Ejemplo n.º 1
0
def main(screen, clock):
    bg = util.get_image('background')

    map_button = util.get_image('maps_button')
    map_button = pygame.transform.scale(map_button, (350, 150))
    cards_button = util.get_image('cards_button')
    cards_button = pygame.transform.scale(cards_button, (350, 150))
    items_button = util.get_image('items_button')
    items_button = pygame.transform.scale(items_button, (350, 150))

    screen.blit(bg, (0, 0))
    screen.blit(map_button, (20, 100))
    screen.blit(cards_button, (450, 100))
    screen.blit(items_button, (900, 100))

    while True:
        mouse = pygame.mouse.get_pos()
        click = pygame.mouse.get_pressed()
        # x w x, y h y
        if 20 + 350 > mouse[0] > 20 and 100 + 150 > mouse[1] > 100:
            if click[0] == 1:
                return True, 0
        elif 450 + 350 > mouse[0] > 450 and 100 + 150 > mouse[1] > 100:
            if click[0] == 1:
                return True, 1
        elif 900 + 350 > mouse[0] > 900 and 100 + 150 > mouse[1] > 100:
            if click[0] == 1:
                return True, 2

        if not util.tick(clock):
            return False, -1
Ejemplo n.º 2
0
def main(screen, clock):
    bg = util.get_image('background')
    bg_h = 934
    logo = util.get_image('logo')
    start = util.get_image('start_button')
    start = pygame.transform.scale(start, (350, 150))
    option = util.get_image('options_button')
    option = pygame.transform.scale(option, (400, 150))

    bg_animation_ticks = 200
    bg_ease = util.EaseOutSine(bg_animation_ticks, util.HEIGHT - bg_h, 0)
    logo_ease = util.EaseOutSine(bg_animation_ticks, -50, -160)

    for i in range(bg_animation_ticks):
        # Initialize & scroll start screen
        screen.fill([0, 255, 0])
        screen.blit(bg, (0, next(bg_ease)))
        screen.blit(logo, (0, next(logo_ease)))

        if not util.tick(clock):
            return False

    for i in range(0, 200):
        start.set_alpha(i/20)  # doesn't make the image fully opaque
        option.set_alpha(i/20)
        screen.blit(start, (450, 350))
        screen.blit(option, (420, 500))
        if not util.tick(clock):
            return False

    while True:
        mouse = pygame.mouse.get_pos()
        click = pygame.mouse.get_pressed()
        x = 450
        y = 350
        w = 350
        h = 150
        if x+w > mouse[0] > x and y+h > mouse[1] > y:
            if click[0] == 1:
                return True
        if not util.tick(clock):
            return False
Ejemplo n.º 3
0
def main(screen, clock):
    bg = util.get_image('item_selection_background')
    bg = pygame.transform.scale(bg, (1280, 720))
    return_button = util.get_image('return_button')
    return_button = pygame.transform.scale(return_button, (175, 60))

    screen.blit(bg, (0, 0))
    screen.blit(return_button, (1080, 640))

    card_back = util.get_image('card_back', scale=(450, 458))
    card_border = util.get_image('card_border', scale=(450, 458))
    potion_image = util.get_image('Cards/potion', scale=(300, 300))
    dragon_image = util.get_image('Cards/dragon', scale=(280, 280))
    phoenix_image = util.get_image('Cards/phoenix', scale=(340, 340))

    # blitting the selction items
    screen.blit(card_back, (-10, 20))
    screen.blit(card_back, (410, 20))
    screen.blit(card_back, (830, 20))

    screen.blit(potion_image, (70, 90))
    screen.blit(dragon_image, (511, 86))
    screen.blit(phoenix_image, (875, 35))

    screen.blit(card_border, (-10, 20))
    screen.blit(card_border, (410, 20))
    screen.blit(card_border, (830, 20))

    # blitting the items selected
    card_back = pygame.transform.scale(card_back, (180, 188))
    card_border = pygame.transform.scale(card_border, (180, 188))
    potion_image = pygame.transform.scale(potion_image, (135, 135))
    dragon_image = pygame.transform.scale(dragon_image, (112, 115))

    screen.blit(card_back, (45, 510))
    screen.blit(card_back, (245, 510))

    screen.blit(potion_image, (75, 540))
    screen.blit(dragon_image, (287, 536))

    screen.blit(card_border, (45, 510))
    screen.blit(card_border, (245, 510))

    while True:
        mouse = pygame.mouse.get_pos()
        click = pygame.mouse.get_pressed()

        # x w x, y h y
        if 1080 + 175 > mouse[0] > 1080 and 640 + 60 > mouse[1] > 640:
            if click[0] == 1:
                return True, 0
        if not util.tick(clock):
            return False
Ejemplo n.º 4
0
def main(screen, clock):
    bg = util.get_image('map_selection_background')

    bg = pygame.transform.scale(bg, (1280, 720))
    select_button_left = util.get_image('select_button_left')
    select_button_left = pygame.transform.scale(select_button_left, (150, 150))
    select_button_right = util.get_image('select_button_right')
    select_button_right = pygame.transform.scale(select_button_right,
                                                 (150, 150))
    play_button = util.get_image('play_button')
    play_button = pygame.transform.scale(play_button, (350, 150))
    return_button = util.get_image('return_button')
    return_button = pygame.transform.scale(return_button, (175, 60))
    plain_forest = util.get_image('plain_forest')
    plain_forest = pygame.transform.scale(plain_forest, (866, 350))
    mountain_background = util.get_image('mountain_background')
    mountain_background = pygame.transform.scale(mountain_background,
                                                 (866, 350))

    screen.blit(bg, (0, 0))
    screen.blit(select_button_left, (50, 280))
    screen.blit(select_button_right, (1100, 280))
    screen.blit(play_button, (460, 550))
    screen.blit(return_button, (1080, 640))
    screen.blit(plain_forest, (222, 165))

    while True:
        mouse = pygame.mouse.get_pos()
        click = pygame.mouse.get_pressed()
        if 1100 + 150 > mouse[0] > 1100 and 280 + 150 > mouse[1] > 280:
            if click[0] == 1:
                screen.blit(mountain_background, (222, 165))
        if 460 + 350 > mouse[0] > 460 and 550 + 150 > mouse[1] > 550:
            if click[0] == 1:
                return True, 0
        if 1080 + 175 > mouse[0] > 1080 and 640 + 60 > mouse[1] > 640:
            if click[0] == 1:
                return True, 1
        if not util.tick(clock):
            return False, -1
Ejemplo n.º 5
0
def main(screen, clock, counting_text):
    lose_screen = util.get_image('lose_screen')
    lose_screen = pygame.transform.scale(lose_screen, (680, 680))
    screen.blit(lose_screen, (300, 20))
    screen.blit(counting_text, (600, 330))
    font = pygame.font.SysFont(None, 64, italic=True)
    item_text = font.render("2", 1, (43, 3, 9))
    screen.blit(item_text, (600, 375))

    return_button = util.get_image('return_button')
    return_button = pygame.transform.scale(return_button, (175, 60))
    screen.blit(return_button, (710, 560))

    while True:
        mouse = pygame.mouse.get_pos()
        click = pygame.mouse.get_pressed()

        # x w x, y h y
        if 710 + 175 > mouse[0] > 710 and 560 + 60 > mouse[1] > 560:
            if click[0] == 1:
                return True, 0

        if not util.tick(clock):
            return False
Ejemplo n.º 6
0
def main(screen, clock):
    bg = util.get_image('card_selection_background')
    bg = pygame.transform.scale(bg, (1280, 720))
    return_button = util.get_image('return_button')
    return_button = pygame.transform.scale(return_button, (175, 60))

    screen.blit(bg, (0, 0))
    screen.blit(return_button, (1080, 640))

    card_back = util.get_image('card_back', scale=(200, 208))
    card_border = util.get_image('card_border', scale=(200, 208))
    knight_image = util.get_image('Cards/knight', scale=(100, 100))
    lance_image = util.get_image('Cards/lance', scale=(100, 100))
    archer_image = util.get_image('Cards/archer', scale=(100, 100))
    wizard_image = util.get_image('Cards/wizard', scale=(100, 100))

    # bltting card selection list
    screen.blit(card_back, (145, 150))
    screen.blit(card_back, (395, 150))
    screen.blit(card_back, (645, 150))
    screen.blit(card_back, (895, 150))

    screen.blit(knight_image, (190, 185))
    screen.blit(archer_image, (455, 180))
    screen.blit(lance_image, (710, 180))
    screen.blit(wizard_image, (960, 180))

    screen.blit(card_border, (145, 150))
    screen.blit(card_border, (395, 150))
    screen.blit(card_border, (645, 150))
    screen.blit(card_border, (895, 150))

    # blitting card selection
    card_back = pygame.transform.scale(card_back, (90, 98))
    card_border = pygame.transform.scale(card_border, (90, 98))
    knight_image = pygame.transform.scale(knight_image, (45, 49))
    archer_image = pygame.transform.scale(archer_image, (45, 49))
    lance_image = pygame.transform.scale(lance_image, (45, 49))
    wizard_image = pygame.transform.scale(wizard_image, (45, 49))

    screen.blit(card_back, (120, 560))
    screen.blit(card_back, (220, 560))
    screen.blit(card_back, (320, 560))
    screen.blit(card_back, (420, 560))

    screen.blit(knight_image, (149, 590))
    screen.blit(archer_image, (251, 585))
    screen.blit(lance_image, (353, 585))
    screen.blit(wizard_image, (451, 585))

    screen.blit(card_border, (120, 560))
    screen.blit(card_border, (220, 560))
    screen.blit(card_border, (320, 560))
    screen.blit(card_border, (420, 560))

    while True:
        mouse = pygame.mouse.get_pos()
        click = pygame.mouse.get_pressed()

        # x w x, y h y
        if 1080 + 175 > mouse[0] > 1080 and 640 + 60 > mouse[1] > 640:
            if click[0] == 1:
                return True, 0
        if not util.tick(clock):
            return False
Ejemplo n.º 7
0
def main(screen, clock):
    char_id[2][5] = 1

    start = pygame.time.get_ticks()
    # time = pygame.time.Clock()
    # Game loop
    frame = 0
    char_frame = 0
    enemy_frame = 0
    # Background X Coordinates
    x_g = 0
    x_bg = 0
    # States
    drag_state = (False, )
    display_grid_hor = False
    display_grid_ver = False
    global enemy_state
    global scattered_cards
    global scattered_cards_anim
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return False, "-1"
            elif event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                if pos[1] >= 624:
                    card_num = -1
                    for i in range(len(card_state)):
                        num = len(card_state) - i - 1
                        if pos[0] >= num * 97 + 15:
                            card_num = card_state[num]
                            card_state[num] = 0
                            break
                    if card_num != 0:
                        drag_state = (True, (pos[0] - (num * 97 + 15),
                                             pos[1] - 627), card_num)
                        if card_num == 2:
                            display_grid_hor = True
                        elif card_num > 3:
                            display_grid_hor = True
                            display_grid_ver = True
                    else:
                        drag_state = (False, )
                else:
                    pos = pygame.mouse.get_pos()
                    for i in scattered_cards:
                        if (pos[0] >= i[1] and pos[0] <= i[1] + 90
                                and pos[1] >= i[2] and pos[1] <= i[2] + 90):
                            empty_card = 0
                            for idx, j in enumerate(card_state):
                                if j == 0:
                                    empty_card = idx
                                    break
                            card_state[empty_card] = -1
                            scattered_cards_anim.append([
                                i[0], empty_card,
                                util.EaseOutSine(SCATTER_FRAMES, i[1],
                                                 97 * empty_card + 15),
                                util.EaseOutSine(SCATTER_FRAMES, i[2], 624)
                            ])
                            i[1] = -200
                            break

            elif event.type == pygame.MOUSEBUTTONUP:
                if drag_state[0] and drag_state[2] > 3:
                    pos = pygame.mouse.get_pos()
                    x_pos = -1
                    y_pos = -1
                    for i in range(len(char_id)):
                        num = len(char_id) - i - 1
                        if pos[1] >= get_y_pos((0, num)):
                            y_pos = num
                            break
                    for i in range(len(char_id[0])):
                        num = len(char_id[0]) - i - 1
                        if (pos[0] >= (num * GRID_SPACE_HOR + 122 - y_pos *
                                       (GRID_SPACE_HOR / 5))):
                            x_pos = num
                            break
                    char_id[y_pos][x_pos] = drag_state[2] - 3
                drag_state = (False, )
                display_grid_hor = False
                display_grid_ver = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    enemy_state[0].append([0, 1280, enemy_health[0], -1])
                if event.key == pygame.K_b:
                    enemy_state[1].append([0, 1280, enemy_health[0], -1])
                if event.key == pygame.K_c:
                    enemy_state[2].append([0, 1280, enemy_health[0], -1])
                if event.key == pygame.K_d:
                    enemy_state[3].append([0, 1280, enemy_health[0], -1])
                if event.key == pygame.K_e:
                    enemy_state[4].append([0, 1280, enemy_health[0], -1])
                if event.key == pygame.K_f:
                    scattered_cards.append([4, 1280, get_scaty()])
                if event.key == pygame.K_g:
                    scattered_cards.append([5, 1280, get_scaty()])
                if event.key == pygame.K_h:
                    scattered_cards.append([8, 1280, get_scaty()])
                if event.key == pygame.K_i:
                    scattered_cards.append([1, 1280, get_scaty()])
                if event.key == pygame.K_j:
                    scattered_cards.append([2, 1280, get_scaty()])
                if event.key == pygame.K_k:
                    scattered_cards.append([3, 1280, get_scaty()])
                if event.key == pygame.K_l:
                    scattered_cards.append([6, 1280, get_scaty()])
                if event.key == pygame.K_m:
                    enemy_state[0].append([1, 1280, enemy_health[1], -1])
                if event.key == pygame.K_n:
                    enemy_state[1].append([1, 1280, enemy_health[1], -1])
                if event.key == pygame.K_o:
                    enemy_state[2].append([1, 1280, enemy_health[1], -1])
                if event.key == pygame.K_p:
                    enemy_state[3].append([1, 1280, enemy_health[1], -1])
                if event.key == pygame.K_q:
                    enemy_state[4].append([1, 1280, enemy_health[1], -1])

                if event.key == pygame.K_r:
                    enemy_state[0].append([2, 1280, enemy_health[2], -1])
                if event.key == pygame.K_s:
                    enemy_state[1].append([2, 1280, enemy_health[2], -1])
                if event.key == pygame.K_t:
                    enemy_state[2].append([2, 1280, enemy_health[2], -1])
                if event.key == pygame.K_u:
                    enemy_state[3].append([2, 1280, enemy_health[2], -1])
                if event.key == pygame.K_v:
                    enemy_state[4].append([2, 1280, enemy_health[2], -1])

        # Drag State

        # Update Cards
        screen.blit(card_inventory, (0, 0))
        for ii, i in enumerate(card_state):
            if i > 0:
                screen.blit(cards[i - 1], (97 * ii + 15, 624))

        # Update Frame
        frame += 1
        if frame % CHAR_FRAMERATE == 0:
            char_frame = (char_frame + 1) % 4
            enemy_frame = (enemy_frame + 1) % 8

        # Scroll the background
        x_g = util.scroll(screen, ground, x_g, 2)
        x_bg = util.scroll(screen, game_background, x_bg, 2, 13129)

        # Grid
        if display_grid_hor:
            screen.blit(grid_hor, (0, BACKGROUND_HEIGHT))
        if display_grid_ver:
            screen.blit(grid_ver, (0, BACKGROUND_HEIGHT))

        # Render character and enemy
        for ii, (char, enem) in enumerate(zip(char_id, enemy_state)):
            for jj, j in enumerate(enem):
                if j[2] <= 0 and j[3] < 8:
                    j[3] = 8
                    #
                if j[0] == 0 and j[3] < 8:
                    center = j[1]
                    attack = False
                    for kk, k in enumerate(reversed(char)):
                        if (k > 0 and j[1] > get_x_pos(
                            (9 - kk, ii)) and (j[1] < get_x_pos(
                                (9 - kk, ii)) + porc_range)
                                and char_state[ii][9 - kk] < 4):
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0 and j[3] != -1
                                    and j[3] != 8
                                    and ((enemy_frame - j[3] + 8) % 8) == 7):
                                char_state[ii][9 - kk] = 4
                            break
                    if j[3] == -1 and attack:
                        j[3] = enemy_frame
                    if not attack and j[3] < 8:
                        j[3] = -1
                        #
                if j[0] == 2 and j[3] < 8:
                    center = j[1]
                    attack = False
                    for kk, k in enumerate(reversed(char)):
                        if (k > 0 and j[1] > get_x_pos(
                            (9 - kk, ii)) and (j[1] < get_x_pos(
                                (9 - kk, ii)) + fly_range)
                                and char_state[ii][9 - kk] < 4):
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0 and j[3] != -1
                                    and j[3] != 8
                                    and ((enemy_frame - j[3] + 7) % 7) == 6):
                                char_state[ii][9 - kk] = 4
                            break
                    if j[3] == -1 and attack:
                        j[3] = enemy_frame
                    if not attack and j[3] < 8:
                        j[3] = -1
                        #
                if j[0] == 1 and j[3] < 8:
                    center = j[1]
                    attack = False
                    for kk, k in enumerate(reversed(char)):
                        if (k > 0 and j[1] > get_x_pos(
                            (9 - kk, ii)) and (j[1] < get_x_pos(
                                (9 - kk, ii)) + wraith_range)
                                and char_state[ii][9 - kk] < 4):
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0 and j[3] != -1
                                    and j[3] != 8
                                    and ((enemy_frame - j[3] + 8) % 8) == 7):
                                char_state[ii][9 - kk] = 4
                            break
                    if j[3] == -1 and attack:
                        j[3] = enemy_frame
                    if not attack and j[3] < 8:
                        j[3] = -1
                if j[3] == -1:
                    if j[0] == 1:
                        j[1] = util.scroll_e(
                            screen,
                            enemy_idle_images[j[0]][(enemy_frame - j[3] + 8) %
                                                    8],
                            enemy_idle_offsets[j[0]] + get_y_pos(
                                (0, ii)), j[1], 2)
                    elif j[0] == 2:
                        j[1] = util.scroll_e(
                            screen,
                            enemy_idle_images[j[0]][(enemy_frame - j[3] + 4) %
                                                    4],
                            enemy_idle_offsets[j[0]] + get_y_pos(
                                (0, ii)), j[1], 2)
                    else:
                        j[1] = util.scroll_e(
                            screen, enemy_idle_images[j[0]],
                            enemy_idle_offsets[j[0]] + get_y_pos(
                                (0, ii)), j[1], 2)
                elif j[3] < 8:
                    if j[0] != 2:
                        j[1] = util.scroll_e(
                            screen,
                            enemy_attack_animations[j[0]][(enemy_frame - j[3] +
                                                           8) % 8],
                            enemy_idle_offsets[j[0]] + get_y_pos(
                                (0, ii)), j[1], 2)
                    else:
                        j[1] = util.scroll_e(
                            screen,
                            enemy_attack_animations[j[0]][(enemy_frame - j[3] +
                                                           4) % 4],
                            enemy_idle_offsets[j[0]] + get_y_pos(
                                (0, ii)), j[1], 2)
                else:
                    j[1] = util.scroll_e(screen,
                                         enemy_faint_animations[j[3] - 8],
                                         -70 + get_y_pos((0, ii)), j[1], 0)
                    if frame % FAINT_FRAMERATE == 0:
                        j[3] += 1
                    if j[3] > 22:
                        j[1] = -1000
                        j[3] = -1
            for jj, j in enumerate(char):
                if j == 1:
                    center = get_x_pos((jj, ii)) + GRID_SPACE_HOR / 2
                    attack = False
                    for k in enem:
                        if k[1] > center and k[1] < center + knight_range:
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0
                                    and char_state[ii][jj] != -1
                                    and char_state[ii][jj] < 4 and
                                ((char_frame - char_state[ii][jj] + 4) % 4)
                                    == 2):
                                k[2] -= char_damage[0]
                            break
                    if char_state[ii][jj] == -1 and attack:
                        char_state[ii][jj] = char_frame
                    if not attack and char_state[ii][jj] < 4:
                        char_state[ii][jj] = -1
                elif j == 2:
                    center = get_x_pos((jj, ii)) + GRID_SPACE_HOR / 2
                    attack = False
                    for k in enem:
                        if k[1] > center and k[1] < center + lance_range:
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0
                                    and char_state[ii][jj] != -1
                                    and char_state[ii][jj] < 4 and
                                ((char_frame - char_state[ii][jj] + 4) % 4)
                                    == 3):
                                k[2] -= char_damage[1]
                            break
                    if char_state[ii][jj] == -1 and attack:
                        char_state[ii][jj] = char_frame
                    if not attack and char_state[ii][jj] < 4:
                        char_state[ii][jj] = -1
                elif j == 3:
                    center = get_x_pos((jj, ii)) + GRID_SPACE_HOR / 2
                    attack = False
                    for k in enem:
                        if k[1] > center and k[1] < center + archer_range:
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0
                                    and char_state[ii][jj] != -1
                                    and char_state[ii][jj] < 4 and
                                ((char_frame - char_state[ii][jj] + 4) % 4)
                                    == 3):
                                k[2] -= char_damage[2]
                            break
                    if char_state[ii][jj] == -1 and attack:
                        char_state[ii][jj] = char_frame
                    if not attack and char_state[ii][jj] < 4:
                        char_state[ii][jj] = -1
                elif j == 5:
                    center = get_x_pos((jj, ii)) + GRID_SPACE_HOR / 2
                    attack = False
                    for k in enem:
                        if k[1] > center and k[1] < center + wizard_range:
                            attack = True
                            if (frame % CHAR_FRAMERATE == 0
                                    and char_state[ii][jj] != -1
                                    and char_state[ii][jj] < 4 and
                                ((char_frame - char_state[ii][jj] + 4) % 4)
                                    == 3):
                                k[2] -= char_damage[4]
                            break
                    if char_state[ii][jj] == -1 and attack:
                        char_state[ii][jj] = char_frame
                    if not attack and char_state[ii][jj] < 4:
                        char_state[ii][jj] = -1
                if j > 0:
                    state = char_state[ii][jj]
                    if state == -1:
                        screen.blit(idle_animations[j - 1][char_frame],
                                    get_pos(char_offsets[j - 1], (jj, ii)))
                    elif state > -1 and state < 4:
                        screen.blit(
                            attack_animations[j - 1][(char_frame - state + 4) %
                                                     4],
                            get_pos(char_offsets[j - 1], (jj, ii)))
                    else:
                        screen.blit(faint_animations[state - 4],
                                    get_pos((110, -100), (jj, ii)))
                        if frame % FAINT_FRAMERATE == 0:
                            char_state[ii][jj] += 1
                        if char_state[ii][jj] > 29:
                            char_id[ii][jj] = 0
                            char_state[ii][jj] = -1
        end = pygame.time.get_ticks()
        counting_time = end - start

        counting_text = font.render(
            str("{:.1f}m".format(counting_time / 1000)), 1, (43, 3, 9))
        screen.blit(counting_text, (10, 10))

        # Check Lose
        if check_lose(char_id):
            for i in enemy_state:
                i.clear()

            scattered_cards = []
            scattered_cards_anim = []
            return False, counting_text
        # Draw Card
        for i in scattered_cards:
            i[1] = util.scroll_e(screen, cards[i[0] - 1], i[2], i[1], 2)

        # Update Drag
        if drag_state[0]:
            screen.blit(cards[drag_state[2] - 1],
                        (pygame.mouse.get_pos()[0] - drag_state[1][0],
                         pygame.mouse.get_pos()[1] - drag_state[1][1]))

        # Refresh enemy states
        if frame % 1000 == 0:
            for idx, i in enumerate(enemy_state):
                enemy_state[idx] = [j for j in i if j[1] > -100]
            scattered_cards = [i for i in scattered_cards if i[1] > -100]
            scattered_cards_anim = [
                i for i in scattered_cards_anim if i[0] is not None
            ]

        # Animate scattered cards
        for i in scattered_cards_anim:
            if i[0] is not None:
                try:
                    screen.blit(cards[i[0] - 1], (next(i[2]), next(i[3])))
                except StopIteration:
                    card_state[i[1]] = i[0]
                    screen.blit(cards[i[0] - 1], (97 * i[1] + 15, 624))
                    i[0] = None

        if not util.tick(clock, False):
            return False, counting_text