(self):
		if not self.obstacle_img:
			obstacle_img = resources.getSprite('obstacle')
			self.obstacle_img = pygame.transform.smoothscale(obstacle_img, (obstacle_img.get_width() // 2,
																obstacle_img.get_height() // 2))

		Block.__init__(self, self.obstacle_img)

		self.mode = 'appear'
		self.tick = 7200
		self.size = 10
Ejemplo n.º 4
0
def instructionLoop():
	global GAME_MODE
	print("Instructions Loop")

	bg = resources.getBackground('instructions')
	darkness = 100
	mode = 'fade in'
	goto = GAME_MENU
	tick = 0

	menuButton = sprites.Button(resources.getSprite('button-menu'))
	menuButton.rect.center = (GAME_WIDTH // 4, GAME_HEIGHT * 3 // 4)

	while GAME_MODE == GAME_INFO:

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

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					goto = GAME_MENU
					mode = 'fade out'

		if mode == 'fade in':
			darkness -= fadeSpeed

			if darkness <= 0:
				mode = 'still'
		elif mode == 'fade out':
			darkness += fadeSpeed

			if darkness >= 100:
				tick = 60
				mode = 'wait'

		if tick > 0:
			tick -= 1

			if tick == 0:
				GAME_MODE = goto

		if mode == 'still':
			if menuButton.clicked():
				goto = GAME_MENU
				mode = 'fade out'

		gameDisplay.blit(bg, (0, 0))
		gameDisplay.blit(menuButton.image, menuButton.rect)
		dimDisplay(darkness)
		pygame.display.update()
		clock.tick(60)
Ejemplo n.º 5
0
	def __init__(self, playerGroup):

		if not self.init:
			enemy_img = resources.getSprite('enemy')
			EnemyBlock.enemy_img = pygame.transform.smoothscale(enemy_img,
						(enemy_img.get_width() // 2, enemy_img.get_height() // 2))
			self.init = True

		Block.__init__(self, self.enemy_img)
		self.playerGroup = playerGroup
		self.speed = 1.25
		self.drag = 0.25
		self.size = 10

		self.harmTick = 100
		self.harmful = False
Ejemplo n.º 6
0
def menuLoop():
	print("Menu Loop")
	global GAME_MODE

	mode = 'fade in'
	goto = GAME_LOGO
	tick = 0
	darkness = 100
	bg = resources.getBackground('menu')

	buttons = pygame.sprite.RenderPlain()

	playButton = sprites.Button(resources.getSprite('button-play'))
	ruleButton = sprites.Button(resources.getSprite('button-rules'))

	buttons.add(playButton, ruleButton)
	playButton.rect.right, ruleButton.rect.right = 0, 0
	playButton.rect.y = GAME_HEIGHT / 2
	ruleButton.rect.y = GAME_HEIGHT / 2 + 100

	while GAME_MODE == GAME_MENU:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					GAME_MODE = GAME_QUIT

				if event.key == pygame.K_RETURN:
					goto = GAME_PLAY
					mode = 'fade out'

		if tick > 0:
			tick -= 1

		if mode == 'fade in':
			darkness -= fadeSpeed
		elif mode == 'fade out':
			darkness += fadeSpeed
			if playButton.rect.right > 0:
				playButton.rect.right -= 3
				ruleButton.rect.right -= 3
		elif tick == 0 and mode == 'wait':
			GAME_MODE = goto
		elif mode == 'buttons':
			playButton.rect.right += 3
			ruleButton.rect.right += 3

			if playButton.rect.right >= 100:
				mode = 'still'

		if darkness <= 0 and mode == 'fade in':
			mode = 'buttons'
		elif darkness >= 100 and mode == 'fade out':
			mode = 'wait'
			tick = 60

		if mode == 'still':
			if playButton.hovering():
				playButton.rect.right = 110
			else:
				playButton.rect.right = 100

			if ruleButton.hovering():
				ruleButton.rect.right = 110
			else:
				ruleButton.rect.right = 100

			if playButton.clicked():
				goto = GAME_PLAY
				mode = 'fade out'

			if ruleButton.clicked():
				goto = GAME_INFO
				mode = 'fade out'

		gameDisplay.blit(bg, (0, 0))
		buttons.draw(gameDisplay)
		dimDisplay(darkness)
		clock.tick(60)
		pygame.display.update()
Ejemplo n.º 7
0
def gameOverLoop():
	global GAME_MODE
	print("Game Over Loop")
	print("Game Over!\nScore:", str(score))

	darkness = 100
	tick = 0
	mode = 'fade in'
	bg = resources.getBackground('red').copy()

	drawText('Game Over!', GAME_WIDTH // 2, GAME_HEIGHT // 4, color=(0, 200, 0), text_align='center', surf=bg)
	drawText('Score:', GAME_WIDTH // 2, GAME_HEIGHT // 4 + 100, color=(0, 200, 0), text_align='center', surf=bg)
	drawText(str(score), GAME_WIDTH // 2, GAME_HEIGHT // 4 + 130, color=(0, 200, 0), text_align='center', surf=bg)

	playButton = sprites.Button(resources.getSprite('button-replay'))
	menuButton = sprites.Button(resources.getSprite('button-menu'))

	playButton.rect.topleft = (GAME_WIDTH, GAME_HEIGHT // 4)
	menuButton.rect.topleft = (GAME_WIDTH, GAME_HEIGHT // 4 + 100)

	goto = GAME_MENU

	while GAME_MODE == GAME_OVER:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				GAME_MODE = GAME_QUIT

			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_ESCAPE:
					goto = GAME_MENU
					mode = 'fade out'

				if event.key == pygame.K_RETURN:
					goto = GAME_MENU
					mode = 'fade out'

		if mode == 'fade in':
			darkness -= fadeSpeed
		elif mode == 'fade out':
			darkness += fadeSpeed

		if darkness <= 0 and mode == 'fade in':
			mode = 'still'
		elif darkness >= 100 and mode == 'fade out':
			mode = 'wait'
			tick = 60

		if mode == 'fade in':
			darkness -= fadeSpeed

			if GAME_WIDTH - playButton.rect.left < 160:
				playButton.rect.left -= 2
				menuButton.rect.left -= 2

			if darkness <= 0:
				mode = 'still'

		elif mode == 'fade out':
			darkness += fadeSpeed

			if GAME_WIDTH - playButton.rect.left > 0:
				playButton.rect.left += 2
				menuButton.rect.left += 2

			if darkness >= 100:
				tick = 60

		if tick > 0:
			tick -= 1

			if tick == 0:
				GAME_MODE = goto

		if mode == 'still':

			if playButton.hovering():
				playButton.rect.left = GAME_WIDTH - 165

				if playButton.clicked():
					mode = 'fade out'
					goto = GAME_PLAY
			else:
				playButton.rect.left = GAME_WIDTH - 160

			if menuButton.hovering():
				menuButton.rect.left = GAME_WIDTH - 165

				if menuButton.clicked():
					mode = 'fade out'
					goto = GAME_MENU

			else:
				menuButton.rect.left = GAME_WIDTH - 160

		gameDisplay.blit(bg, (0, 0))

		gameDisplay.blit(playButton.image, playButton.rect)
		gameDisplay.blit(menuButton.image, menuButton.rect)

		dimDisplay(darkness)

		pygame.display.update()
		clock.tick(60)