Ejemplo n.º 1
0
    def __init__(self, SURFACE,lvl):
        self.player = None
        self.player_2=None
        self.load()

        # Map
        self.lvl_map = lvl_map
        SPACEMAP = 42

        # Temp
        self.lvl = lvl
        self.tile = Tiled(self.lvl_map[self.lvl], self)
        self.mission = Mission(self)

        # Surface
        self.surface = SURFACE
        self.WIDTH = self.surface.get_width()
        self.HEIGHT = self.surface.get_height()

        self.tile_image = self.tile.make_map(self.lvl_map[self.lvl],SPACEMAP)
Ejemplo n.º 2
0
class Game:
    def __init__(self, SURFACE, lvl_map):

        self.player = None
        self.player_2 = None

        self.load()

        #Map
        self.lvl_map = lvl_map
        SPACEMAP = 42

        #Temp
        self.lvl = "lvl_1"

        self.tile = Tiled(self.lvl_map[self.lvl], self)

        #Surface
        self.surface = SURFACE
        self.WIDTH = self.surface.get_width()
        self.HEIGHT = self.surface.get_height()

        self.tile_image = self.tile.make_map(SPACEMAP)

    def load(self):
        #__GROUP__#

        self.bullets = pg.sprite.Group()
        self.enemies = pg.sprite.Group()
        self.sprites = pg.sprite.Group()
        self.obs = pg.sprite.Group()
        self.objs = pg.sprite.Group()
        self.effect = pg.sprite.Group()

    def update(self):

        self.enemies.update()
        #self.sprites.update()
        self.objs.update()
        self.bullets.update()
        self.effect.update()

        self.draw()

    def draw(self):

        self.surface.blit(self.tile_image, (0, 0))
        self.bullets.draw(self.surface)
        self.objs.draw(self.surface)
        self.sprites.draw(self.surface)
        self.enemies.draw(self.surface)
        self.effect.draw(self.surface)
Ejemplo n.º 3
0
class Game:

    def __init__(self, SURFACE,lvl):
        self.player = None
        self.player_2=None
        self.load()

        # Map
        self.lvl_map = lvl_map
        SPACEMAP = 42

        # Temp
        self.lvl = lvl
        self.tile = Tiled(self.lvl_map[self.lvl], self)
        self.mission = Mission(self)

        # Surface
        self.surface = SURFACE
        self.WIDTH = self.surface.get_width()
        self.HEIGHT = self.surface.get_height()

        self.tile_image = self.tile.make_map(self.lvl_map[self.lvl],SPACEMAP)



    def load(self):
        # __GROUP__#

        self.bullets = pg.sprite.Group()
        self.enemies = pg.sprite.Group()
        self.sprites = pg.sprite.Group()
        self.obs = pg.sprite.Group()
        self.objs = pg.sprite.Group()
        self.effect = pg.sprite.Group()

    def start(self, SURFACE, WIDTH, HEIGHT):
        self.surface = SURFACE
        self.image = image["lvl"]
        self.rect = self.image.get_rect()
        self.rect.x = WIDTH
        self.rect.y = HEIGHT
        self.rect.x, y = WIDTH, HEIGHT
        SURFACE.blit(self.image, self.rect)

    def update(self):
        self.enemies.update()
        self.sprites.update()
        self.objs.update()
        self.bullets.update()
        self.mission.update()
        self.effect.update()

        self.draw()

    def draw(self):
        self.surface.blit(self.tile_image, (0, 0))
        self.bullets.draw(self.surface)
        self.objs.draw(self.surface)
        self.enemies.draw(self.surface)
        self.effect.draw(self.surface)
        self.sprites.draw(self.surface)